ZIm/crates/gpui/src/elements/overlay.rs
Antonio Scandurra 4700d33728
Fix flickering (#9012)
See https://zed.dev/channel/gpui-536

Fixes https://github.com/zed-industries/zed/issues/9010
Fixes https://github.com/zed-industries/zed/issues/8883
Fixes https://github.com/zed-industries/zed/issues/8640
Fixes https://github.com/zed-industries/zed/issues/8598
Fixes https://github.com/zed-industries/zed/issues/8579
Fixes https://github.com/zed-industries/zed/issues/8363
Fixes https://github.com/zed-industries/zed/issues/8207


### Problem

After transitioning Zed to GPUI 2, we started noticing that interacting
with the mouse on many UI elements would lead to a pretty annoying
flicker. The main issue with the old approach was that hover state was
calculated based on the previous frame. That is, when computing whether
a given element was hovered in the current frame, we would use
information about the same element in the previous frame.

However, inspecting the previous frame tells us very little about what
should be hovered in the current frame, as elements in the current frame
may have changed significantly.

### Solution

This pull request's main contribution is the introduction of a new
`after_layout` phase when redrawing the window. The key idea is that
we'll give every element a chance to register a hitbox (see
`ElementContext::insert_hitbox`) before painting anything. Then, during
the `paint` phase, elements can determine whether they're the topmost
and draw their hover state accordingly.

We are also removing the ability to give an arbitrary z-index to
elements. Instead, we will follow the much simpler painter's algorithm.
That is, an element that gets painted after will be drawn on top of an
element that got painted earlier. Elements can still escape their
current "stacking context" by using the new `ElementContext::defer_draw`
method (see `Overlay` for an example). Elements drawn using this method
will still be logically considered as being children of their original
parent (for keybinding, focus and cache invalidation purposes) but their
layout and paint passes will be deferred until the currently-drawn
element is done.

With these changes we also reworked geometry batching within the
`Scene`. The new approach uses an AABB tree to determine geometry
occlusion, which allows the GPU to render non-overlapping geometry in
parallel.

### Performance

Performance is slightly better than on `main` even though this new
approach is more correct and we're maintaining an extra data structure
(the AABB tree).


![before_after](https://github.com/zed-industries/zed/assets/482957/c8120b07-1dbd-4776-834a-d040e569a71e)

Release Notes:

- Fixed a bug that was causing popovers to flicker.

---------

Co-authored-by: Nathan Sobo <nathan@zed.dev>
Co-authored-by: Thorsten <thorsten@zed.dev>
2024-03-11 10:45:57 +01:00

307 lines
9.8 KiB
Rust

use smallvec::SmallVec;
use taffy::style::{Display, Position};
use crate::{
point, AnyElement, Bounds, Element, ElementContext, IntoElement, LayoutId, ParentElement,
Pixels, Point, Size, Style,
};
/// The state that the overlay element uses to track its children.
pub struct OverlayState {
child_layout_ids: SmallVec<[LayoutId; 4]>,
offset: Point<Pixels>,
}
/// An overlay element that can be used to display UI that
/// floats on top of other UI elements.
pub struct Overlay {
children: SmallVec<[AnyElement; 2]>,
anchor_corner: AnchorCorner,
fit_mode: OverlayFitMode,
anchor_position: Option<Point<Pixels>>,
position_mode: OverlayPositionMode,
}
/// overlay gives you a floating element that will avoid overflowing the window bounds.
/// Its children should have no margin to avoid measurement issues.
pub fn overlay() -> Overlay {
Overlay {
children: SmallVec::new(),
anchor_corner: AnchorCorner::TopLeft,
fit_mode: OverlayFitMode::SwitchAnchor,
anchor_position: None,
position_mode: OverlayPositionMode::Window,
}
}
impl Overlay {
/// Sets which corner of the overlay should be anchored to the current position.
pub fn anchor(mut self, anchor: AnchorCorner) -> Self {
self.anchor_corner = anchor;
self
}
/// Sets the position in window coordinates
/// (otherwise the location the overlay is rendered is used)
pub fn position(mut self, anchor: Point<Pixels>) -> Self {
self.anchor_position = Some(anchor);
self
}
/// Sets the position mode for this overlay. Local will have this
/// interpret its [`Overlay::position`] as relative to the parent element.
/// While Window will have it interpret the position as relative to the window.
pub fn position_mode(mut self, mode: OverlayPositionMode) -> Self {
self.position_mode = mode;
self
}
/// Snap to window edge instead of switching anchor corner when an overflow would occur.
pub fn snap_to_window(mut self) -> Self {
self.fit_mode = OverlayFitMode::SnapToWindow;
self
}
}
impl ParentElement for Overlay {
fn extend(&mut self, elements: impl Iterator<Item = AnyElement>) {
self.children.extend(elements)
}
}
impl Element for Overlay {
type BeforeLayout = OverlayState;
type AfterLayout = ();
fn before_layout(&mut self, cx: &mut ElementContext) -> (crate::LayoutId, Self::BeforeLayout) {
let child_layout_ids = self
.children
.iter_mut()
.map(|child| child.before_layout(cx))
.collect::<SmallVec<_>>();
let overlay_style = Style {
position: Position::Absolute,
display: Display::Flex,
..Style::default()
};
let layout_id = cx.request_layout(&overlay_style, child_layout_ids.iter().copied());
(
layout_id,
OverlayState {
child_layout_ids,
offset: Point::default(),
},
)
}
fn after_layout(
&mut self,
bounds: Bounds<Pixels>,
before_layout: &mut Self::BeforeLayout,
cx: &mut ElementContext,
) {
if before_layout.child_layout_ids.is_empty() {
return;
}
let mut child_min = point(Pixels::MAX, Pixels::MAX);
let mut child_max = Point::default();
for child_layout_id in &before_layout.child_layout_ids {
let child_bounds = cx.layout_bounds(*child_layout_id);
child_min = child_min.min(&child_bounds.origin);
child_max = child_max.max(&child_bounds.lower_right());
}
let size: Size<Pixels> = (child_max - child_min).into();
let (origin, mut desired) = self.position_mode.get_position_and_bounds(
self.anchor_position,
self.anchor_corner,
size,
bounds,
);
let limits = Bounds {
origin: Point::default(),
size: cx.viewport_size(),
};
if self.fit_mode == OverlayFitMode::SwitchAnchor {
let mut anchor_corner = self.anchor_corner;
if desired.left() < limits.left() || desired.right() > limits.right() {
let switched = anchor_corner
.switch_axis(Axis::Horizontal)
.get_bounds(origin, size);
if !(switched.left() < limits.left() || switched.right() > limits.right()) {
anchor_corner = anchor_corner.switch_axis(Axis::Horizontal);
desired = switched
}
}
if desired.top() < limits.top() || desired.bottom() > limits.bottom() {
let switched = anchor_corner
.switch_axis(Axis::Vertical)
.get_bounds(origin, size);
if !(switched.top() < limits.top() || switched.bottom() > limits.bottom()) {
desired = switched;
}
}
}
// Snap the horizontal edges of the overlay to the horizontal edges of the window if
// its horizontal bounds overflow, aligning to the left if it is wider than the limits.
if desired.right() > limits.right() {
desired.origin.x -= desired.right() - limits.right();
}
if desired.left() < limits.left() {
desired.origin.x = limits.origin.x;
}
// Snap the vertical edges of the overlay to the vertical edges of the window if
// its vertical bounds overflow, aligning to the top if it is taller than the limits.
if desired.bottom() > limits.bottom() {
desired.origin.y -= desired.bottom() - limits.bottom();
}
if desired.top() < limits.top() {
desired.origin.y = limits.origin.y;
}
before_layout.offset = cx.element_offset() + desired.origin - bounds.origin;
before_layout.offset = point(
before_layout.offset.x.round(),
before_layout.offset.y.round(),
);
for child in self.children.drain(..) {
cx.defer_draw(child, before_layout.offset, 1);
}
}
fn paint(
&mut self,
_bounds: crate::Bounds<crate::Pixels>,
_before_layout: &mut Self::BeforeLayout,
_after_layout: &mut Self::AfterLayout,
_cx: &mut ElementContext,
) {
}
}
impl IntoElement for Overlay {
type Element = Self;
fn into_element(self) -> Self::Element {
self
}
}
enum Axis {
Horizontal,
Vertical,
}
/// Which algorithm to use when fitting the overlay to be inside the window.
#[derive(Copy, Clone, PartialEq)]
pub enum OverlayFitMode {
/// Snap the overlay to the window edge
SnapToWindow,
/// Switch which corner anchor this overlay is attached to
SwitchAnchor,
}
/// Which algorithm to use when positioning the overlay.
#[derive(Copy, Clone, PartialEq)]
pub enum OverlayPositionMode {
/// Position the overlay relative to the window
Window,
/// Position the overlay relative to its parent
Local,
}
impl OverlayPositionMode {
fn get_position_and_bounds(
&self,
anchor_position: Option<Point<Pixels>>,
anchor_corner: AnchorCorner,
size: Size<Pixels>,
bounds: Bounds<Pixels>,
) -> (Point<Pixels>, Bounds<Pixels>) {
match self {
OverlayPositionMode::Window => {
let anchor_position = anchor_position.unwrap_or(bounds.origin);
let bounds = anchor_corner.get_bounds(anchor_position, size);
(anchor_position, bounds)
}
OverlayPositionMode::Local => {
let anchor_position = anchor_position.unwrap_or_default();
let bounds = anchor_corner.get_bounds(bounds.origin + anchor_position, size);
(anchor_position, bounds)
}
}
}
}
/// Which corner of the overlay should be considered the anchor.
#[derive(Clone, Copy, PartialEq, Eq)]
pub enum AnchorCorner {
/// The top left corner
TopLeft,
/// The top right corner
TopRight,
/// The bottom left corner
BottomLeft,
/// The bottom right corner
BottomRight,
}
impl AnchorCorner {
fn get_bounds(&self, origin: Point<Pixels>, size: Size<Pixels>) -> Bounds<Pixels> {
let origin = match self {
Self::TopLeft => origin,
Self::TopRight => Point {
x: origin.x - size.width,
y: origin.y,
},
Self::BottomLeft => Point {
x: origin.x,
y: origin.y - size.height,
},
Self::BottomRight => Point {
x: origin.x - size.width,
y: origin.y - size.height,
},
};
Bounds { origin, size }
}
/// Get the point corresponding to this anchor corner in `bounds`.
pub fn corner(&self, bounds: Bounds<Pixels>) -> Point<Pixels> {
match self {
Self::TopLeft => bounds.origin,
Self::TopRight => bounds.upper_right(),
Self::BottomLeft => bounds.lower_left(),
Self::BottomRight => bounds.lower_right(),
}
}
fn switch_axis(self, axis: Axis) -> Self {
match axis {
Axis::Vertical => match self {
AnchorCorner::TopLeft => AnchorCorner::BottomLeft,
AnchorCorner::TopRight => AnchorCorner::BottomRight,
AnchorCorner::BottomLeft => AnchorCorner::TopLeft,
AnchorCorner::BottomRight => AnchorCorner::TopRight,
},
Axis::Horizontal => match self {
AnchorCorner::TopLeft => AnchorCorner::TopRight,
AnchorCorner::TopRight => AnchorCorner::TopLeft,
AnchorCorner::BottomLeft => AnchorCorner::BottomRight,
AnchorCorner::BottomRight => AnchorCorner::BottomLeft,
},
}
}
}