Commit Graph
16 Commits
Author SHA1 Message Date
Nathan Sobo 37da841716 Start on using CVMetalTextureCache 2022-09-13 14:10:13 +02:00
Nathan Sobo 531ffc01c9 Pass CVImageBuffers into GPUI instead of IOSurfaces 2022-09-13 14:10:13 +02:00
Nathan Sobo 0430bbf7d9 WIP: Start on Renderer::render_surfaces but really it's nothing 2022-09-13 14:10:13 +02:00
Antonio ScandurraandNathan Sobo c4110edb78 Extract io_surface crate and invoke custom callback on frame sample
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
2022-09-13 14:10:13 +02:00
Antonio ScandurraandNathan Sobo e12eaf8c58 Start on Scene::push_surface
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
2022-09-13 14:10:13 +02:00
ForLoveOfCatsandMikayla 8ba2f77148 One big cleanup pass of clippy lints
Co-authored-by: Mikayla <mikayla@zed.dev>
2022-08-10 16:51:01 -07:00
Keith Simmonsand 8d34fe7e94 Refactor terminal connection into a model which can be copied between terminal views
Refactor terminal modal code to use TerminalConnection model handle so we aren't storing TerminalViews in the globals
Adjust INSTANCE_BUFFER_SIZE in renderer to handle pathological terminal renders

Co-authored-by: mikayla.c.maki@gmail.com
2022-07-08 16:10:09 -07:00
Antonio ScandurraandNathan Sobo cdcdccfb89 Render emojis
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
2022-04-13 17:31:10 +02:00
Keith Simmons 0ca4c9946a Add logging when atlas allocator fails to allocate 2022-04-11 10:31:38 -07:00
Keith Simmons 7abd3a98a8 Make atlas allocation fallable and skip rendering icons and paths when it fails 2022-04-11 10:15:49 -07:00
Antonio Scandurra f69bd0e327 Snap icon sprites to pixel grid
This should resolve some rendering artifacts potentially caused by
floating point errors when sampling the texture. It should also lead
to crisper images when icons are rendered midway through a pixel.
2022-03-28 11:52:13 +02:00
Antonio ScandurraandNathan Sobo b9b255652f Display squiggly underlines underneath text with diagnostics
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
2022-01-26 15:52:40 +01:00
Antonio Scandurra 52594fe250 WIP: Start on squiggly underlines 2022-01-26 13:07:39 +01:00
Antonio Scandurra 45d1690f6e Use 16-bit float to store path windings
Previously, we were using a normalized 8-bit unsigned integer which forced us
to represent each increment of the winding number as a fraction of the max
value (1 / 255) which we would then add up using additive alpha blending.

This had three major drawbacks:

- The max winding number could not be greater than 255.
- Adding up (1 / 255) several times could result in a loss of precision.
- Due to also computing anti-aliasing as a fractional winding number, we had to
  reduce the max winding number to 32. This was still not good enough because
  we would multiply a fractional value with `1 / 32`, thus introducing more and
  more loss of precision.

This commit changes the texture type to an `f16` which doesn't require the
division by 255 and enables greater precision in the computation of the
anti-aliased parts of a curve. Note how this also removes the limitation of 255
windings at most per curve. The tradeoff is paying twice as much memory for
storing the texture, but that seems totally valid to achieve rendering accuracy.

Note that this kind of texture should be compatible with WebGL2 once we start
working on a web version of Zed.
2021-12-05 11:17:26 +01:00
Max Brunsfeld 4002be882f Clear sprite cache when scale factor changes 2021-11-22 16:47:51 -08:00
Nathan SoboandMax Brunsfeld fdfed3d7db Move all crates to a top-level crates folder
Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
2021-10-04 13:22:21 -06:00