Commit Graph
74 Commits
Author SHA1 Message Date
Piotr Osiewicz 05fc0c432c Fix a bunch of other low-hanging style lints (#36498)
- **Fix a bunch of low hanging style lints like unnecessary-return**
- **Fix single worktree violation**
- **And the rest**

Release Notes:

- N/A
2025-08-19 21:26:17 +02:00
Piotr Osiewicz 8f567383e4 Auto-fix clippy::collapsible_if violations (#36428)
Release Notes:

- N/A
2025-08-19 13:27:24 +00:00
localcc 702a95ffb2 Fix underline DPI (#35816)
Release Notes:

- Fixed wavy underlines looking inconsistent on different displays
2025-08-11 13:57:30 +02:00
Max Brunsfeld 40129147c6 Respect paths' content masks when copying them from MSAA texture to drawable (#35688)
Fixes a regression introduced in
https://github.com/zed-industries/zed/pull/34992

### Background

Paths are rendered first to an intermediate MSAA texture, and then
copied to the final drawable. Because paths can have transparency, it's
important that pixels are not copied repeatedly if paths have
overlapping bounding boxes. When N paths have the same draw order, we
infer that they must have disjoint bounding boxes, so that we can copy
them each individually (as opposed to copying a single rect that
contains them all). Previously, the bounding box that we were using to
copy paths was not accounting for the path's content mask (but it is
accounted for in the bounds tree that determines their draw order).


This cause bugs like this, where certain path pixels spuriously had
their opacity doubled:


https://github.com/user-attachments/assets/d792e60c-790b-49ad-b435-6695daba430f

This PR fixes that bug.

* [x] mac
* [x] linux
* [x] windows

Release Notes:

- Fixed a bug where a selection's opacity was computed incorrectly when
it overlapped with another editor's selections in a certain way.
2025-08-05 20:40:33 -07:00
Max BrunsfeldandJunkui Zhang 4d00d07df1 Render paths to a single fixed-size MSAA texture (#34992)
This is another attempt to solve the same problem as
https://github.com/zed-industries/zed/pull/29718, while avoiding the
regression on Intel GPUs.

###  Background

Currently, on main, all paths are first rendered to an intermediate
"atlas" texture, similar to what we use for rendering glyphs, but with
multi-sample antialiasing enabled. They are then drawn into our actual
frame buffer in a separate pass, via the "path sprite" shaders.

Notably, the intermediate texture acts as an "atlas" - the paths are
laid out in a non-overlapping way, so that each path could be copied to
an arbitrary position in the final scene. This non-overlapping approach
makes a lot sense for Glyphs (which are frequently re-used in multiple
places within a frame, and even across frames), but paths do not have
these properties.
* we clear the atlas every frame
* we rasterize each path separately. there is no deduping.

The problem with our current approach is that the path atlas textures
can end up using lots of VRAM if the scene contains many paths. This is
more of a problem in other apps that use GPUI than it is in Zed, but I
do think it's an issue for Zed as well. On Windows, I have hit some
crashes related to GPU memory.

In https://github.com/zed-industries/zed/pull/29718, @sunli829
simplified path rendering to just draw directly to the frame buffer, and
enabled msaa for the whole frame buffer. But apparently this doesn't
work well on Intel GPUs because MSAA is slow on those GPUs. So we
reverted that PR.

### Solution

With this PR, we rasterize paths to an intermediate texture with MSAA.
But rather than treating this intermediate texture like an *atlas*
(growing it in order to allocate non-overlapping rectangles for every
path), we simply use a single fixed-size, color texture that is the same
size as thew viewport. In this texture, we rasterize the paths in their
final screen position, allowing them to overlap. Then we simply blit
them from the resolved texture to the frame buffer.

### To do

* [x] Implement for Metal
* [x] Implement for Blade
* [x] Fix content masking for paths
* [x] Fix rendering of partially transparent paths
* [x] Verify that this performs well on Intel GPUs (help @notpeter 🙏 )
* [ ] Profile and optimize

Release Notes:

- N/A

---------

Co-authored-by: Junkui Zhang <364772080@qq.com>
2025-07-25 14:39:24 -07:00
Joseph T. Lyons 9a20843ba2 Revert "gpui: Improve path rendering & global multisample anti-aliasing" (#34722)
Reverts zed-industries/zed#29718

We've noticed some issues with Zed on Intel-based Macs where typing has
become sluggish, and git bisect has seemed to point towards this PR.
Reverting for now, until we can understand why it is causing this issue.
2025-07-18 16:03:08 +00:00
SunliandJason Lee 4fdda8d5a1 gpui: Improve path rendering & global multisample anti-aliasing (#29718)
Currently, the rendering path required creating a texture for each path,
which wasted a large amount of video memory. In our application, simply
drawing some charts resulted in video memory usage as high as 5G.

I removed the step of creating path textures and directly drew the paths
on the rendering target, adding post-processing global multi-sampling
anti-aliasing. Drawing paths no longer requires allocating any
additional video memory and also improves the performance of path
rendering.

Release Notes:

- N/A

---------

Co-authored-by: Jason Lee <huacnlee@gmail.com>
2025-07-02 09:41:42 -07:00
Piotr OsiewiczandJunkui Zhang 985dcf7523 chore: Bump Rust version to 1.88 (#33439)
Goodies in this version:
- if-let chains 🎉
- Better compiler perf for Zed
(https://github.com/rust-lang/rust/pull/138522)

For more, see: https://releases.rs/docs/1.88.0/

Release Notes:

- N/A

---------

Co-authored-by: Junkui Zhang <364772080@qq.com>
2025-06-26 20:54:19 +02:00
Hiroki TagatoandPeter Tripp ac30a8b0df Improve FreeBSD support (#33162)
This PR contains a set of changes for improving FreeBSD support (#15309,
#29550) and is a kind of follow up to the PR #20480 which added an
initial support for FreeBSD.

A summary of changes is as follows:
- Add some more freebsd conditionals which seem missing in the previous
PR.
- Implement `anonymous_fd()` and `current_path()` functions for FreeBSD.
- Improve detection of FreeBSD in telemetry and GPU detection.
- Temporarily disable LiveKit/WebRTC support to make build succeed.
- Remove support for flatpak since it is Linux-only packaging format.

Adding `RUSTFLAGS="-C link-dead-code"` does not seem necessary anymore.
It builds fine without the flag.

Known issues:
- Integrated terminal is painfully laggy and virtually unusable in my
environment. This might be specific to my setup.
- I cannot input Japanese using IME. When I type characters, they appear
on the screen. But when I hit return key, they disappears. Seems the
same issue as #15409.

My environment is MATE desktop on X11 on FreeBSD 14.2 on Intel Core
i5-7260U integrated graphics.

P.S. For those who might be interested, a work-in-progress FreeBSD port
and binary packages are available at
https://github.com/tagattie/FreeBSD-Zed

Release Notes:

- N/A

---------

Co-authored-by: Peter Tripp <peter@zed.dev>
2025-06-22 16:23:17 -04:00
张小白 a3cc063107 windows: Show error messages when zed failed to lanuch (#32537)
Now, if either `WindowsPlatform` or `BladeRenderer` fails to initialize,
a window will pop up to notify the user.


![image](https://github.com/user-attachments/assets/40fe7f1d-5218-4ee2-b4ec-0945fed2b743)


Release Notes:

- N/A
2025-06-11 18:37:34 +08:00
Kirill Bulatov 16366cf9f2 Use anyhow more idiomatically (#31052)
https://github.com/zed-industries/zed/issues/30972 brought up another
case where our context is not enough to track the actual source of the
issue: we get a general top-level error without inner error.

The reason for this was `.ok_or_else(|| anyhow!("failed to read HEAD
SHA"))?; ` on the top level.

The PR finally reworks the way we use anyhow to reduce such issues (or
at least make it simpler to bubble them up later in a fix).
On top of that, uses a few more anyhow methods for better readability.

* `.ok_or_else(|| anyhow!("..."))`, `map_err` and other similar error
conversion/option reporting cases are replaced with `context` and
`with_context` calls
* in addition to that, various `anyhow!("failed to do ...")` are
stripped with `.context("Doing ...")` messages instead to remove the
parasitic `failed to` text
* `anyhow::ensure!` is used instead of `if ... { return Err(...); }`
calls
* `anyhow::bail!` is used instead of `return Err(anyhow!(...));`

Release Notes:

- N/A
2025-05-20 23:06:07 +00:00
tidely 851ab13f94 gpui: Bump blade, objc2, objc2-metal, and naga (#30347) 2025-05-09 11:40:12 +03:00
张小白 edda386827 windows: Remove allow(deadcode) (#29651)
Release Notes:

- N/A
2025-04-30 15:39:19 +08:00
Ben Kunkle c231c95521 platform/blade: Improve ZED_DEVICE_ID parsing (#29235)
Closes #28533

Release Notes:

- Linux: Improved parsing of `ZED_DEVICE_ID` environment variable in an
attempt to fix some cases where it erroneously failed to parse. The
`ZED_DEVICE_ID` is now expected to always be a 4 digit hexadecimal
number (as it is in the output of `lcpci`) with an optional `0x` or `0X`
prefix.
2025-04-22 21:01:43 +00:00
Michael Sloan 9f708ee789 Fix refactoring bug in dashes around rounded corners (#28378)
Accidentally introduced in #28341

Release Notes:

- N/A
2025-04-09 00:00:30 +00:00
Michael Sloan feafad2f9d Improve comments on shader code for dashed borders (#28341)
Improvements from going over the code with @as-cii 

Release Notes:

- N/A
2025-04-08 18:08:22 +00:00
Piotr Osiewicz dc64ec9cc8 chore: Bump Rust edition to 2024 (#27800)
Follow-up to https://github.com/zed-industries/zed/pull/27791

Release Notes:

- N/A
2025-03-31 20:55:27 +02:00
Piotr Osiewicz 0729d24d77 chore: Prepare for Rust edition bump to 2024 (without autofix) (#27791)
Successor to #27779 - in this PR I've applied changes manually, without
futzing with if let lifetimes at all.

Release Notes:

- N/A
2025-03-31 20:10:36 +02:00
8a307e7b89 Switch fully to Rust Livekit (redux) (#27126)
Swift bindings BEGONE

Release Notes:

- Switched from using the Swift LiveKit bindings, to the Rust bindings,
fixing https://github.com/zed-industries/zed/issues/9396, a crash when
leaving a collaboration session, and making Zed easier to build.

---------

Co-authored-by: Conrad Irwin <conrad.irwin@gmail.com>
Co-authored-by: Michael Sloan <michael@zed.dev>
2025-03-28 17:58:23 +00:00
Ben Kunkle 1463b4d201 gpui/blade: Allow forcing use of a specific GPU with ZED_DEVICE_ID env var (#27531)
Workaround for users affected by #25899

Thanks to the work done by @kvark in
https://github.com/kvark/blade/pull/210, we have the ability to tell
Vulkan (through blade) a specific GPU to use.

This will hopefully allow some of the users affected by #25899 to use
Zed by allowing them to use a specific GPU, if the primary/default GPU
will not work

Release Notes:

- Added the ability to specify which GPU Zed uses on Linux by setting
the `ZED_DEVICE_ID` environment variable. You can obtain the device ID
of your GPU by running `lspci -nn | grep VGA` which will output each GPU
on one line like:
  ```
08:00.0 VGA compatible controller [0300]: NVIDIA Corporation GA104
[GeForce RTX 3070] [10de:2484] (rev a1)
  ````
where the device ID here is `2484`. This value is in hexadecimal, so to
force Zed to use this specific GPU you would set the environment
variable like so:
  ```
  ZED_DEVICE_ID=0x2484
  ```
Make sure to export the variable if you choose to define it globally in
a `.bashrc` or similar
2025-03-26 20:32:36 +00:00
Michael Sloan 7e4320f587 Fix drawing of 0-width borders when quad has other borders (#27511)
Closes #27485

Release Notes:

- N/A
2025-03-26 11:13:34 -06:00
cd1e56d6c7 Add support for dashed borders to GPUI (#27139)
Features:

* Scales dash spacing with border width.
* Laying out dashes around rounded corners.
* Varying border widths with rounded corners - now uses an ellipse for the inner edge of the border.
* When there are no rounded corners, each straight border is laid out separately, so that the dashes to meet at the corners.
* All sides of each dash are antialiased.

![image](https://github.com/user-attachments/assets/b3789a98-a5be-4f97-9736-c4e59615afe6)

![image](https://github.com/user-attachments/assets/739bdc57-4580-42c8-bfc3-6e287411a408)

Release Notes:

- N/A

---------

Co-authored-by: Michael Sloan <michael@zed.dev>
Co-authored-by: Ben <ben@zed.dev>
2025-03-25 11:11:04 -06:00
Martin Fischer 4a39fc2644 gpui: Provide workaround for AMD Linux driver bug (#26890)
There apparently is some amdgpu/radv bug that rendering with
multisample anti-aliasing (MSAA) results in a crash when the bounds
of a triangle list exceed 1024px, which in Zed happens with the default
buffer font size when you select a line with more than 144 characters.

This crash has been reported as #26143.

This commit introduces a workaround: you can set the
ZED_PATH_SAMPLE_COUNT=0
environment variable to disable MSAA and the error message we print
when a GPU crash is encountered with radv now suggests trying this
environment
variable as a workaround and links the respective issue.

Sidenote: MSAA was introduced in
f08b1d78ec
so you didn't run into this driver bug with versions < 0.173.8.

Release Notes:

- Added a workaround for an AMD Linux driver bug that causes Zed to
crash when selecting long lines.
2025-03-18 20:11:09 +00:00
0x2CA ba8b9ec2c7 gpui: Add interval in pattern (#26459)
Closes #ISSUE

[git: Use font size to determine pattern slash width
#26446](https://github.com/zed-industries/zed/pull/26446)

This PR only uses font size as the slant line width, and here it further
uses line height as the slant line interval control.

before


![image](https://github.com/user-attachments/assets/a8f2406e-5eed-4528-a9a2-867513613fc7)


now


![image](https://github.com/user-attachments/assets/9b8ccca9-8023-4cb2-a6fe-0e42e19642a4)

big line height


![image](https://github.com/user-attachments/assets/4498e858-4f25-432c-80ee-355726d9c41b)


Release Notes:

- N/A *or* Added/Fixed/Improved ...
2025-03-14 12:51:09 -07:00
8f75fe25e5 Add staged status information to diff hunks (#24475)
Release Notes:

- Render unstaged hunks in the project diff editor with a slashed
background

---------

Co-authored-by: maxbrunsfeld <max@zed.dev>
Co-authored-by: Max Brunsfeld <maxbrunsfeld@gmail.com>
2025-02-10 21:43:25 -05:00
Jason Lee f08b1d78ec Revert "Revert recent anti-aliasing improvements (#24289)" and fix selection top right corner radius issue (#24342)
Release Notes:

- N/A

----

To fix #24289 mention issue and revert PathBuilder and MSAA.

I'm sorry about of this, in #22808 I was forgotten this bit of detail.


![image](https://github.com/user-attachments/assets/112afda2-088c-41d0-83bd-808f6cd2f9d5)

So, add `move_to` here, we can fix the selection top right corner radius
issue.

## After change

<img width="1383" alt="image"
src="https://github.com/user-attachments/assets/28ea103c-d652-41d6-bbe0-7fd042d81e77"
/>
2025-02-06 11:03:23 +02:00
Kirill Bulatov aaf432fcd2 Revert recent anti-aliasing improvements (#24289)
This reverts commit 31fa414422.
This reverts commit b9e0aae49f.

`lyon` commit revert:

![image](https://github.com/user-attachments/assets/0243f61c-0713-416d-b8db-47372e04abaa)

`MSAA` commit revert:

![image](https://github.com/user-attachments/assets/b1a4a9fe-0192-47ef-be6f-52e03c025724)

cc @huacnlee , @\as-cii had decided to revert this PR due to a selection
right corner rendering bug.
Not sure what to propose for a fix from my side

Release Notes:

- N/A
2025-02-05 17:17:26 +00:00
Jason Lee b9e0aae49f gpui: Enable MSAA to Path render for Anti-Aliasing (#22812)
Closes #20762

Release Notes:

- N/A

---

Enable MSAA for Anti-Aliasing to Path (`cx.paint_path`) for drawing a
better vector graphics.

```bash
cargo run -p gpui --example gradient --features macos-blade
cargo run -p gpui --example gradient

cargo run -p gpui --example painting --features macos-blade
cargo run -p gpui --example painting
```

**Before**

<img width="1089" alt="image"
src="https://github.com/user-attachments/assets/0ae7240f-4ba9-4ef5-896c-e436c1282770"
/>

**After**

<img width="944" alt="image"
src="https://github.com/user-attachments/assets/71a07ae8-be54-452c-aacc-b8cec1f810c0"
/>

## TODO

- [x] Support Metal and Blade.
- [x] Detect system support to set up sample count.
- [x] Fix extra lines between Path vertices wait #22808 to merge.

Ref https://github.com/kvark/blade/pull/213

Ask @kvark to review.

I am not sure if there is anything I missed. I modified it according to
the
[particle](https://github.com/kvark/blade/tree/main/examples/particle)
example of Blade project. But the difference is that after the first
MSAA render, I did not do it a second time, I tested it and found it was
not necessary.
2025-01-29 22:14:40 +02:00
Nate Butler a03b7624f1 Revert "gpui & ui: Use shader for dashed dividers" (#23850)
Reverts zed-industries/zed#23839

getting some reports of linux crashes – will investigate later today

Release Notes:

- N/A
2025-01-29 19:19:20 +00:00
Nate Butler e5943975f9 gpui & ui: Use shader for dashed dividers (#23839)
TODO:
- [x] BackgroundOrientation
- [x] PatternDash
- [x] `pattern_horizontal_dash` & `pattern_vertical_dash`
- [x] Metal dash shader
- [x] Blade dash shader
- [x] Update ui::Divider to use new pattern

---

This PR introduces proper dashed dividers using the new `PatternDash`
background shader.

![CleanShot 2025-01-29 at 09 33
06@2x](https://github.com/user-attachments/assets/2db5af58-1aa9-4ad7-aa52-b9046fbf8584)

Before this we were using 128 elements to create a dashed divider, which
is both expensive, and would not scale beyond a certain size. This
allows us to simplify the divider element as well.

Changes:

- Adds `BackgroundOrientation` to `gpui::color::Background` to allow
specifying a direction for a pattern
- Adds the PatternDash pattern variant
- Updates `ui::Divider`'s dashed variants to be more efficient

Misc:
- Documents the `ui::Divider` component
- Treat `.metal` files as `C` in the Zed project until we get some metal
syntax highlighting.

Release Notes:

- N/A
2025-01-29 12:18:34 -05:00
Nate ButlerandAntonio Scandurra 23672987ff gpui: Add support for slash pattern fills (///) (#23576)
TODO:
- [x] Add BackgroundTag::PatternSlash
- [x] Support metal slash pattern fills
- [x] Support blade slash pattern fills
---

Adds support for a new background type in gpui, `pattern_slash`.

Usage:

```rust
div().size(px(56.0)).bg(pattern_slash(gpui::red()))
```
This will create a 56px square with a red slash pattern fill.

You can run the pattern example with `cargo run -p gpui --example
pattern`:

![CleanShot 2025-01-23 at 16 22
09@2x](https://github.com/user-attachments/assets/39d9f8c8-816c-4d3b-bc75-fcc122747e17)

---

After talking with @as-cii at length about how we want to support
patterns in gpui, we decided for now we'll simply add a new
BackgroundTag specific to this pattern.

It isn't the best long term plan however – we'll likely want to
introduce the concept of a `Fill` at some point so we can have
`Fill::Solid`, `Fill::Gradient(LinearGradient)`, etc in the future.

The pattern is designed to seamlessly tile vertically for elements of
the same height. For example, for use in editor line backgrounds:

![CleanShot 2025-01-23 at 16 27
41@2x](https://github.com/user-attachments/assets/d51b94bc-cfc2-4aff-89e3-289a04ea8841)

---


Release Notes:

(do we do gpui release notes?)
- Adds support for slash pattern fills in `gpui`.

---------

Co-authored-by: Antonio Scandurra <me@as-cii.com>
2025-01-28 11:33:34 -05:00
Dzmitry Malyshau 02cc0b9afa Update Blade with acquire fixes, multisampling (#22409)
Fixes #22406

Picks up:
- https://github.com/kvark/blade/pull/234 and
https://github.com/kvark/blade/pull/237 (`OutOfDate` workaround)
- https://github.com/kvark/blade/pull/229 ("metal-rs" to "objc2"
migration)

Release Notes:

- Improved handling of resizing and multiple monitors in Linux/Windows
2024-12-27 21:29:03 +00:00
298b9df589 Switch to a single GPU context in Blade (#20853)
Closes #17005

Release Notes:

- Improved GPU context management: share a single context with multiple
surfaces.

### High Level

Blade got a proper support for Surface objects in
https://github.com/kvark/blade/pull/203.
That was mainly motivated by Zed needing to draw multiple windows. With
the Surface API, Zed is now able to have the GPU context tied to the
"Platform" instead of "Window". Practically speaking, this means:
  - architecture more sound
  - faster to open/close windows
  - less surprises, more robust

### Concerns

1. Zed has been using a temporary workaround for the platform bug on
some Intel+Nvidia machines that makes us unable to present -
https://github.com/kvark/blade/pull/144 . This workaround is no longer
available with the new architecture. I'm looking for ideas on how to
approach this better.
- we are now picking up the change in
https://github.com/kvark/blade/pull/210, which allows forcing a specific
Device ID. This should allow Zed users to work around the issue. We
could help them to automate it, too.
2. ~~Metal-rs dependency is switched to
https://github.com/kvark/metal-rs/tree/blade, since upstream isn't
responsive in merging changes that are required for Blade. Hopefully,
temporary.~~
- ~~we can also hack around it by just transmuting the texture
references, since we know those are unchanged in the branch. That would
allow Blade to use it's own version of Metal, temporarily, if switching
metal-rs in the workspace is a concern.~~
- merged my metal-rs changes and updated Zed to use the upstream github
reference

---------

Co-authored-by: Mikayla Maki <mikayla@zed.dev>
Co-authored-by: Mikayla Maki <mikayla.c.maki@gmail.com>
Co-authored-by: Conrad Irwin <conrad.irwin@gmail.com>
2024-12-18 14:47:09 -07:00
Marshall Bowers ba44db7f49 gpui: Rename GPUSpecs to GpuSpecs (#22166)
This PR renames the `GPUSpecs` type to `GpuSpecs` to match Rust naming
conventions.

Release Notes:

- N/A
2024-12-17 17:22:53 -05:00
Jason Lee de89f8cf83 gpui: Add linear gradient support to fill background (#20812)
Release Notes:

- gpui: Add linear gradient support to fill background

Run example:

```
cargo run -p gpui --example gradient
cargo run -p gpui --example gradient --features macos-blade
```

## Demo

In GPUI (sRGB):

<img width="761" alt="image"
src="https://github.com/user-attachments/assets/568c02e8-3065-43c2-b5c2-5618d553dd6e">

In GPUI (Oklab):

<img width="761" alt="image"
src="https://github.com/user-attachments/assets/b008b0de-2705-4f99-831d-998ce48eed42">

In CSS (sRGB): 

https://codepen.io/huacnlee/pen/rNXgxBY

<img width="505" alt="image"
src="https://github.com/user-attachments/assets/239f4b65-24b3-4797-9491-a13eea420158">

In CSS (Oklab):

https://codepen.io/huacnlee/pen/wBwBKOp

<img width="658" alt="image"
src="https://github.com/user-attachments/assets/56fdd55f-d219-45de-922f-7227f535b210">


---

Currently only support 2 color stops with linear-gradient. I think this
is we first introduce the gradient feature in GPUI, and the
linear-gradient is most popular for use. So we can just add this first
and then to add more other supports.
2024-12-11 21:52:52 +02:00
Michael Sloan ab1e9bf270 On windows, recreate renderer swap chain on restore from minimized (#21756)
Closes #21688

Release Notes:

- Windows: Fix freeze after window minimize and maximize
2024-12-10 11:59:44 -07:00
ca76948044 gpui: Add drop_image (#19772)
This PR adds a function, WindowContext::drop_image, to manually remove a
RenderImage from the sprite atlas. In addition, PlatformAtlas::remove
was added to support this behavior. Previously, there was no way to
request a RenderImage to be removed from the sprite atlas, and since
they are not removed automatically the sprite would remain in video
memory once added until the window was closed. This PR allows a
developer to request the image be dropped from memory manually, however
it does not add automatic removal.

Release Notes:

- N/A

---------

Co-authored-by: Piotr Osiewicz <24362066+osiewicz@users.noreply.github.com>
Co-authored-by: Mikayla Maki <mikayla@zed.dev>
2024-11-22 09:51:26 -08:00
Mikayla Maki bebe24ea77 Add remote server cross compilation (#19136)
This will allow us to compile debug builds of the remote-server for a
different architecture than the one we are developing on.

This also adds a CI step for building our remote server with minimal
dependencies.

Release Notes:

- N/A
2024-10-12 23:23:56 -07:00
ensi 3ac201e448 gpui: Improve underline appearance (#17586) 2024-09-18 09:32:37 -04:00
apricotbucket28 f91bf7fca5 blade: Update to e142a3a to fix crash (#17510)
Closes https://github.com/zed-industries/zed/issues/17005

Like https://github.com/zed-industries/zed/pull/17319, but based on
https://github.com/kvark/blade/pull/144.

This should be cherry-picked into preview if possible 🙂 

Release Notes:

- Linux: Fixed crash when closing windows on Wayland.
2024-09-06 15:54:40 -04:00
Thorsten BallandBennet 938c90fd3b Revert FPS counter (#17485)
**UPDATE**: Response so far seems to be that this fixes the performance
issues on Intel MacBooks. So we're going to go ahead and merge it.

This reverts the FPS counter added in 11753914d (#16422) because in this
issue someone bisected recent performance regressions down to this
commit:

- https://github.com/zed-industries/zed/issues/16729

Another issue that's possibly related:

-
https://github.com/zed-industries/zed/issues/17305#issuecomment-2332316242

We're reverting this in a PR to create a bundle that people can try out.

Assets:

- Universal Binary:
https://github.com/zed-industries/zed/actions/runs/10735702994/artifacts/1900460781
- x86/Intel:
https://github.com/zed-industries/zed/actions/runs/10735702994/artifacts/1900461236
- Apple Silicon:
https://github.com/zed-industries/zed/actions/runs/10735702994/artifacts/1900460978


Release Notes:

- Removed the recently-added FPS counter since the changes it made to
the Metal renderer on macOS could lead to performance regressions on
Intel MacBooks.

Co-authored-by: Bennet <bennet@zed.dev>
2024-09-06 15:35:00 +02:00
Piotr Osiewicz e6c1c51b37 chore: Fix several style lints (#17488)
It's not comprehensive enough to start linting on `style` group, but
hey, it's a start.

Release Notes:

- N/A
2024-09-06 11:58:39 +02:00
Jason Lee a092ff0c4f gpui: Add opacity to support transparency of the entire element (#17132)
Release Notes:

- N/A

---

Add this for let GPUI element to support fade in-out animation.

## Platform test

- [x] macOS
- [x] blade `cargo run -p gpui --example opacity --features macos-blade`

## Usage

```rs
div()
    .opacity(0.5)
    .bg(gpui::black())
    .text_color(gpui::black())
    .child("Hello world")
```

This will apply the `opacity` it self and all children to use `opacity`
value to render colors.

## Example

```
cargo run -p gpui --example opacity
cargo run -p gpui --example opacity --features macos-blade
```

<img width="612" alt="image"
src="https://github.com/user-attachments/assets/f1da87ed-31f5-4b55-a023-39e8ee1ba349">
2024-09-04 12:53:45 +02:00
apricotbucket28 29745ae229 blade: Align rasterized path bounds to whole pixels (#16784)
Related: https://github.com/zed-industries/zed/pull/15822

| Before | After |
| --- | --- |
|
![image](https://github.com/user-attachments/assets/4c4ed1e7-b639-44ce-b318-8cdaaee809ee)|
![image](https://github.com/user-attachments/assets/c2757528-eef3-4d21-9522-39b2597a96b7)
|
|
![image](https://github.com/user-attachments/assets/b70ee108-bea6-4e5e-9583-392d1163d236)
|
![image](https://github.com/user-attachments/assets/aefc1f0c-7bba-4287-a3f9-bbb9befb6a4c)
|

Release Notes:

- N/A
2024-08-27 01:26:59 +03:00
Kirill Bulatov 55dda0e6af A set of small fixes (#16849)
* Linux Clippy lints fixed
* Zed local tasks are now simpler to rerun
* Zed's `release-fast` build profile keeps the debug info so it's
possible to properly debug things without altering the sources

Release Notes:

- N/A
2024-08-26 02:24:08 +03:00
11753914d7 Add a setting to show time to first window draw and frames per second in status bar (#16422)
I want to showcase Zed's performance via videos, and this seemed like a
good way to demonstrate it.


https://github.com/user-attachments/assets/f4a5fabc-efe7-4b48-9ba5-719882fdc856

Release Notes:

- On macOS, you can now set assign `performance.show_in_status_bar:
true` in your settings to show the time to the first window draw on
startup and then current FPS of the containing window's renderer.

---------

Co-authored-by: Max Brunsfeld <maxbrunsfeld@gmail.com>
Co-authored-by: Kirill Bulatov <kirill@zed.dev>
Co-authored-by: David Soria Parra <167242713+dsp-ant@users.noreply.github.com>
Co-authored-by: Danny Hua <danny.hua@hey.com>
2024-08-18 15:22:19 -06:00
Son f24f601e05 Adjust erf estimation function (#15423)
Release Notes:

- Fixed a (potential) small error in erf estimation. Technically, the
error is negligible.

I am not sure where the current calculation for erf come from and if it
is intended or a simple mistake. However it looks slightly different
from the official calculation, notably
[this](https://en.wikipedia.org/wiki/Error_function#Approximation_with_elementary_functions)
from Wikipedia.

I will add a comment if it is intended.
2024-08-07 14:12:26 +02:00
fb1cd7cae2 blade: Update to pick up Intel memory coherency fix & fix calling blade params (#15829)
Builds on @kvark's PR https://github.com/zed-industries/zed/pull/15781
by fixing call to Blades `create_texture_view` the arguments of which
had changed.


Picks up https://github.com/kvark/blade/pull/153

Release Notes:

- Fixed Zed flickering on Linux when using Intel graphics.
([#14101](https://github.com/zed-industries/zed/issues/14101)).

---------

Co-authored-by: Dzmitry Malyshau <kvark@fastmail.com>
Co-authored-by: Thorsten Ball <mrnugget@gmail.com>
2024-08-06 11:33:18 +02:00
Conrad Irwin bdf1d4edea linux: Better GPU debugging (#14706)
Release Notes:

- linux: Added GPU information to `editor: Copy System Specs to
Clipboard`
- linux: Show a prominant warning before running under llvmpipe and
similar.
2024-07-23 09:56:45 -06:00
Conrad Irwin a955968de3 Don't panic on GPU hang (#14974)
Fixes: #12766
Fixes: #14022

Release Notes:

- linux: Fix panic when GPU is temporarily unavailable.
2024-07-22 12:21:28 -06:00