This fixes a panic happening when releasing an instance buffer.
Releasing the buffer happens on a different thread but the borrow
checker was not catching it because the metal buffer completion handler
API doesn't have a `Send` marker on it.
Release Notes:
- N/A
This commit goes back to using `wait_until_scheduled` as opposed to
`wait_until_completed`. What this means, however, is that another draw
could take place before the previous one finished. When that happens we
don't want to reuse the same instance buffer because the GPU is actively
reading from it, so we use a pool instead.
Release Notes:
- Fixed a bug that caused inconsistent frame rate when scrolling on
certain hardware.
---------
Co-authored-by: Antonio Scandurra <me@as-cii.com>
Co-authored-by: Antonio <antonio@zed.dev>
Release Notes:
- Fixed a bug that caused inconsistent frame rate when scrolling on
certain hardware.
Co-authored-by: Antonio Scandurra <me@as-cii.com>
Co-authored-by: Nathan Sobo <nathan@zed.dev>
The fonts we embed in Zed binary (Zed Sans & Zed Mono) weigh about 30Mb in total and we are cloning them several times during startup and loading of embedded assets (once explicitly in Zed and then under the hood in font-kit). Moreover, after loading we have at least 2 copies of each font in our program; one in .rdata and the other on the heap for use by font-kit.
This commit does away with that distinction (we're no longer allocating the font data) and slightly relaxes the interface of `TextSystem::add_fonts` by expecting one to pass `Cow<[u8]>` instead of `Arc<Vec<u8>>`. Additionally, `AssetSource::get` now returns `Cow<'static, [u8]>` instead of `Cow<'self, [u8]>`; all existing implementations conform with that change.
Note that this optimization takes effect only in Release builds, as the library we use for asset embedding - rust-embed - embeds the assets only in Release mode and in Dev builds it simply loads data from disk. Thus it returns `Cow<[u8]>` in it's interface. Therefore, we still copy that memory around in Dev builds, but that's not really an issue.
This patch makes no assumptions about the build profile we're running under, that's just an intrinsic property of rust-embed.
Tl;dr: this should shave off about 30Mb of memory usage and a fair chunk (~30ms) of startup time.
Release Notes:
- Improved startup time and memory usage.
Sometimes Cocoa calls app delegate methods (notably the display link)
while we're calling Cocoa methods. This causes a deadlock unless we
are careful to run cocao methods while we're not holding our internal
locks
- it seems like layer.drawable_size() is 0,0 in metal_renderer.rs:189
- we set this in two places:
- in response to a CALayerDelegate setFrameSize: event
- in response to a CALayerDelegate viewDidChangeBackingProperties:
event.
- it looks like if we don't set it in either of these cases we get a
different failure mode: the view is zoomed just wrong.
- That said, I can reproduce the screenshot if .scale_factor() returns
0.
- This might happen if [nativeWindow screen] is nil, which happens when
the window is off screen.
- possible that zed started with offscreen window?
- I would expect that viewDidChangeBackingProperties would fire when
that changed.
- potential fix: default to 2.0
Release Notes:
- Fixed Zed occasionally rendering blank on laungh
([#2422](https://github.com/zed-industries/community/issues/2422)).
Before this change if you had a matching binding and a pending key,
the matching binding happened unconditionally.
Now we will wait a second before triggering that binding to give you
time to complete the action.
CGDisplayBounds returns data in "global display coordinates" (which are
the same as Zed's coordinates), different from the NS APIs which use
"screen coordinates" (which have the Y axis inverted)
Also remove some transmutes while we're at it
Adding the typos crate to our CI will take some doing, as we have
several tests which rely on typos in various ways (e.g. checking state
as the user types), but I thought I'd take a first stab at fixing what
it finds.
Release Notes:
- N/A