Commit Graph
29 Commits
Author SHA1 Message Date
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
Rom Grk 2d83580df4 linux: enable test TextSystem (#9037)
Make text tests work on linux.
2024-03-07 15:51:52 -08:00
67d280b8cb Linux: Experiment with CosmicText based Text System (#7539)
This is a rebase of @gabydds text_system updates. with some small
cleanups.

Currently cannot test this as build is not working in linux. Im just
putting it up here before I forget about it.

---------

Co-authored-by: gabydd <gabydinnerdavid@gmail.com>
Co-authored-by: Mikayla Maki <mikayla@zed.dev>
2024-02-08 22:49:03 -08:00
Kieran Gill ad3940c66f text rendering: support strikethroughs (#7363)
<img width="1269" alt="image"
src="https://github.com/zed-industries/zed/assets/18583882/d4c93033-b2ac-4ae0-8e12-457f256ee869">

Release Notes:

- Added support for styling text with strikethrough.

Related: 
- https://github.com/zed-industries/zed/issues/5364
- https://github.com/zed-industries/zed/pull/7345
2024-02-07 16:51:27 +02:00
Antonio Scandurra 55129d4d6c Revert "Use Fx* variants of HashMap and HashSet everywhere in Zed" (#7492)
Reverts zed-industries/zed#7481

This would regress performance because we'd be using the standard
library's hash maps everywhere, so reverting for now.
2024-02-07 13:16:22 +01:00
Kirill Bulatov eb236302c2 Use Fx* variants of HashMap and HashSet everywhere in Zed (#7481)
Release Notes:

- N/A
2024-02-07 09:45:37 +02:00
Antonio ScandurraandMax Brunsfeld a0b52cc69a Scope line layout cache to each window (#7235)
This improves a performance problem we were observing when having
multiple windows updating at the same time, where each window would
invalidate the other window's layout cache.

Release Notes:

- Improved performance when having multiple Zed windows open.

Co-authored-by: Max Brunsfeld <max@zed.dev>
2024-02-02 09:11:20 -08:00
Piotr Osiewicz 8fbc88b708 Load embedded fonts directly from .rdata instead of cloning (#6932)
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.
2024-01-29 10:06:57 +01:00
Thorsten BallandAntonio 4800991f28 Cache font-missing result to avoid unnecessary lookups
This fixes the performance problem we saw in https://github.com/zed-industries/community/issues/2405.

In a trace we could see that if a font is missing we'd constantly look
it up and never cache that it's missing.

This changes that and does cache the font-is-missing result.

Drawback is that one would need to restart Zed after installing a
missing font that was configured in settings. That seems acceptable for
now, though.

Co-authored-by: Antonio <antonio@zed.dev>
2024-01-24 10:38:38 +01:00
Mikayla 938b84c045 Finish documenting GPUI 2024-01-22 19:33:45 -08:00
Mikayla a99d5b87e8 WIP: text_system 2024-01-22 19:30:40 -08:00
Mikayla 1f94463ce2 Switch Arc<Mutex<Keymap>> to Rc<RefCell<Keymap>>, a relic of the GPUI2 port.
Make gpui pass clippy
2024-01-22 19:30:38 -08:00
Mikayla aa57a4cfbc Document / lockdown more of GPUI 2024-01-21 14:26:45 -08:00
Piotr Osiewicz 0a0921f88b gpui: Bring back family and style names in font name suggestions 2024-01-18 12:10:17 +01:00
MikaylaandNathan 9eecda2dae Update method name and partially document platform crate
co-authored-by: Nathan <nathan@zed.dev>
2024-01-17 14:07:57 -08:00
Piotr Osiewicz f011953484 Rename all_font_families to all_font_names 2024-01-16 20:32:21 +01:00
Conrad Irwin f0ed80cd8e Fix fallback font
As this is used if you mis-spell "buffer_font_family", it should be
monospace.

Also treat "Zed Mono" and "Zed Sans" as valid fonts
2024-01-15 14:32:48 -07:00
Antonio Scandurra 4ff514ca7e Merge remote-tracking branch 'origin/main' into cache
# Conflicts:
#	crates/gpui/src/elements/div.rs
2024-01-15 11:37:46 +01:00
Conrad Irwin e90ddba2c3 Default to Zed Sans for UI 2024-01-13 22:38:22 -07:00
Antonio Scandurra 94293b3bf9 Merge remote-tracking branch 'origin/main' into cache
# Conflicts:
#	crates/gpui/src/window.rs
2024-01-12 14:31:13 +01:00
Piotr Osiewicz 8d294211db settings.json: Suggest font names for buffer_font_family 2024-01-11 23:23:10 +01:00
a98d048905 gpui: Make TextSystem::line_wrapper non-fallible. (#4022)
Editors WrapMap could become desynchronised if user had an invalid font
specified in their config. Compared to Zed1, WrapMap ignored the
resolution failure instead of panicking. Now, if there's an invalid font
in the user config, we just fall back to an arbitrary default.


Release Notes:
- Fixed the editor panic in presence of invalid font name in the config
(fixes https://github.com/zed-industries/community/issues/2397)

---------

Co-authored-by: Conrad <conrad@zed.dev>
Co-authored-by: Conrad Irwin <conrad.irwin@gmail.com>
2024-01-11 18:52:00 +01:00
Antonio Scandurra 101cedb5f7 💄 2024-01-11 16:59:33 +01:00
Antonio Scandurra cbbba41748 Reuse line layouts when reusing view 2024-01-11 16:57:06 +01:00
Mikayla ed263a7b5c Resolve more todos 2024-01-09 15:08:05 -08:00
Piotr Osiewicz dc7f9bbc54 gpui: Sweep through cargo doc output and mark dubious items as non-public (#3932)
I essentially went through the publicly exported items and marked these
that are e.g. leaky reexports as pub(crate). I expect that'd be done on
Tuesday anyways.

Release Notes:
- N/A
2024-01-06 23:47:51 +01:00
Marshall Bowers 2da314fb79 Fix font resolution for UI text so we render with the fallback font (#3893)
This PR updates the font resolution for shaped text to use the new
`resolve_font` method on the text system.

This makes it so we use the fallback font if the desired font cannot be
found rather than rendering nothing.

Release Notes:

- Fixed an issue where nothing would render when the font set in
`ui_font_family` was not found.
2024-01-04 14:26:08 -05:00
Marshall Bowers e4aa7ba4f2 Try to load fallback fonts instead of panicking when a font is not found (#3891)
This PR adjusts our font resolution code to attempt to use a fallback
font if the specified font cannot be found.

Right now our fallback font stack is `Zed Mono`, followed by `Helvetica`
(in practice we should always be able to resolve `Zed Mono` since we
bundle it with the app).

In the future we'll want to surface the ability to set the fallback font
stack from GPUI consumers, and potentially even support specifying font
stacks in the user settings (as opposed to a single font family).

Release Notes:

- Fixed a panic when trying to load a font that could not be found.
2024-01-04 14:10:46 -05:00
Max BrunsfeldandMikayla f5ba22659b Remove 2 suffix from gpui
Co-authored-by: Mikayla <mikayla@zed.dev>
2024-01-03 12:59:39 -08:00