Commit Graph
13 Commits
Author SHA1 Message Date
Jason Lee 83f9f9d9e3 gpui: Add more default font fallbacks (#35086)
Release Notes:

- N/A

---

- Set `.SystemUIFont` as the GPUI default font.
- Add `Arial` to font fallback list.
- Add `Adwaita Sans` to default fallback list for Gnome.
- Move `Ubuntu` font to front of Gnome to make sure Ubuntu System takes
priority over `Ubuntu` font.

Our application get some crash report:

```
panicked at /Users/admin/.cargo/git/checkouts/zed-a70e2ad075855582/f1db3b4/crates/gpui/src/text_system.rs:150:9:
failed to resolve font 'Helvetica' or any of the fallbacks: Zed Plex Mono, Helvetica, Segoe UI, Cantarell, Ubuntu, Noto Sans, DejaVu Sans
```

This change to add `Arial` to fallback list, this font was included in
macOS and Windows.
Ref link (search "Arial"):

> Mac OS X (now known as [macOS](https://en.wikipedia.org/wiki/MacOS))
was the first Mac OS version to include Arial;
> https://en.wikipedia.org/wiki/Arial

- macOS Sequoia: https://support.apple.com/en-us/120414
- Windows 10:
https://learn.microsoft.com/en-us/typography/fonts/windows_10_font_list
- Gnome: https://developer.gnome.org/hig/guidelines/typography.html
2025-10-15 16:33:26 -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
Floyd Wang ac806d982b gpui: Introduce dash array support for PathBuilder (#31678)
A simple way to draw dashed lines.


https://github.com/user-attachments/assets/2105d7b2-42d0-4d73-bb29-83a4a6bd7029

Release Notes:

- N/A
2025-06-06 09:54:21 -07:00
Floyd Wang c73af0a52f gpui: Add more shapes for PathBuilder (#30904)
- Add `arc` for drawing elliptical arc.
- Add `polygon` support.

<img width="1136" alt="image"
src="https://github.com/user-attachments/assets/97032b02-e6ff-4985-a587-3689500bfd56"
/>

Release Notes:

- N/A
2025-05-26 12:49:42 +03:00
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
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 31fa414422 gpui: Add PathBuilder based on lyon to build Path (#22808)
Release Notes:

- N/A

---

Continue https://github.com/zed-industries/zed/pull/20499

We to draw more complex Path. Before this change, we only have
`line_to`, but it is not enough.

Add a new `PathBuilder` to use [lyon](https://github.com/nical/lyon) to
build more complex path.

And then with PR #22812 to enable anti-aliasing, all thing will be
perfect.
## Show case

```bash
cargo run -p gpui --example painting
```

Before:

<img width="1136" alt="image"
src="https://github.com/user-attachments/assets/0c15833a-ec95-404c-a469-24cf172cfd86"
/>

After:

<img width="1136" alt="image"
src="https://github.com/user-attachments/assets/42cfa35e-7e8f-4ef3-bb2d-b98defc62ad6"
/>
2025-01-29 22:14:33 +02:00
6fca1d2b0b Eliminate GPUI View, ViewContext, and WindowContext types (#22632)
There's still a bit more work to do on this, but this PR is compiling
(with warnings) after eliminating the key types. When the tasks below
are complete, this will be the new narrative for GPUI:

- `Entity<T>` - This replaces `View<T>`/`Model<T>`. It represents a unit
of state, and if `T` implements `Render`, then `Entity<T>` implements
`Element`.
- `&mut App` This replaces `AppContext` and represents the app.
- `&mut Context<T>` This replaces `ModelContext` and derefs to `App`. It
is provided by the framework when updating an entity.
- `&mut Window` Broken out of `&mut WindowContext` which no longer
exists. Every method that once took `&mut WindowContext` now takes `&mut
Window, &mut App` and every method that took `&mut ViewContext<T>` now
takes `&mut Window, &mut Context<T>`

Not pictured here are the two other failed attempts. It's been quite a
month!

Tasks:

- [x] Remove `View`, `ViewContext`, `WindowContext` and thread through
`Window`
- [x] [@cole-miller @mikayla-maki] Redraw window when entities change
- [x] [@cole-miller @mikayla-maki] Get examples and Zed running
- [x] [@cole-miller @mikayla-maki] Fix Zed rendering
- [x] [@mikayla-maki] Fix todo! macros and comments
- [x] Fix a bug where the editor would not be redrawn because of view
caching
- [x] remove publicness window.notify() and replace with
`AppContext::notify`
- [x] remove `observe_new_window_models`, replace with
`observe_new_models` with an optional window
- [x] Fix a bug where the project panel would not be redrawn because of
the wrong refresh() call being used
- [x] Fix the tests
- [x] Fix warnings by eliminating `Window` params or using `_`
- [x] Fix conflicts
- [x] Simplify generic code where possible
- [x] Rename types
- [ ] Update docs

### issues post merge

- [x] Issues switching between normal and insert mode
- [x] Assistant re-rendering failure
- [x] Vim test failures
- [x] Mac build issue



Release Notes:

- N/A

---------

Co-authored-by: Antonio Scandurra <me@as-cii.com>
Co-authored-by: Cole Miller <cole@zed.dev>
Co-authored-by: Mikayla <mikayla@zed.dev>
Co-authored-by: Joseph <joseph@zed.dev>
Co-authored-by: max <max@zed.dev>
Co-authored-by: Michael Sloan <michael@zed.dev>
Co-authored-by: Mikayla Maki <mikaylamaki@Mikaylas-MacBook-Pro.local>
Co-authored-by: Mikayla <mikayla.c.maki@gmail.com>
Co-authored-by: joão <joao@zed.dev>
2025-01-26 03:02:45 +00:00
Michael Sloan fc5a810408 Add Corner to geometry and make names of corner methods consistent (#22119)
Release Notes:

- N/A
2024-12-16 22:57:15 -07:00
Jason Lee 792c1e4710 gpui: Add paint_path example (#20499)
Release Notes:

- N/A

---

```
cargo run -p gpui --example painting
```

I added this demo to verify the detailed support of Path drawing in
GPUI.

Because of, when we actually used GPUI to draw a 2D line chart, we found
that the straight line Path#line_to did not support `anti-aliasing`, and
the drawn line looked very bad.

As shown in the demo image, if we zoom in on the image, we can clearly
see that all the lines are jagged.

I read and tried to make some appropriate adjustments to the functions
in Path, but since I have no experience in the graphics field, I still
cannot achieve anti-aliasing support so far.

I don't know if I used it wrong somewhere. I checked `curve_to` and
found that the curves drawn have anti-aliasing effects, as shown in the
arc part of the figure below.

<img width="1136" alt="image"
src="https://github.com/user-attachments/assets/4dfb7603-e746-43e9-b737-cff56b56329f">
2024-11-16 13:36:13 +02:00