Add support for dashed borders to GPUI (#27139)

Nathan Sobo , Michael Sloan , and Ben created

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>

Change summary

crates/editor/src/element.rs                |  15 
crates/gpui/build.rs                        |   1 
crates/gpui/examples/hello_world.rs         |  62 +++
crates/gpui/src/elements/div.rs             |   3 
crates/gpui/src/platform/blade/shaders.wgsl | 420 ++++++++++++++++++++--
crates/gpui/src/platform/mac/shaders.metal  | 403 ++++++++++++++++++---
crates/gpui/src/scene.rs                    |  13 
crates/gpui/src/style.rs                    |  20 
crates/gpui/src/styled.rs                   |  13 
crates/gpui/src/window.rs                   |  40 +
crates/markdown/src/markdown.rs             |  14 
crates/ui/src/components/scrollbar.rs       |   9 
crates/workspace/src/pane_group.rs          |   7 
crates/zeta/src/completion_diff_element.rs  |   6 
14 files changed, 868 insertions(+), 158 deletions(-)

Detailed changes

crates/editor/src/element.rs 🔗

@@ -35,9 +35,9 @@ use git::{blame::BlameEntry, status::FileStatus, Oid};
 use gpui::{
     anchored, deferred, div, fill, linear_color_stop, linear_gradient, outline, point, px, quad,
     relative, size, solid_background, transparent_black, Action, AnyElement, App, AvailableSpace,
-    Axis, Bounds, ClickEvent, ClipboardItem, ContentMask, Context, Corner, Corners, CursorStyle,
-    DispatchPhase, Edges, Element, ElementInputHandler, Entity, Focusable as _, FontId,
-    GlobalElementId, Hitbox, Hsla, InteractiveElement, IntoElement, Keystroke, Length,
+    Axis, BorderStyle, Bounds, ClickEvent, ClipboardItem, ContentMask, Context, Corner, Corners,
+    CursorStyle, DispatchPhase, Edges, Element, ElementInputHandler, Entity, Focusable as _,
+    FontId, GlobalElementId, Hitbox, Hsla, InteractiveElement, IntoElement, Keystroke, Length,
     ModifiersChangedEvent, MouseButton, MouseDownEvent, MouseMoveEvent, MouseUpEvent, PaintQuad,
     ParentElement, Pixels, ScrollDelta, ScrollWheelEvent, ShapedLine, SharedString, Size,
     StatefulInteractiveElement, Style, Styled, Subscription, TextRun, TextStyleRefinement, Window,
@@ -4549,6 +4549,7 @@ impl EditorElement {
                             flattened_background_color,
                             Edges::default(),
                             transparent_black(),
+                            BorderStyle::default(),
                         ));
                     } else {
                         let flattened_unstaged_background_color = cx
@@ -4563,6 +4564,7 @@ impl EditorElement {
                             flattened_unstaged_background_color,
                             Edges::all(Pixels(1.0)),
                             flattened_background_color,
+                            BorderStyle::Solid,
                         ));
                     }
                 }
@@ -4927,6 +4929,7 @@ impl EditorElement {
                             left: Pixels::ZERO,
                         },
                         cx.theme().colors().scrollbar_track_border,
+                        BorderStyle::Solid,
                     ));
 
                     window.paint_quad(quad(
@@ -4940,6 +4943,7 @@ impl EditorElement {
                             left: ScrollbarLayout::BORDER_WIDTH,
                         },
                         cx.theme().colors().scrollbar_thumb_border,
+                        BorderStyle::Solid,
                     ));
                 })
             }
@@ -5075,6 +5079,7 @@ impl EditorElement {
                             left: ScrollbarLayout::BORDER_WIDTH,
                         },
                         cx.theme().colors().scrollbar_track_border,
+                        BorderStyle::Solid,
                     ));
 
                     let fast_markers =
@@ -5100,6 +5105,7 @@ impl EditorElement {
                             left: ScrollbarLayout::BORDER_WIDTH,
                         },
                         cx.theme().colors().scrollbar_thumb_border,
+                        BorderStyle::Solid,
                     ));
                 });
             }
@@ -8063,6 +8069,7 @@ impl ScrollbarLayout {
                 pixel_range.color,
                 Edges::default(),
                 Hsla::transparent_black(),
+                BorderStyle::default(),
             ));
         }
 
@@ -8296,7 +8303,7 @@ impl CursorLayout {
 
         //Draw background or border quad
         let cursor = if matches!(self.shape, CursorShape::Hollow) {
-            outline(bounds, self.color)
+            outline(bounds, self.color, BorderStyle::Solid)
         } else {
             fill(bounds, self.color)
         };

crates/gpui/build.rs 🔗

@@ -136,6 +136,7 @@ mod macos {
             "Underline".into(),
             "UnderlineInputIndex".into(),
             "Quad".into(),
+            "BorderStyle".into(),
             "SpriteInputIndex".into(),
             "MonochromeSprite".into(),
             "PolychromeSprite".into(),

crates/gpui/examples/hello_world.rs 🔗

@@ -27,12 +27,61 @@ impl Render for HelloWorld {
                 div()
                     .flex()
                     .gap_2()
-                    .child(div().size_8().bg(gpui::red()))
-                    .child(div().size_8().bg(gpui::green()))
-                    .child(div().size_8().bg(gpui::blue()))
-                    .child(div().size_8().bg(gpui::yellow()))
-                    .child(div().size_8().bg(gpui::black()))
-                    .child(div().size_8().bg(gpui::white())),
+                    .child(
+                        div()
+                            .size_8()
+                            .bg(gpui::red())
+                            .border_1()
+                            .border_dashed()
+                            .rounded_md()
+                            .border_color(gpui::white()),
+                    )
+                    .child(
+                        div()
+                            .size_8()
+                            .bg(gpui::green())
+                            .border_1()
+                            .border_dashed()
+                            .rounded_md()
+                            .border_color(gpui::white()),
+                    )
+                    .child(
+                        div()
+                            .size_8()
+                            .bg(gpui::blue())
+                            .border_1()
+                            .border_dashed()
+                            .rounded_md()
+                            .border_color(gpui::white()),
+                    )
+                    .child(
+                        div()
+                            .size_8()
+                            .bg(gpui::yellow())
+                            .border_1()
+                            .border_dashed()
+                            .rounded_md()
+                            .border_color(gpui::white()),
+                    )
+                    .child(
+                        div()
+                            .size_8()
+                            .bg(gpui::black())
+                            .border_1()
+                            .border_dashed()
+                            .rounded_md()
+                            .rounded_md()
+                            .border_color(gpui::white()),
+                    )
+                    .child(
+                        div()
+                            .size_8()
+                            .bg(gpui::white())
+                            .border_1()
+                            .border_dashed()
+                            .rounded_md()
+                            .border_color(gpui::black()),
+                    ),
             )
     }
 }
@@ -52,5 +101,6 @@ fn main() {
             },
         )
         .unwrap();
+        cx.activate(true);
     });
 }

crates/gpui/src/elements/div.rs 🔗

@@ -1662,7 +1662,7 @@ impl Interactivity {
         window: &mut Window,
         cx: &mut App,
     ) {
-        use crate::TextAlign;
+        use crate::{BorderStyle, TextAlign};
 
         if global_id.is_some()
             && (style.debug || style.debug_below || cx.has_global::<crate::DebugBelow>())
@@ -1753,6 +1753,7 @@ impl Interactivity {
                                 },
                             },
                             crate::red(),
+                            BorderStyle::default(),
                         ))
                     }
                 }

crates/gpui/src/platform/blade/shaders.wgsl 🔗

@@ -1,3 +1,33 @@
+/* Functions useful for debugging:
+
+// A heat map color for debugging (blue -> cyan -> green -> yellow -> red).
+fn heat_map_color(value: f32, minValue: f32, maxValue: f32, position: vec2<f32>) -> vec4<f32> {
+    // Normalize value to 0-1 range
+    let t = clamp((value - minValue) / (maxValue - minValue), 0.0, 1.0);
+
+    // Heat map color calculation
+    let r = t * t;
+    let g = 4.0 * t * (1.0 - t);
+    let b = (1.0 - t) * (1.0 - t);
+    let heat_color = vec3<f32>(r, g, b);
+
+    // Create a checkerboard pattern (black and white)
+    let sum = floor(position.x / 3) + floor(position.y / 3);
+    let is_odd = fract(sum * 0.5); // 0.0 for even, 0.5 for odd
+    let checker_value = is_odd * 2.0; // 0.0 for even, 1.0 for odd
+    let checker_color = vec3<f32>(checker_value);
+
+    // Determine if value is in range (1.0 if in range, 0.0 if out of range)
+    let in_range = step(minValue, value) * step(value, maxValue);
+
+    // Mix checkerboard and heat map based on whether value is in range
+    let final_color = mix(checker_color, heat_color, in_range);
+
+    return vec4<f32>(final_color, 1.0);
+}
+
+*/
+
 struct GlobalParams {
     viewport_size: vec2<f32>,
     premultiplied_alpha: u32,
@@ -240,15 +270,16 @@ fn blur_along_x(x: f32, y: f32, sigma: f32, corner: f32, half_size: vec2<f32>) -
   return integral.y - integral.x;
 }
 
-fn pick_corner_radius(point: vec2<f32>, radii: Corners) -> f32 {
-    if (point.x < 0.0) {
-        if (point.y < 0.0) {
+// Selects corner radius based on quadrant.
+fn pick_corner_radius(center_to_point: vec2<f32>, radii: Corners) -> f32 {
+    if (center_to_point.x < 0.0) {
+        if (center_to_point.y < 0.0) {
             return radii.top_left;
         } else {
             return radii.bottom_left;
         }
     } else {
-        if (point.y < 0.0) {
+        if (center_to_point.y < 0.0) {
             return radii.top_right;
         } else {
             return radii.bottom_right;
@@ -256,15 +287,36 @@ fn pick_corner_radius(point: vec2<f32>, radii: Corners) -> f32 {
     }
 }
 
+// Signed distance of the point to the quad's border - positive outside the
+// border, and negative inside.
+//
+// See comments on similar code using `quad_sdf_impl` in `fs_quad` for
+// explanation.
 fn quad_sdf(point: vec2<f32>, bounds: Bounds, corner_radii: Corners) -> f32 {
     let half_size = bounds.size / 2.0;
     let center = bounds.origin + half_size;
     let center_to_point = point - center;
     let corner_radius = pick_corner_radius(center_to_point, corner_radii);
-    let rounded_edge_to_point = abs(center_to_point) - half_size + corner_radius;
-    return length(max(vec2<f32>(0.0), rounded_edge_to_point)) +
-        min(0.0, max(rounded_edge_to_point.x, rounded_edge_to_point.y)) -
-        corner_radius;
+    let corner_to_point = abs(center_to_point) - half_size;
+    let corner_center_to_point = corner_to_point + corner_radius;
+    return quad_sdf_impl(corner_center_to_point, corner_radius);
+}
+
+fn quad_sdf_impl(corner_center_to_point: vec2<f32>, corner_radius: f32) -> f32 {
+    if (corner_radius == 0.0) {
+        // Fast path for unrounded corners.
+        return max(corner_center_to_point.x, corner_center_to_point.y);
+    } else {
+        // Signed distance of the point from a quad that is inset by corner_radius.
+        // It is negative inside this quad, and positive outside.
+        let signed_distance_to_inset_quad =
+            // 0 inside the inset quad, and positive outside.
+            length(max(vec2<f32>(0.0), corner_center_to_point)) +
+            // 0 outside the inset quad, and negative inside.
+            min(0.0, max(corner_center_to_point.x, corner_center_to_point.y));
+
+        return signed_distance_to_inset_quad - corner_radius;
+    }
 }
 
 // Abstract away the final color transformation based on the
@@ -386,7 +438,7 @@ fn gradient_color(background: Background, position: vec2<f32>, bounds: Bounds,
 
 struct Quad {
     order: u32,
-    pad: u32,
+    border_style: u32,
     bounds: Bounds,
     content_mask: Bounds,
     background: Background,
@@ -438,54 +490,342 @@ fn fs_quad(input: QuadVarying) -> @location(0) vec4<f32> {
     }
 
     let quad = b_quads[input.quad_id];
-    let half_size = quad.bounds.size / 2.0;
-    let center = quad.bounds.origin + half_size;
-    let center_to_point = input.position.xy - center;
 
     let background_color = gradient_color(quad.background, input.position.xy, quad.bounds,
         input.background_solid, input.background_color0, input.background_color1);
 
-    // Fast path when the quad is not rounded and doesn't have any border.
-    if (quad.corner_radii.top_left == 0.0 && quad.corner_radii.bottom_left == 0.0 &&
+    let unrounded = quad.corner_radii.top_left == 0.0 &&
+        quad.corner_radii.bottom_left == 0.0 &&
         quad.corner_radii.top_right == 0.0 &&
-        quad.corner_radii.bottom_right == 0.0 && quad.border_widths.top == 0.0 &&
-        quad.border_widths.left == 0.0 && quad.border_widths.right == 0.0 &&
-        quad.border_widths.bottom == 0.0) {
+        quad.corner_radii.bottom_right == 0.0;
+
+    // Fast path when the quad is not rounded and doesn't have any border
+    if (quad.border_widths.top == 0.0 &&
+            quad.border_widths.left == 0.0 &&
+            quad.border_widths.right == 0.0 &&
+            quad.border_widths.bottom == 0.0 &&
+            unrounded) {
         return blend_color(background_color, 1.0);
     }
 
+    let size = quad.bounds.size;
+    let half_size = size / 2.0;
+    let point = input.position.xy - quad.bounds.origin;
+    let center_to_point = point - half_size;
+
+    // Signed distance field threshold for inclusion of pixels. Use of 0.5
+    // instead of 1.0 causes the width of rounded borders to appear more
+    // consistent with straight borders.
+    let antialias_threshold = 0.5;
+
+    // Radius of the nearest corner
     let corner_radius = pick_corner_radius(center_to_point, quad.corner_radii);
-    let rounded_edge_to_point = abs(center_to_point) - half_size + corner_radius;
-    let distance =
-      length(max(vec2<f32>(0.0), rounded_edge_to_point)) +
-      min(0.0, max(rounded_edge_to_point.x, rounded_edge_to_point.y)) -
-      corner_radius;
-
-    let vertical_border = select(quad.border_widths.left, quad.border_widths.right, center_to_point.x > 0.0);
-    let horizontal_border = select(quad.border_widths.top, quad.border_widths.bottom, center_to_point.y > 0.0);
-    let inset_size = half_size - corner_radius - vec2<f32>(vertical_border, horizontal_border);
-    let point_to_inset_corner = abs(center_to_point) - inset_size;
-
-    var border_width = 0.0;
-    if (point_to_inset_corner.x < 0.0 && point_to_inset_corner.y < 0.0) {
-        border_width = 0.0;
-    } else if (point_to_inset_corner.y > point_to_inset_corner.x) {
-        border_width = horizontal_border;
+
+    // Width of the nearest borders
+    let border = vec2<f32>(
+        select(
+            quad.border_widths.right,
+            quad.border_widths.left,
+            center_to_point.x < 0.0),
+        select(
+            quad.border_widths.bottom,
+            quad.border_widths.top,
+            center_to_point.y < 0.0));
+
+    // Vector from the corner of the quad bounds to the point, after mirroring
+    // the point into the bottom right quadrant. Both components are <= 0.
+    let corner_to_point = abs(center_to_point) - half_size;
+
+    // Vector from the point to the center of the rounded corner's circle, also
+    // mirrored into bottom right quadrant.
+    let corner_center_to_point = corner_to_point + corner_radius;
+
+    // Whether the nearest point on the border is rounded
+    let is_near_rounded_corner =
+            corner_center_to_point.x >= 0 &&
+            corner_center_to_point.y >= 0;
+
+    // Vector from straight border inner corner to point.
+    let straight_border_inner_corner_to_point = corner_to_point + border;
+
+    // Whether the point is beyond the inner edge of the straight border.
+    let is_beyond_inner_straight_border =
+            straight_border_inner_corner_to_point.x > 0 ||
+            straight_border_inner_corner_to_point.y > 0;
+
+    // Whether the point is far enough inside the straight border such that
+    // pixels are not affected by it.
+    let is_within_inner_straight_border =
+        straight_border_inner_corner_to_point.x < -antialias_threshold &&
+        straight_border_inner_corner_to_point.y < -antialias_threshold;
+
+    // Fast path for points that must be part of the background.
+    //
+    // This could be optimized further for large rounded corners by including
+    // points in an inscribed rectangle, or some other quick linear check.
+    // However, that might negatively impact performance in the case of
+    // reasonable sizes for rounded corners.
+    if (is_within_inner_straight_border && !is_near_rounded_corner) {
+        return blend_color(background_color, 1.0);
+    }
+
+    // Signed distance of the point to the outside edge of the quad's border. It
+    // is positive outside this edge, and negative inside.
+    let outer_sdf = quad_sdf_impl(corner_center_to_point, corner_radius);
+
+    // Approximate signed distance of the point to the inside edge of the quad's
+    // border. It is negative outside this edge (within the border), and
+    // positive inside.
+    //
+    // This is not always an accurate signed distance:
+    // * The rounded portions with varying border width use an approximation of
+    //   nearest-point-on-ellipse.
+    // * When it is quickly known to be outside the edge, -1.0 is used.
+    var inner_sdf = 0.0;
+    if (corner_center_to_point.x <= 0 || corner_center_to_point.y <= 0) {
+        // Fast paths for straight borders.
+        inner_sdf = -max(straight_border_inner_corner_to_point.x,
+                         straight_border_inner_corner_to_point.y);
+    } else if (is_beyond_inner_straight_border) {
+        // Fast path for points that must be outside the inner edge.
+        inner_sdf = -1.0;
+    } else if (border.x == border.y) {
+        // Fast path for circular inner edge.
+        inner_sdf = -(outer_sdf + border.x);
     } else {
-        border_width = vertical_border;
+        let ellipse_radii = max(vec2<f32>(0.0), corner_radius - border);
+        inner_sdf = quarter_ellipse_sdf(corner_center_to_point, ellipse_radii);
     }
 
+    // Negative when inside the border
+    let border_sdf = max(inner_sdf, outer_sdf);
+
     var color = background_color;
-    if (border_width > 0.0) {
-        let inset_distance = distance + border_width;
+    if (border_sdf < antialias_threshold) {
+        var border_color = input.border_color;
+
+        // Dashed border logic when border_style == 1
+        if (quad.border_style == 1) {
+            // Position in "dash space", where each dash period has length 1
+            var t = 0.0;
+
+            // Total number of dash periods, so that the dash spacing can be
+            // adjusted to evenly divide it
+            var max_t = 0.0;
+
+            // Since border width affects the dash size, the density of dashes
+            // varies, and this is indicated by dash_velocity. It has units
+            // (dash period / pixel). So a dash velocity of (1 / 10) is 1 dash
+            // every 10 pixels.
+            var dash_velocity = 0.0;
+
+            // Dash pattern: (2 * border width) dash, (1 * border width) gap
+            let dash_length_per_width = 2.0;
+            let dash_gap_per_width = 1.0;
+            let dash_period_per_width = dash_length_per_width + dash_gap_per_width;
+
+            // Dividing this by the border width gives the dash velocity
+            let dv_numerator = 1.0 / dash_period_per_width;
+
+            if (unrounded) {
+                // When corners aren't rounded, the dashes are separately laid
+                // out on each straight line, rather than around the whole
+                // perimeter. This way each line starts and ends with a dash.
+                let is_horizontal =
+                        corner_center_to_point.x <
+                        corner_center_to_point.y;
+                let border_width = select(border.y, border.x, is_horizontal);
+                dash_velocity = dv_numerator / border_width;
+                t = select(point.y, point.x, is_horizontal) * dash_velocity;
+                max_t = select(size.y, size.x, is_horizontal) * dash_velocity;
+            } else {
+                // When corners are rounded, the dashes are laid out around the
+                // whole perimeter.
+
+                let r_tr = quad.corner_radii.top_right;
+                let r_br = quad.corner_radii.bottom_right;
+                let r_bl = quad.corner_radii.bottom_left;
+                let r_tl = quad.corner_radii.top_left;
+
+                let w_t = quad.border_widths.top;
+                let w_r = quad.border_widths.right;
+                let w_b = quad.border_widths.bottom;
+                let w_l = quad.border_widths.left;
+
+                // Straight side dash velocities
+                let dv_t = select(dv_numerator / w_t, 0.0, w_t <= 0.0);
+                let dv_r = select(dv_numerator / w_r, 0.0, w_r <= 0.0);
+                let dv_b = select(dv_numerator / w_b, 0.0, w_b <= 0.0);
+                let dv_l = select(dv_numerator / w_l, 0.0, w_l <= 0.0);
+
+                // Straight side lengths in dash space
+                let s_t = (size.x - r_tl - r_tr) * dv_t;
+                let s_r = (size.y - r_tr - r_br) * dv_r;
+                let s_b = (size.x - r_br - r_bl) * dv_b;
+                let s_l = (size.y - r_bl - r_tl) * dv_l;
+
+                let corner_dash_velocity_tr = corner_dash_velocity(dv_t, dv_r);
+                let corner_dash_velocity_br = corner_dash_velocity(dv_b, dv_r);
+                let corner_dash_velocity_bl = corner_dash_velocity(dv_b, dv_l);
+                let corner_dash_velocity_tl = corner_dash_velocity(dv_t, dv_l);
+
+                // Corner lengths in dash space
+                let c_tr = r_tr * (M_PI_F / 2.0) * corner_dash_velocity_tr;
+                let c_br = r_br * (M_PI_F / 2.0) * corner_dash_velocity_br;
+                let c_bl = r_bl * (M_PI_F / 2.0) * corner_dash_velocity_bl;
+                let c_tl = r_tl * (M_PI_F / 2.0) * corner_dash_velocity_tl;
+
+                // Cumulative dash space upto each segment
+                let upto_tr = s_t;
+                let upto_r = upto_tr + c_tr;
+                let upto_br = upto_r + s_r;
+                let upto_b = upto_br + c_br;
+                let upto_bl = upto_b + s_b;
+                let upto_l = upto_bl + c_bl;
+                let upto_tl = upto_l + s_l;
+                max_t = upto_tl + c_tl;
+
+                if (is_near_rounded_corner) {
+                    let radians = atan2(corner_center_to_point.y,
+                                        corner_center_to_point.x);
+                    let corner_t = radians * corner_radius;
+
+                    if (center_to_point.x >= 0.0) {
+                        if (center_to_point.y < 0.0) {
+                            dash_velocity = corner_dash_velocity_tr;
+                            t = upto_r - corner_t * dash_velocity;
+                        } else {
+                            dash_velocity = corner_dash_velocity_br;
+                            t = upto_br + corner_t * dash_velocity;
+                        }
+                    } else {
+                        if (center_to_point.y >= 0.0) {
+                            dash_velocity = corner_dash_velocity_bl;
+                            t = upto_l - corner_t * dash_velocity;
+                        } else {
+                            dash_velocity = corner_dash_velocity_tl;
+                            t = upto_tl + corner_t * dash_velocity;
+                        }
+                    }
+                } else {
+                    // Straight borders
+                    let is_horizontal =
+                            corner_center_to_point.x <
+                            corner_center_to_point.y;
+                    if (is_horizontal) {
+                        if (center_to_point.y < 0.0) {
+                            dash_velocity = dv_t;
+                            t = (point.x - r_tl) * dash_velocity;
+                        } else {
+                            dash_velocity = dv_b;
+                            t = upto_bl - (point.x - r_bl) * dash_velocity;
+                        }
+                    } else {
+                        if (center_to_point.x < 0.0) {
+                            dash_velocity = dv_l;
+                            t = upto_tl - (point.y - r_tl) * dash_velocity;
+                        } else {
+                            dash_velocity = dv_r;
+                            t = upto_r + (point.y - r_tr) * dash_velocity;
+                        }
+                    }
+                }
+            }
+
+            let dash_length = dash_length_per_width / dash_period_per_width;
+            let desired_dash_gap = dash_gap_per_width / dash_period_per_width;
+
+            // Straight borders should start and end with a dash, so max_t is
+            // reduced to cause this.
+            max_t -= select(0.0, dash_length, unrounded);
+            if (max_t >= 1.0) {
+                // Adjust dash gap to evenly divide max_t.
+                let dash_count = floor(max_t);
+                let dash_period = max_t / dash_count;
+                border_color.a *= dash_alpha(
+                    t,
+                    dash_period,
+                    dash_length,
+                    dash_velocity,
+                    antialias_threshold);
+            } else if (unrounded) {
+                // When there isn't enough space for the full gap between the
+                // two start / end dashes of a straight border, reduce gap to
+                // make them fit.
+                let dash_gap = max_t - dash_length;
+                if (dash_gap > 0.0) {
+                    let dash_period = dash_length + dash_gap;
+                    border_color.a *= dash_alpha(
+                        t,
+                        dash_period,
+                        dash_length,
+                        dash_velocity,
+                        antialias_threshold);
+                }
+            }
+        }
+
         // Blend the border on top of the background and then linearly interpolate
         // between the two as we slide inside the background.
-        let blended_border = over(background_color, input.border_color);
-        color = mix(blended_border, background_color,
-                    saturate(0.5 - inset_distance));
+        let blended_border = over(background_color, border_color);
+        color = mix(background_color, blended_border,
+                    saturate(antialias_threshold - inner_sdf));
     }
 
-    return blend_color(color, saturate(0.5 - distance));
+    return blend_color(color, saturate(antialias_threshold - outer_sdf));
+}
+
+// Returns the dash velocity of a corner given the dash velocity of the two
+// sides, by returning the slower velocity (larger dashes).
+//
+// Since 0 is used for dash velocity when the border width is 0 (instead of
+// +inf), this returns the other dash velocity in that case.
+//
+// An alternative to this might be to appropriately interpolate the dash
+// velocity around the corner, but that seems overcomplicated.
+fn corner_dash_velocity(dv1: f32, dv2: f32) -> f32 {
+    if (dv1 == 0.0) {
+        return dv2;
+    } else if (dv2 == 0.0) {
+        return dv1;
+    } else {
+        return min(dv1, dv2);
+    }
+}
+
+// Returns alpha used to render antialiased dashes.
+// `t` is within the dash when `fmod(t, period) < length`.
+fn dash_alpha(t: f32, period: f32, length: f32, dash_velocity: f32, antialias_threshold: f32) -> f32 {
+    let half_period = period / 2;
+    let half_length = length / 2;
+    // Value in [-half_period, half_period].
+    // The dash is in [-half_length, half_length].
+    let centered = fmod(t + half_period - half_length, period) - half_period;
+    // Signed distance for the dash, negative values are inside the dash.
+    let signed_distance = abs(centered) - half_length;
+    // Antialiased alpha based on the signed distance.
+    return saturate(antialias_threshold - signed_distance / dash_velocity);
+}
+
+// This approximates distance to the nearest point to a quarter ellipse in a way
+// that is sufficient for anti-aliasing when the ellipse is not very eccentric.
+// The components of `point` are expected to be positive.
+//
+// Negative on the outside and positive on the inside.
+fn quarter_ellipse_sdf(point: vec2<f32>, radii: vec2<f32>) -> f32 {
+    // Scale the space to treat the ellipse like a unit circle.
+    let circle_vec = point / radii;
+    let unit_circle_sdf = length(circle_vec) - 1.0;
+    // Approximate up-scaling of the length by using the average of the radii.
+    //
+    // TODO: A better solution would be to use the gradient of the implicit
+    // function for an ellipse to approximate a scaling factor.
+    return unit_circle_sdf * (radii.x + radii.y) * -0.5;
+}
+
+// Modulus that has the same sign as `a`.
+fn fmod(a: f32, b: f32) -> f32 {
+    return a - b * trunc(a / b);
 }
 
 // --- shadows --- //

crates/gpui/src/platform/mac/shaders.metal 🔗

@@ -18,8 +18,14 @@ float2 to_tile_position(float2 unit_vertex, AtlasTile tile,
                         constant Size_DevicePixels *atlas_size);
 float4 distance_from_clip_rect(float2 unit_vertex, Bounds_ScaledPixels bounds,
                                Bounds_ScaledPixels clip_bounds);
+float corner_dash_velocity(float dv1, float dv2);
+float dash_alpha(float t, float period, float length, float dash_velocity,
+                 float antialias_threshold);
+float quarter_ellipse_sdf(float2 point, float2 radii);
+float pick_corner_radius(float2 center_to_point, Corners_ScaledPixels corner_radii);
 float quad_sdf(float2 point, Bounds_ScaledPixels bounds,
                Corners_ScaledPixels corner_radii);
+float quad_sdf_impl(float2 center_to_point, float corner_radius);
 float gaussian(float x, float sigma);
 float2 erf(float2 x);
 float blur_along_x(float x, float y, float sigma, float corner,
@@ -93,69 +99,314 @@ fragment float4 quad_fragment(QuadFragmentInput input [[stage_in]],
                               constant Quad *quads
                               [[buffer(QuadInputIndex_Quads)]]) {
   Quad quad = quads[input.quad_id];
-  float2 half_size = float2(quad.bounds.size.width, quad.bounds.size.height) / 2.;
-  float2 center = float2(quad.bounds.origin.x, quad.bounds.origin.y) + half_size;
-  float2 center_to_point = input.position.xy - center;
-  float4 color = fill_color(quad.background, input.position.xy, quad.bounds,
+  float4 background_color = fill_color(quad.background, input.position.xy, quad.bounds,
     input.background_solid, input.background_color0, input.background_color1);
 
-  // Fast path when the quad is not rounded and doesn't have any border.
-  if (quad.corner_radii.top_left == 0. && quad.corner_radii.bottom_left == 0. &&
-      quad.corner_radii.top_right == 0. &&
-      quad.corner_radii.bottom_right == 0. && quad.border_widths.top == 0. &&
-      quad.border_widths.left == 0. && quad.border_widths.right == 0. &&
-      quad.border_widths.bottom == 0.) {
-    return color;
+  bool unrounded = quad.corner_radii.top_left == 0.0 &&
+    quad.corner_radii.bottom_left == 0.0 &&
+    quad.corner_radii.top_right == 0.0 &&
+    quad.corner_radii.bottom_right == 0.0;
+
+  // Fast path when the quad is not rounded and doesn't have any border
+  if (quad.border_widths.top == 0.0 &&
+      quad.border_widths.left == 0.0 &&
+      quad.border_widths.right == 0.0 &&
+      quad.border_widths.bottom == 0.0 &&
+      unrounded) {
+    return background_color;
   }
 
-  float corner_radius;
-  if (center_to_point.x < 0.) {
-    if (center_to_point.y < 0.) {
-      corner_radius = quad.corner_radii.top_left;
-    } else {
-      corner_radius = quad.corner_radii.bottom_left;
-    }
-  } else {
-    if (center_to_point.y < 0.) {
-      corner_radius = quad.corner_radii.top_right;
-    } else {
-      corner_radius = quad.corner_radii.bottom_right;
-    }
+  float2 size = float2(quad.bounds.size.width, quad.bounds.size.height);
+  float2 half_size = size / 2.0;
+  float2 point = input.position.xy - float2(quad.bounds.origin.x, quad.bounds.origin.y);
+  float2 center_to_point = point - half_size;
+
+  // Signed distance field threshold for inclusion of pixels
+  const float antialias_threshold = 0.5;
+
+  // Radius of the nearest corner
+  float corner_radius = pick_corner_radius(center_to_point, quad.corner_radii);
+
+  // Width of the nearest borders
+  float2 border = float2(
+    center_to_point.x < 0.0 ? quad.border_widths.left : quad.border_widths.right,
+    center_to_point.y < 0.0 ? quad.border_widths.top : quad.border_widths.bottom
+  );
+
+  // Vector from the corner of the quad bounds to the point, after mirroring
+  // the point into the bottom right quadrant. Both components are <= 0.
+  float2 corner_to_point = fabs(center_to_point) - half_size;
+
+  // Vector from the point to the center of the rounded corner's circle, also
+  // mirrored into bottom right quadrant.
+  float2 corner_center_to_point = corner_to_point + corner_radius;
+
+  // Whether the nearest point on the border is rounded
+  bool is_near_rounded_corner =
+    corner_center_to_point.x >= 0.0 &&
+    corner_center_to_point.y >= 0.0;
+
+  // Vector from straight border inner corner to point
+  float2 straight_border_inner_corner_to_point = corner_to_point + border;
+
+  // Whether the point is beyond the inner edge of the straight border
+  bool is_beyond_inner_straight_border =
+    straight_border_inner_corner_to_point.x > 0.0 ||
+    straight_border_inner_corner_to_point.y > 0.0;
+
+  // Whether the point is far enough inside the straight border such that
+  // pixels are not affected by it
+  bool is_within_inner_straight_border =
+    straight_border_inner_corner_to_point.x < -antialias_threshold &&
+    straight_border_inner_corner_to_point.y < -antialias_threshold;
+
+  // Fast path for points that must be part of the background
+  if (is_within_inner_straight_border && !is_near_rounded_corner) {
+    return background_color;
   }
 
-  float2 rounded_edge_to_point =
-      fabs(center_to_point) - half_size + corner_radius;
-  float distance =
-      length(max(0., rounded_edge_to_point)) +
-      min(0., max(rounded_edge_to_point.x, rounded_edge_to_point.y)) -
-      corner_radius;
-
-  float vertical_border = center_to_point.x <= 0. ? quad.border_widths.left
-                                                  : quad.border_widths.right;
-  float horizontal_border = center_to_point.y <= 0. ? quad.border_widths.top
-                                                    : quad.border_widths.bottom;
-  float2 inset_size =
-      half_size - corner_radius - float2(vertical_border, horizontal_border);
-  float2 point_to_inset_corner = fabs(center_to_point) - inset_size;
-  float border_width;
-  if (point_to_inset_corner.x < 0. && point_to_inset_corner.y < 0.) {
-    border_width = 0.;
-  } else if (point_to_inset_corner.y > point_to_inset_corner.x) {
-    border_width = horizontal_border;
+  // Signed distance of the point to the outside edge of the quad's border
+  float outer_sdf = quad_sdf_impl(corner_center_to_point, corner_radius);
+
+  // Approximate signed distance of the point to the inside edge of the quad's
+  // border. It is negative outside this edge (within the border), and
+  // positive inside.
+  //
+  // This is not always an accurate signed distance:
+  // * The rounded portions with varying border width use an approximation of
+  //   nearest-point-on-ellipse.
+  // * When it is quickly known to be outside the edge, -1.0 is used.
+  float inner_sdf = 0.0;
+  if (corner_center_to_point.x <= 0.0 || corner_center_to_point.y <= 0.0) {
+    // Fast paths for straight borders
+    inner_sdf = -max(straight_border_inner_corner_to_point.x,
+                     straight_border_inner_corner_to_point.y);
+  } else if (is_beyond_inner_straight_border) {
+    // Fast path for points that must be outside the inner edge
+    inner_sdf = -1.0;
+  } else if (border.x == border.y) {
+    // Fast path for circular inner edge.
+    inner_sdf = -(outer_sdf + border.x);
   } else {
-    border_width = vertical_border;
+    float2 ellipse_radii = max(float2(0.0), float2(corner_radius) - border);
+    inner_sdf = quarter_ellipse_sdf(corner_center_to_point, ellipse_radii);
   }
 
-  if (border_width != 0.) {
-    float inset_distance = distance + border_width;
+  // Negative when inside the border
+  float border_sdf = max(inner_sdf, outer_sdf);
+
+  float4 color = background_color;
+  if (border_sdf < antialias_threshold) {
+    float4 border_color = input.border_color;
+
+    // Dashed border logic when border_style == 1
+    if (quad.border_style == 1) {
+      // Position in "dash space", where each dash period has length 1
+      float t = 0.0;
+
+      // Total number of dash periods, so that the dash spacing can be
+      // adjusted to evenly divide it
+      float max_t = 0.0;
+
+      // Since border width affects the dash size, the density of dashes
+      // varies, and this is indicated by dash_velocity. It has units
+      // (dash period / pixel). So a dash velocity of (1 / 10) is 1 dash
+      // every 10 pixels.
+      float dash_velocity = 0.0;
+
+      // Dash pattern: (2 * border width) dash, (1 * border width) gap
+      const float dash_length_per_width = 2.0;
+      const float dash_gap_per_width = 1.0;
+      const float dash_period_per_width = dash_length_per_width + dash_gap_per_width;
+
+      // Dividing this by the border width gives the dash velocity
+      const float dv_numerator = 1.0 / dash_period_per_width;
+
+      if (unrounded) {
+        // When corners aren't rounded, the dashes are separately laid
+        // out on each straight line, rather than around the whole
+        // perimeter. This way each line starts and ends with a dash.
+        bool is_horizontal = corner_center_to_point.x < corner_center_to_point.y;
+        float border_width = is_horizontal ? border.x : border.y;
+        dash_velocity = dv_numerator / border_width;
+        t = is_horizontal ? point.x : point.y;
+        t *= dash_velocity;
+        max_t = is_horizontal ? size.x : size.y;
+        max_t *= dash_velocity;
+      } else {
+        // When corners are rounded, the dashes are laid out around the
+        // whole perimeter.
+
+        float r_tr = quad.corner_radii.top_right;
+        float r_br = quad.corner_radii.bottom_right;
+        float r_bl = quad.corner_radii.bottom_left;
+        float r_tl = quad.corner_radii.top_left;
+
+        float w_t = quad.border_widths.top;
+        float w_r = quad.border_widths.right;
+        float w_b = quad.border_widths.bottom;
+        float w_l = quad.border_widths.left;
+
+        // Straight side dash velocities
+        float dv_t = w_t <= 0.0 ? 0.0 : dv_numerator / w_t;
+        float dv_r = w_r <= 0.0 ? 0.0 : dv_numerator / w_r;
+        float dv_b = w_b <= 0.0 ? 0.0 : dv_numerator / w_b;
+        float dv_l = w_l <= 0.0 ? 0.0 : dv_numerator / w_l;
+
+        // Straight side lengths in dash space
+        float s_t = (size.x - r_tl - r_tr) * dv_t;
+        float s_r = (size.y - r_tr - r_br) * dv_r;
+        float s_b = (size.x - r_br - r_bl) * dv_b;
+        float s_l = (size.y - r_bl - r_tl) * dv_l;
+
+        float corner_dash_velocity_tr = corner_dash_velocity(dv_t, dv_r);
+        float corner_dash_velocity_br = corner_dash_velocity(dv_b, dv_r);
+        float corner_dash_velocity_bl = corner_dash_velocity(dv_b, dv_l);
+        float corner_dash_velocity_tl = corner_dash_velocity(dv_t, dv_l);
+
+        // Corner lengths in dash space
+        float c_tr = r_tr * (M_PI_F / 2.0) * corner_dash_velocity_tr;
+        float c_br = r_br * (M_PI_F / 2.0) * corner_dash_velocity_br;
+        float c_bl = r_bl * (M_PI_F / 2.0) * corner_dash_velocity_bl;
+        float c_tl = r_tl * (M_PI_F / 2.0) * corner_dash_velocity_tl;
+
+        // Cumulative dash space upto each segment
+        float upto_tr = s_t;
+        float upto_r = upto_tr + c_tr;
+        float upto_br = upto_r + s_r;
+        float upto_b = upto_br + c_br;
+        float upto_bl = upto_b + s_b;
+        float upto_l = upto_bl + c_bl;
+        float upto_tl = upto_l + s_l;
+        max_t = upto_tl + c_tl;
+
+        if (is_near_rounded_corner) {
+          float radians = atan2(corner_center_to_point.y, corner_center_to_point.x);
+          float corner_t = radians * corner_radius;
+
+          if (center_to_point.x >= 0.0) {
+            if (center_to_point.y < 0.0) {
+              dash_velocity = corner_dash_velocity_tr;
+              t = upto_r - corner_t * dash_velocity;
+            } else {
+              dash_velocity = corner_dash_velocity_br;
+              t = upto_br + corner_t * dash_velocity;
+            }
+          } else {
+            if (center_to_point.y >= 0.0) {
+              dash_velocity = corner_dash_velocity_bl;
+              t = upto_l - corner_t * dash_velocity;
+            } else {
+              dash_velocity = corner_dash_velocity_tl;
+              t = upto_tl + corner_t * dash_velocity;
+            }
+          }
+        } else {
+          // Straight borders
+          bool is_horizontal = corner_center_to_point.x < corner_center_to_point.y;
+          if (is_horizontal) {
+            if (center_to_point.y < 0.0) {
+              dash_velocity = dv_t;
+              t = (point.x - r_tl) * dash_velocity;
+            } else {
+              dash_velocity = dv_b;
+              t = upto_bl - (point.x - r_bl) * dash_velocity;
+            }
+          } else {
+            if (center_to_point.x < 0.0) {
+              dash_velocity = dv_l;
+              t = upto_tl - (point.y - r_tl) * dash_velocity;
+            } else {
+              dash_velocity = dv_r;
+              t = upto_r + (point.y - r_tr) * dash_velocity;
+            }
+          }
+        }
+      }
+
+      float dash_length = dash_length_per_width / dash_period_per_width;
+      float desired_dash_gap = dash_gap_per_width / dash_period_per_width;
+
+      // Straight borders should start and end with a dash, so max_t is
+      // reduced to cause this.
+      max_t -= unrounded ? dash_length : 0.0;
+      if (max_t >= 1.0) {
+        // Adjust dash gap to evenly divide max_t
+        float dash_count = floor(max_t);
+        float dash_period = max_t / dash_count;
+        border_color.a *= dash_alpha(t, dash_period, dash_length, dash_velocity,
+                                     antialias_threshold);
+      } else if (unrounded) {
+        // When there isn't enough space for the full gap between the
+        // two start / end dashes of a straight border, reduce gap to
+        // make them fit.
+        float dash_gap = max_t - dash_length;
+        if (dash_gap > 0.0) {
+          float dash_period = dash_length + dash_gap;
+          border_color.a *= dash_alpha(t, dash_period, dash_length, dash_velocity,
+                                       antialias_threshold);
+        }
+      }
+    }
+
     // Blend the border on top of the background and then linearly interpolate
     // between the two as we slide inside the background.
-    float4 blended_border = over(color, input.border_color);
-    color = mix(blended_border, color,
-                saturate(0.5 - inset_distance));
+    float4 blended_border = over(background_color, border_color);
+    color = mix(background_color, blended_border,
+                saturate(antialias_threshold - inner_sdf));
+  }
+
+  return color * float4(1.0, 1.0, 1.0, saturate(antialias_threshold - outer_sdf));
+}
+
+// Returns the dash velocity of a corner given the dash velocity of the two
+// sides, by returning the slower velocity (larger dashes).
+//
+// Since 0 is used for dash velocity when the border width is 0 (instead of
+// +inf), this returns the other dash velocity in that case.
+//
+// An alternative to this might be to appropriately interpolate the dash
+// velocity around the corner, but that seems overcomplicated.
+float corner_dash_velocity(float dv1, float dv2) {
+  if (dv1 == 0.0) {
+    return dv2;
+  } else if (dv2 == 0.0) {
+    return dv1;
+  } else {
+    return min(dv1, dv2);
   }
+}
 
-  return color * float4(1., 1., 1., saturate(0.5 - distance));
+// Returns alpha used to render antialiased dashes.
+// `t` is within the dash when `fmod(t, period) < length`.
+float dash_alpha(
+    float t, float period, float length, float dash_velocity,
+    float antialias_threshold) {
+  float half_period = period / 2.0;
+  float half_length = length / 2.0;
+  // Value in [-half_period, half_period]
+  // The dash is in [-half_length, half_length]
+  float centered = fmod(t + half_period - half_length, period) - half_period;
+  // Signed distance for the dash, negative values are inside the dash
+  float signed_distance = abs(centered) - half_length;
+  // Antialiased alpha based on the signed distance
+  return saturate(antialias_threshold - signed_distance / dash_velocity);
+}
+
+// This approximates distance to the nearest point to a quarter ellipse in a way
+// that is sufficient for anti-aliasing when the ellipse is not very eccentric.
+// The components of `point` are expected to be positive.
+//
+// Negative on the outside and positive on the inside.
+float quarter_ellipse_sdf(float2 point, float2 radii) {
+  // Scale the space to treat the ellipse like a unit circle
+  float2 circle_vec = point / radii;
+  float unit_circle_sdf = length(circle_vec) - 1.0;
+  // Approximate up-scaling of the length by using the average of the radii.
+  //
+  // TODO: A better solution would be to use the gradient of the implicit
+  // function for an ellipse to approximate a scaling factor.
+  return unit_circle_sdf * (radii.x + radii.y) * -0.5;
 }
 
 struct ShadowVertexOutput {
@@ -720,34 +971,52 @@ float2 to_tile_position(float2 unit_vertex, AtlasTile tile,
          float2((float)atlas_size->width, (float)atlas_size->height);
 }
 
-float quad_sdf(float2 point, Bounds_ScaledPixels bounds,
-               Corners_ScaledPixels corner_radii) {
-  float2 half_size = float2(bounds.size.width, bounds.size.height) / 2.;
-  float2 center = float2(bounds.origin.x, bounds.origin.y) + half_size;
-  float2 center_to_point = point - center;
-  float corner_radius;
+// Selects corner radius based on quadrant.
+float pick_corner_radius(float2 center_to_point, Corners_ScaledPixels corner_radii) {
   if (center_to_point.x < 0.) {
     if (center_to_point.y < 0.) {
-      corner_radius = corner_radii.top_left;
+      return corner_radii.top_left;
     } else {
-      corner_radius = corner_radii.bottom_left;
+      return corner_radii.bottom_left;
     }
   } else {
     if (center_to_point.y < 0.) {
-      corner_radius = corner_radii.top_right;
+      return corner_radii.top_right;
     } else {
-      corner_radius = corner_radii.bottom_right;
+      return corner_radii.bottom_right;
     }
   }
+}
 
-  float2 rounded_edge_to_point =
-      abs(center_to_point) - half_size + corner_radius;
-  float distance =
-      length(max(0., rounded_edge_to_point)) +
-      min(0., max(rounded_edge_to_point.x, rounded_edge_to_point.y)) -
-      corner_radius;
+// Signed distance of the point to the quad's border - positive outside the
+// border, and negative inside.
+float quad_sdf(float2 point, Bounds_ScaledPixels bounds,
+               Corners_ScaledPixels corner_radii) {
+    float2 half_size = float2(bounds.size.width, bounds.size.height) / 2.0;
+    float2 center = float2(bounds.origin.x, bounds.origin.y) + half_size;
+    float2 center_to_point = point - center;
+    float corner_radius = pick_corner_radius(center_to_point, corner_radii);
+    float2 corner_to_point = fabs(center_to_point) - half_size;
+    float2 corner_center_to_point = corner_to_point + corner_radius;
+    return quad_sdf_impl(corner_center_to_point, corner_radius);
+}
 
-  return distance;
+// Implementation of quad signed distance field
+float quad_sdf_impl(float2 corner_center_to_point, float corner_radius) {
+    if (corner_radius == 0.0) {
+        // Fast path for unrounded corners
+        return max(corner_center_to_point.x, corner_center_to_point.y);
+    } else {
+        // Signed distance of the point from a quad that is inset by corner_radius
+        // It is negative inside this quad, and positive outside
+        float signed_distance_to_inset_quad =
+            // 0 inside the inset quad, and positive outside
+            length(max(float2(0.0), corner_center_to_point)) +
+            // 0 outside the inset quad, and negative inside
+            min(0.0, max(corner_center_to_point.x, corner_center_to_point.y));
+
+        return signed_distance_to_inset_quad - corner_radius;
+    }
 }
 
 // A standard gaussian function, used for weighting samples

crates/gpui/src/scene.rs 🔗

@@ -455,7 +455,7 @@ pub(crate) enum PrimitiveBatch<'a> {
 #[repr(C)]
 pub(crate) struct Quad {
     pub order: DrawOrder,
-    pub pad: u32, // align to 8 bytes
+    pub border_style: BorderStyle,
     pub bounds: Bounds<ScaledPixels>,
     pub content_mask: ContentMask<ScaledPixels>,
     pub background: Background,
@@ -505,6 +505,17 @@ impl From<Shadow> for Primitive {
     }
 }
 
+/// The style of a border.
+#[derive(Default, Debug, Clone, Copy, PartialEq, Eq, Hash)]
+#[repr(C)]
+pub enum BorderStyle {
+    /// A solid border.
+    #[default]
+    Solid = 0,
+    /// A dashed border.
+    Dashed = 1,
+}
+
 /// A data type representing a 2 dimensional transformation that can be applied to an element.
 #[derive(Debug, Clone, Copy, PartialEq)]
 #[repr(C)]

crates/gpui/src/style.rs 🔗

@@ -5,11 +5,11 @@ use std::{
 };
 
 use crate::{
-    black, phi, point, quad, rems, size, AbsoluteLength, App, Background, BackgroundTag, Bounds,
-    ContentMask, Corners, CornersRefinement, CursorStyle, DefiniteLength, DevicePixels, Edges,
-    EdgesRefinement, Font, FontFallbacks, FontFeatures, FontStyle, FontWeight, Hsla, Length,
-    Pixels, Point, PointRefinement, Rgba, SharedString, Size, SizeRefinement, Styled, TextRun,
-    Window,
+    black, phi, point, quad, rems, size, AbsoluteLength, App, Background, BackgroundTag,
+    BorderStyle, Bounds, ContentMask, Corners, CornersRefinement, CursorStyle, DefiniteLength,
+    DevicePixels, Edges, EdgesRefinement, Font, FontFallbacks, FontFeatures, FontStyle, FontWeight,
+    Hsla, Length, Pixels, Point, PointRefinement, Rgba, SharedString, Size, SizeRefinement, Styled,
+    TextRun, Window,
 };
 use collections::HashSet;
 use refineable::Refineable;
@@ -244,11 +244,14 @@ pub struct Style {
     /// The border color of this element
     pub border_color: Option<Hsla>,
 
+    /// The border style of this element
+    pub border_style: BorderStyle,
+
     /// The radius of the corners of this element
     #[refineable]
     pub corner_radii: Corners<AbsoluteLength>,
 
-    /// Box Shadow of the element
+    /// Box shadow of the element
     pub box_shadow: SmallVec<[BoxShadow; 2]>,
 
     /// The text style of this element
@@ -602,7 +605,7 @@ impl Style {
 
         #[cfg(debug_assertions)]
         if self.debug || cx.has_global::<DebugBelow>() {
-            window.paint_quad(crate::outline(bounds, crate::red()));
+            window.paint_quad(crate::outline(bounds, crate::red(), BorderStyle::default()));
         }
 
         let rem_size = window.rem_size();
@@ -634,6 +637,7 @@ impl Style {
                 background_color.unwrap_or_default(),
                 Edges::default(),
                 border_color,
+                self.border_style,
             ));
         }
 
@@ -670,6 +674,7 @@ impl Style {
                 background,
                 border_widths,
                 self.border_color.unwrap_or_default(),
+                self.border_style,
             );
 
             window.with_content_mask(Some(ContentMask { bounds: top_bounds }), |window| {
@@ -749,6 +754,7 @@ impl Default for Style {
             flex_basis: Length::Auto,
             background: None,
             border_color: None,
+            border_style: BorderStyle::default(),
             corner_radii: Corners::default(),
             box_shadow: Default::default(),
             text: TextStyleRefinement::default(),

crates/gpui/src/styled.rs 🔗

@@ -1,7 +1,8 @@
 use crate::{
-    self as gpui, px, relative, rems, AbsoluteLength, AlignItems, CursorStyle, DefiniteLength,
-    Fill, FlexDirection, FlexWrap, Font, FontStyle, FontWeight, Hsla, JustifyContent, Length,
-    SharedString, StrikethroughStyle, StyleRefinement, TextOverflow, UnderlineStyle, WhiteSpace,
+    self as gpui, px, relative, rems, AbsoluteLength, AlignItems, BorderStyle, CursorStyle,
+    DefiniteLength, Fill, FlexDirection, FlexWrap, Font, FontStyle, FontWeight, Hsla,
+    JustifyContent, Length, SharedString, StrikethroughStyle, StyleRefinement, TextOverflow,
+    UnderlineStyle, WhiteSpace,
 };
 use crate::{TextAlign, TextStyleRefinement};
 pub use gpui_macros::{
@@ -361,6 +362,12 @@ pub trait Styled: Sized {
         self
     }
 
+    /// Sets the border style of the element.
+    fn border_dashed(mut self) -> Self {
+        self.style().border_style = Some(BorderStyle::Dashed);
+        self
+    }
+
     /// Returns a mutable reference to the text style that has been configured on this element.
     fn text_style(&mut self) -> &mut Option<TextStyleRefinement> {
         let style: &mut StyleRefinement = self.style();

crates/gpui/src/window.rs 🔗

@@ -1,18 +1,18 @@
 use crate::{
     point, prelude::*, px, size, transparent_black, Action, AnyDrag, AnyElement, AnyTooltip,
-    AnyView, App, AppContext, Arena, Asset, AsyncWindowContext, AvailableSpace, Background, Bounds,
-    BoxShadow, Context, Corners, CursorStyle, Decorations, DevicePixels, DispatchActionListener,
-    DispatchNodeId, DispatchTree, DisplayId, Edges, Effect, Entity, EntityId, EventEmitter,
-    FileDropEvent, FontId, Global, GlobalElementId, GlyphId, GpuSpecs, Hsla, InputHandler, IsZero,
-    KeyBinding, KeyContext, KeyDownEvent, KeyEvent, Keystroke, KeystrokeEvent, LayoutId,
-    LineLayoutIndex, Modifiers, ModifiersChangedEvent, MonochromeSprite, MouseButton, MouseEvent,
-    MouseMoveEvent, MouseUpEvent, Path, Pixels, PlatformAtlas, PlatformDisplay, PlatformInput,
-    PlatformInputHandler, PlatformWindow, Point, PolychromeSprite, PromptLevel, Quad, Render,
-    RenderGlyphParams, RenderImage, RenderImageParams, RenderSvgParams, Replay, ResizeEdge,
-    ScaledPixels, Scene, Shadow, SharedString, Size, StrikethroughStyle, Style, SubscriberSet,
-    Subscription, TaffyLayoutEngine, Task, TextStyle, TextStyleRefinement, TransformationMatrix,
-    Underline, UnderlineStyle, WindowAppearance, WindowBackgroundAppearance, WindowBounds,
-    WindowControls, WindowDecorations, WindowOptions, WindowParams, WindowTextSystem,
+    AnyView, App, AppContext, Arena, Asset, AsyncWindowContext, AvailableSpace, Background,
+    BorderStyle, Bounds, BoxShadow, Context, Corners, CursorStyle, Decorations, DevicePixels,
+    DispatchActionListener, DispatchNodeId, DispatchTree, DisplayId, Edges, Effect, Entity,
+    EntityId, EventEmitter, FileDropEvent, FontId, Global, GlobalElementId, GlyphId, GpuSpecs,
+    Hsla, InputHandler, IsZero, KeyBinding, KeyContext, KeyDownEvent, KeyEvent, Keystroke,
+    KeystrokeEvent, LayoutId, LineLayoutIndex, Modifiers, ModifiersChangedEvent, MonochromeSprite,
+    MouseButton, MouseEvent, MouseMoveEvent, MouseUpEvent, Path, Pixels, PlatformAtlas,
+    PlatformDisplay, PlatformInput, PlatformInputHandler, PlatformWindow, Point, PolychromeSprite,
+    PromptLevel, Quad, Render, RenderGlyphParams, RenderImage, RenderImageParams, RenderSvgParams,
+    Replay, ResizeEdge, ScaledPixels, Scene, Shadow, SharedString, Size, StrikethroughStyle, Style,
+    SubscriberSet, Subscription, TaffyLayoutEngine, Task, TextStyle, TextStyleRefinement,
+    TransformationMatrix, Underline, UnderlineStyle, WindowAppearance, WindowBackgroundAppearance,
+    WindowBounds, WindowControls, WindowDecorations, WindowOptions, WindowParams, WindowTextSystem,
     SMOOTH_SVG_SCALE_FACTOR, SUBPIXEL_VARIANTS,
 };
 use anyhow::{anyhow, Context as _, Result};
@@ -2335,13 +2335,13 @@ impl Window {
         let opacity = self.element_opacity();
         self.next_frame.scene.insert_primitive(Quad {
             order: 0,
-            pad: 0,
             bounds: quad.bounds.scale(scale_factor),
             content_mask: content_mask.scale(scale_factor),
             background: quad.background.opacity(opacity),
             border_color: quad.border_color.opacity(opacity),
             corner_radii: quad.corner_radii.scale(scale_factor),
             border_widths: quad.border_widths.scale(scale_factor),
+            border_style: quad.border_style,
         });
     }
 
@@ -4107,6 +4107,8 @@ pub struct PaintQuad {
     pub border_widths: Edges<Pixels>,
     /// The color of the quad's borders.
     pub border_color: Hsla,
+    /// The style of the quad's borders.
+    pub border_style: BorderStyle,
 }
 
 impl PaintQuad {
@@ -4150,6 +4152,7 @@ pub fn quad(
     background: impl Into<Background>,
     border_widths: impl Into<Edges<Pixels>>,
     border_color: impl Into<Hsla>,
+    border_style: BorderStyle,
 ) -> PaintQuad {
     PaintQuad {
         bounds,
@@ -4157,6 +4160,7 @@ pub fn quad(
         background: background.into(),
         border_widths: border_widths.into(),
         border_color: border_color.into(),
+        border_style,
     }
 }
 
@@ -4168,16 +4172,22 @@ pub fn fill(bounds: impl Into<Bounds<Pixels>>, background: impl Into<Background>
         background: background.into(),
         border_widths: (0.).into(),
         border_color: transparent_black(),
+        border_style: BorderStyle::default(),
     }
 }
 
 /// Creates a rectangle outline with the given bounds, border color, and a 1px border width
-pub fn outline(bounds: impl Into<Bounds<Pixels>>, border_color: impl Into<Hsla>) -> PaintQuad {
+pub fn outline(
+    bounds: impl Into<Bounds<Pixels>>,
+    border_color: impl Into<Hsla>,
+    border_style: BorderStyle,
+) -> PaintQuad {
     PaintQuad {
         bounds: bounds.into(),
         corner_radii: (0.).into(),
         background: transparent_black().into(),
         border_widths: (1.).into(),
         border_color: border_color.into(),
+        border_style,
     }
 }

crates/markdown/src/markdown.rs 🔗

@@ -9,11 +9,11 @@ use std::sync::Arc;
 use std::time::Duration;
 
 use gpui::{
-    actions, point, quad, AnyElement, App, Bounds, ClipboardItem, CursorStyle, DispatchPhase,
-    Edges, Entity, FocusHandle, Focusable, FontStyle, FontWeight, GlobalElementId, Hitbox, Hsla,
-    KeyContext, Length, MouseDownEvent, MouseEvent, MouseMoveEvent, MouseUpEvent, Point, Render,
-    Stateful, StrikethroughStyle, StyleRefinement, StyledText, Task, TextLayout, TextRun,
-    TextStyle, TextStyleRefinement,
+    actions, point, quad, AnyElement, App, BorderStyle, Bounds, ClipboardItem, CursorStyle,
+    DispatchPhase, Edges, Entity, FocusHandle, Focusable, FontStyle, FontWeight, GlobalElementId,
+    Hitbox, Hsla, KeyContext, Length, MouseDownEvent, MouseEvent, MouseMoveEvent, MouseUpEvent,
+    Point, Render, Stateful, StrikethroughStyle, StyleRefinement, StyledText, Task, TextLayout,
+    TextRun, TextStyle, TextStyleRefinement,
 };
 use language::{Language, LanguageRegistry, Rope};
 use parser::{parse_links_only, parse_markdown, MarkdownEvent, MarkdownTag, MarkdownTagEnd};
@@ -353,6 +353,7 @@ impl MarkdownElement {
                     self.style.selection_background_color,
                     Edges::default(),
                     Hsla::transparent_black(),
+                    BorderStyle::default(),
                 ));
             } else {
                 window.paint_quad(quad(
@@ -364,6 +365,7 @@ impl MarkdownElement {
                     self.style.selection_background_color,
                     Edges::default(),
                     Hsla::transparent_black(),
+                    BorderStyle::default(),
                 ));
 
                 if end_position.y > start_position.y + start_line_height {
@@ -376,6 +378,7 @@ impl MarkdownElement {
                         self.style.selection_background_color,
                         Edges::default(),
                         Hsla::transparent_black(),
+                        BorderStyle::default(),
                     ));
                 }
 
@@ -388,6 +391,7 @@ impl MarkdownElement {
                     self.style.selection_background_color,
                     Edges::default(),
                     Hsla::transparent_black(),
+                    BorderStyle::default(),
                 ));
             }
         }

crates/ui/src/components/scrollbar.rs 🔗

@@ -2,10 +2,10 @@ use std::{any::Any, cell::Cell, fmt::Debug, ops::Range, rc::Rc, sync::Arc};
 
 use crate::{prelude::*, px, relative, IntoElement};
 use gpui::{
-    point, quad, Along, App, Axis as ScrollbarAxis, Bounds, ContentMask, Corners, Edges, Element,
-    ElementId, Entity, EntityId, GlobalElementId, Hitbox, Hsla, LayoutId, MouseDownEvent,
-    MouseMoveEvent, MouseUpEvent, Pixels, Point, ScrollHandle, ScrollWheelEvent, Size, Style,
-    UniformListScrollHandle, Window,
+    point, quad, Along, App, Axis as ScrollbarAxis, BorderStyle, Bounds, ContentMask, Corners,
+    Edges, Element, ElementId, Entity, EntityId, GlobalElementId, Hitbox, Hsla, LayoutId,
+    MouseDownEvent, MouseMoveEvent, MouseUpEvent, Pixels, Point, ScrollHandle, ScrollWheelEvent,
+    Size, Style, UniformListScrollHandle, Window,
 };
 
 pub struct Scrollbar {
@@ -286,6 +286,7 @@ impl Element for Scrollbar {
                 thumb_background,
                 Edges::default(),
                 Hsla::transparent_black(),
+                BorderStyle::default(),
             ));
 
             let scroll = self.state.scroll_handle.clone();

crates/workspace/src/pane_group.rs 🔗

@@ -803,9 +803,9 @@ mod element {
     use std::{cell::RefCell, iter, rc::Rc, sync::Arc};
 
     use gpui::{
-        px, relative, size, Along, AnyElement, App, Axis, Bounds, Element, GlobalElementId,
-        IntoElement, MouseDownEvent, MouseMoveEvent, MouseUpEvent, ParentElement, Pixels, Point,
-        Size, Style, WeakEntity, Window,
+        px, relative, size, Along, AnyElement, App, Axis, BorderStyle, Bounds, Element,
+        GlobalElementId, IntoElement, MouseDownEvent, MouseMoveEvent, MouseUpEvent, ParentElement,
+        Pixels, Point, Size, Style, WeakEntity, Window,
     };
     use gpui::{CursorStyle, Hitbox};
     use parking_lot::Mutex;
@@ -1165,6 +1165,7 @@ mod element {
                                 gpui::transparent_black(),
                                 border,
                                 cx.theme().colors().border_selected,
+                                BorderStyle::Solid,
                             ));
                         }
                     }

crates/zeta/src/completion_diff_element.rs 🔗

@@ -2,8 +2,8 @@ use std::cmp;
 
 use crate::InlineCompletion;
 use gpui::{
-    point, prelude::*, quad, size, AnyElement, App, Bounds, Corners, Edges, HighlightStyle, Hsla,
-    StyledText, TextLayout, TextStyle,
+    point, prelude::*, quad, size, AnyElement, App, BorderStyle, Bounds, Corners, Edges,
+    HighlightStyle, Hsla, StyledText, TextLayout, TextStyle,
 };
 use language::OffsetRangeExt;
 use settings::Settings;
@@ -150,6 +150,7 @@ impl Element for CompletionDiffElement {
                 cx.theme().colors().editor_active_line_background,
                 Edges::default(),
                 Hsla::transparent_black(),
+                BorderStyle::default(),
             ));
             self.element.paint(window, cx);
             window.paint_quad(quad(
@@ -158,6 +159,7 @@ impl Element for CompletionDiffElement {
                 cx.theme().players().local().cursor,
                 Edges::default(),
                 Hsla::transparent_black(),
+                BorderStyle::default(),
             ));
         }
     }