bbf8762
:lipstick:
Antonio Scandurra created
bbf8762
:lipstick:
Antonio Scandurra created
f5e5d71
Remove conditional from winding number computation
Antonio Scandurra created
5c444b2
Call did_modify_range on only once per render
Nathan Sobo created
dbf9a5a
Restore blink_cursors
Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
Nathan Sobo and Max Brunsfeld created
6ba08b5
Avoid generic parameter
Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
Nathan Sobo and Max Brunsfeld created
77b6a29
Optimize grouping of path sprites by layer/atlas
Avoid filtering sprites redundantly on every layer and allocating intermediate vectors to group by atlas. Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
Nathan Sobo and Max Brunsfeld created
4cdce07
Reduce selection corner radius
Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
Nathan Sobo and Max Brunsfeld created
3103d28
Clear the path atlases on every frame and fix spelling
@as-cii you were right about the plural of "atlas" after all. Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
Nathan Sobo and Max Brunsfeld created
8dabb15
Decrease max windings to avoid problems with anti-aliasing
Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
Nathan Sobo and Max Brunsfeld created
02ace16
Handle selection corners that are smaller than the corner radius
Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
Nathan Sobo and Max Brunsfeld created
c4f23e4
Fix double-borrow when synthesizing drag events
Nathan Sobo created
5c4b08f
Use correct texture size when drawing paths into atlas
Nathan Sobo created
4773f50
Bump max path windings to 128
This eliminates artifacts while still seeming to work with anti-aliasing.
Nathan Sobo created
011d4d8
wip
Max Brunsfeld created
f8cc399
Paint selections using new path API
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
Max Brunsfeld and Nathan Sobo created
da1960c
Snap path sprites to pixel grid
Co-Authored-By: Max Brunsfeld <max@zed.dev>
Antonio Scandurra and Max Brunsfeld created
1903f63
WIP: Add anti-aliasing to paths and render them after spriting them
Antonio Scandurra created
9884566
Render stencils to atlas
Antonio Scandurra created
b538f5c
WIP
Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
Nathan Sobo and Max Brunsfeld created
64af4c6
WIP: Render paths into stencil buffers
Co-Authored-By: Max Brunsfeld <maxbrunsfeld@gmail.com>
Nathan Sobo and Max Brunsfeld created
0b12779
WIP: Render path winding numbers to stencil buffer
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
Max Brunsfeld and Nathan Sobo created
a8495d0
Whitelist shader bindings using a regex, not individual types
Max Brunsfeld created
6222150
WIP: Start on rendering paths
Co-Authored-By: Max Brunsfeld <max@zed.dev>
Antonio Scandurra and Max Brunsfeld created
d3d251a
Introduce a `Path` struct
Co-Authored-By: Max Brunsfeld <max@zed.dev>
Antonio Scandurra and Max Brunsfeld created
11f469b
Construct Metal command encoder inside of `Renderer`
Co-Authored-By: Max Brunsfeld <max@zed.dev>
Antonio Scandurra and Max Brunsfeld created
a88b63d
Ensure `FoldMap` always contains at least one transform
Previously, when splicing an edit that deleted all transforms, we would leave the `FoldMap` empty, thus violating a bunch of downstream invariants and e.g. causing the `BufferRows` iterator to not return any buffer row. This commit ensures we always have at least one transform (an isomorphic one, specifically) and adds additional test coverage for the `FoldMap::buffer_rows` method by adding it to the randomized tests.
Antonio Scandurra created
a949959
Merge pull request #1 from zed-industries/catalina-mps-compatibility
Avoid nested structs in the types used to pass data from vertex to fragment shader functions
Antonio Scandurra created
8a119a5
Avoid nested structs in vertex function return types
This is required to compile successfully on macos versions <= 10.15 (catalina)
Max Brunsfeld created
a279048
Pass the right bounds when painting gutter
x and y were flipped around, yikes.
Antonio Scandurra created
2c24ec2
Update old usages of `ctx.spawn` to detach the associated task
This lets us open buffers and renders tabs and editors correctly, modulo a small bug when rendering the gutter that I am going to fix next.
Antonio Scandurra created
13c1f5f
Pass workspace path to zed when debugging it in VS Code
Antonio Scandurra created
466016a
Snap sprites to pixel grid in `Renderer`
Previously, we were doing so in the `SpriteCache` but that would cause floating point errors that caused glyphs to sometimes be positioned midway through a pixel.
Antonio Scandurra created
61d4da9
Introduce layer clipping
Antonio Scandurra created
63f9719
:lipstick:
Antonio Scandurra created
5439213
Fix `Empty` sometimes returning an infinite size in `layout`
This commit also ensures that elements never report an infinite size by adding a debug assertion in the `Lifecycle` element.
Antonio Scandurra created
1cb987d
Remove stray use of pathfinder_geometry
Antonio Scandurra created
e44ea6b
Fix cursor blinking
Antonio Scandurra created
596fc47
Start on painting the editor
Antonio Scandurra created
466f6e0
Center line around its bounding box
Antonio Scandurra created
4dc1b1e
Fix `test_render_glyph` (but still leave it commented out for now)
Antonio Scandurra created
0f6927e
Re-export font_kit primitives from a new `fonts` module
...also, rename the old `fonts` to `font_cache`.
Antonio Scandurra created
0906b2a
Remove unused dependencies and avoid instantiating FontCache in tests
Antonio Scandurra created
5f3dbb0
Honor vertical subpixel positions
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
Antonio Scandurra and Nathan Sobo created
bc977fc
Render different variants according to subpixel positioning
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
Antonio Scandurra and Nathan Sobo created
9178e91
Extract platform-dependant `FontSystem`
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
Antonio Scandurra and Nathan Sobo created
e0e4cff
Align glyphs correctly using font-kit's raster_bounds
Antonio Scandurra created
7523df0
Space out sprites in atlas
This prevents us from accidentally sampling a neighboring sprite.
Nathan Sobo created
e5d586a
Get glyphs sort of rendering
Nathan Sobo created
28b84c0
Fix noise in atlas texture
Nathan Sobo created
ad79746
WIP
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
Antonio Scandurra and Nathan Sobo created