11f469b
Construct Metal command encoder inside of `Renderer`
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Co-Authored-By: Max Brunsfeld <max@zed.dev>
Antonio Scandurra
and
Max Brunsfeld
created
a88b63d
Ensure `FoldMap` always contains at least one transform
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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
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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
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This is required to compile successfully on macos versions <= 10.15 (catalina)
Max Brunsfeld
created
a279048
Pass the right bounds when painting gutter
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x and y were flipped around, yikes.
Antonio Scandurra
created
2c24ec2
Update old usages of `ctx.spawn` to detach the associated task
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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
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.
43abd96
Apply padding correctly when painting `Container`'s children
Antonio Scandurra
created
bac5436
Declare float literals consistently in shader
Antonio Scandurra
created
3de0ce6
Remove artifact when a border side was not rendered
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This introduces an extra conditional in the shader, there's probably a
way of writing it without ifs but I like how the logic reads with it and
it shouldn't be that big of a deal performance-wise.
Antonio Scandurra
created
32c0702
Scale corner_radius by the scale factor when rendering shadows
This still doesn't work properly because shadows are rendered beneath
quads and we still don't have a layering mechanism.
Co-Authored-By: Nathan Sobo <nathan@zed.dev>
Now the Element trait is designed to be wrapped in a Lifecycle enum that gets placed inside an ElementBox. This allows the framework to store data on behalf of the Element implementation, such as sizes, bounds, and also implementation-specific LayoutState and PaintState types. This makes it easier to reason about which data is available in each Element method.
Nathan Sobo
created
046fe3f
Dispatch keystrokes and fix rerendering when window invalidated