zed main
telemetry.rs metal_renderer.rs settings.json -/.config/zed
crates/gpui/src/platform/mac/metal_renderer.rs impl MetalRenderer fn draw_primitives
370
371
}
372
}
373
}
374
375
376 fn draw_primitives(
377
&mut self,
378 scene: &Scene,
379 instance_buffer: &mut InstanceBuffer,
380 drawable: &metal:: MetalDrawableRef,
381 viewport_size: Size<DevicePixels>,
382 )
Result<metal:: CommandBuffer> {
383 let command_queue = self.command_queue.clone();
384 let command_buffer = command_queue.new_command_buffer();
385 let mut instance_offset = 0;
386
387 let Some (path_tiles) = self.rasterize_paths(
388 scene.paths(),
389 instance_buffer,
390 &mut instance_offset,
391 command_buffer,
392 ) else {
393 return Err(anyhow! ("failed to rasterize {} paths", scene.paths().len()));
394 };
395
396 let render_pass_descriptor = metal:: RenderPassDescriptor:: new();
+ 397 let color_attachment render_pass_descriptor
398 .color_attachments()
399 .object_at(0)
400 .unwrap();
401
402 color_attachment.set_texture (Some (drawable.texture()));
403 color_attachment.set_load_action (metal:: MTLLoadAction:: Clear);
404 color_attachment.set_store_action(metal:: MTLStoreAction:: Store);
405 let alpha if self.layer.is_opaque() { 1. } else { 0. };
406 color_attachment.set_clear_color(metal:: MTLClearColor:: new(0., 0., 0., alpha));
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This image depicts a code editor, specifically the Zed editor, displaying Rust code. The code focuses on Metal rendering, a low-level graphics API, with functions for drawing primitives and setting up render pass descriptors. The right sidebar shows a history panel, listing previous search contexts like 'Polish literature recommendations' and 'Montreal Tourist Attractions'.