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https://github.com/zed-industries/zed.git
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Rename reuse_geometry to reuse_view
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1c260e6dfd
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@ -125,7 +125,7 @@ impl Scene {
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}
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}
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pub fn insert_views_from_scene(&mut self, views: &FxHashSet<EntityId>, prev_scene: &mut Self) {
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pub fn reuse_views(&mut self, views: &FxHashSet<EntityId>, prev_scene: &mut Self) {
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for shadow in prev_scene.shadows.drain(..) {
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if views.contains(&EntityId::from(shadow.view_id as u64)) {
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let order = &prev_scene.orders_by_layer[&shadow.layer_id];
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@ -292,7 +292,7 @@ impl Element for AnyView {
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&& !cx.window.dirty_views.contains(&self.entity_id())
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&& !cx.window.refreshing
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{
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cx.reuse_geometry();
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cx.reuse_view();
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return;
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}
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}
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@ -347,6 +347,37 @@ impl Frame {
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.map(|focus_id| self.dispatch_tree.focus_path(focus_id))
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.unwrap_or_default()
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}
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fn reuse_views(&mut self, prev_frame: &mut Self) {
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// Reuse mouse listeners that didn't change since the last frame.
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for (type_id, listeners) in &mut prev_frame.mouse_listeners {
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let next_listeners = self.mouse_listeners.entry(*type_id).or_default();
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for (order, view_id, listener) in listeners.drain(..) {
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if self.reused_views.contains(&view_id) {
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next_listeners.push((order, view_id, listener));
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}
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}
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}
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// Reuse entries in the depth map that didn't change since the last frame.
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for (order, view_id, bounds) in prev_frame.depth_map.drain(..) {
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if self.reused_views.contains(&view_id) {
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self.depth_map.push((order, view_id, bounds));
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}
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}
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self.depth_map.sort_by(|a, b| a.0.cmp(&b.0));
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// Retain element states for views that didn't change since the last frame.
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for (element_id, state) in prev_frame.element_states.drain() {
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if self.reused_views.contains(&state.parent_view_id) {
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self.element_states.entry(element_id).or_insert(state);
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}
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}
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// Reuse geometry that didn't change since the last frame.
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self.scene
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.reuse_views(&self.reused_views, &mut prev_frame.scene);
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}
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}
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impl Window {
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@ -1376,7 +1407,7 @@ impl<'a> WindowContext<'a> {
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);
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}
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pub(crate) fn reuse_geometry(&mut self) {
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pub(crate) fn reuse_view(&mut self) {
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let view_id = self.parent_view_id().unwrap();
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let window = &mut self.window;
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let grafted_view_ids = window
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@ -1450,56 +1481,9 @@ impl<'a> WindowContext<'a> {
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self.window.next_frame.window_active = self.window.active;
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self.window.root_view = Some(root_view);
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// Reuse mouse listeners that didn't change since the last frame.
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for (type_id, listeners) in &mut self.window.rendered_frame.mouse_listeners {
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let next_listeners = self
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.window
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.next_frame
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.mouse_listeners
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.entry(*type_id)
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.or_default();
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for (order, view_id, listener) in listeners.drain(..) {
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if self.window.next_frame.reused_views.contains(&view_id) {
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next_listeners.push((order, view_id, listener));
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}
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}
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}
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// Reuse entries in the depth map that didn't change since the last frame.
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for (order, view_id, bounds) in self.window.rendered_frame.depth_map.drain(..) {
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if self.window.next_frame.reused_views.contains(&view_id) {
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self.window
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.next_frame
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.depth_map
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.push((order, view_id, bounds));
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}
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}
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self.window
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.next_frame
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.depth_map
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.sort_by(|a, b| a.0.cmp(&b.0));
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// Retain element states for views that didn't change since the last frame.
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for (element_id, state) in self.window.rendered_frame.element_states.drain() {
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if self
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.window
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.next_frame
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.reused_views
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.contains(&state.parent_view_id)
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{
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self.window
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.next_frame
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.element_states
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.entry(element_id)
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.or_insert(state);
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}
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}
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// Reuse geometry that didn't change since the last frame.
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self.window.next_frame.scene.insert_views_from_scene(
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&self.window.next_frame.reused_views,
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&mut self.window.rendered_frame.scene,
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);
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.reuse_views(&mut self.window.rendered_frame);
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self.window.next_frame.scene.finish();
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let previous_focus_path = self.window.rendered_frame.focus_path();
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