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Factoring some changes out of https://github.com/zed-industries/zed/pull/61461: - On Metal and wgpu, bulk-upload instance buffers at the start of the frame rather than uploading chunks as we draw them. The depth buffer patch needs this architecture since all opaque quads in the scene are painted before anything else. This also lets us get rid of the awkward retry loop when the GPU buffer is too small for the scene. - On Windows, use a constant buffer for the instance offset rather than creating SRVs with different `FirstElement`s. `FirstElement` is buggy on some vendors' drivers, and reusing the SRV object should reduce D3D runtime overhead. - Misc. refactoring: remove redundant parameters, deduplicate code, create fewer bind groups on wgpu, etc. Fixes https://github.com/zed-industries/zed/issues/49588 Fixes https://github.com/zed-industries/zed/issues/59192 Release Notes: - Fixed an issue where UI elements would flicker on some Windows devices. |
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