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Implement per pixel text edge fades - #12
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gaelcado
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September 16, 2026 21:35
wingleeio
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hoangvu12
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Port of zeronsh/zeron 6eae024 ("Update ZUI to audited Windows backdrop renderer"). Roboco's previous pin 86f2ecef already carried the renderer itself (authored on hoangvu12/zui fix/windows-nested-frosted-blur, merged upstream as zeronsh/zui#10). This moves the pin to upstream's declared audited rev c2d273dc, adding exactly the two missing zui-side commits: 52ec2e39 (bounds Windows blur work — MAX_SIGMA clamp, 192-tap shader cap — and validates blur geometry; plus zui-repo renderer CI and test fonts) and c2d273dc (zui-repo review-branch CI wiring). No zui-side push was needed: c2d273dc is already published on hoangvu12/zui (branch fix/windows-nested-frosted-blur). Top-level gpui/gpui_platform/gpui_tokio pins and all 16 [patch."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/zeronsh/zui"] revs move together (AGENTS.md pin rule); Cargo.lock keeps exactly one GPUI identity, all 20 zui crate sources at c2d273dc, no other dependency changes. AGENTS.md updated (it still claimed the stale aa009411 rev). Deliberately excluded: - 7f0cd13 (gpui-base pin align): hoangvu12/gpui-component does not contain the equivalent of zeronsh/gpui-component 03cd9947, and roboco's [patch] redirect already collapses every zeronsh/zui dependency onto the pinned rev — the lockfile retains one GPUI copy with gpui-base at 94c1bbaf. - Upstream's [patch] redirect to gaelcado/zui 53869c20 (per-pixel text edge fades, zeronsh/zui#12 line): not part of this ticket; roboco stays on hoangvu12/zui per AGENTS.md. Verified: cargo check -p roboco-ui; Cargo.lock inspected for a single gpui source identity.
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Text inside an EdgeFade currently receives one opacity per glyph, sampled from an estimated
font_size * 0.6bounding box. Small horizontal movements can therefore dim or hide an entire character at once.Pass the existing device-space EdgeFadeParams through monochrome and subpixel sprite buffers and evaluate the ramp in the fragment shader on Metal, WGPU, and DirectX. Preserve the existing squared ramp and uniform element opacity. SVG icons retain their current whole-primitive behavior and do not get faded twice.
Validation:
53869c2. Fixed missingfadedefaults in the Direct3D and scene test fixtures; Direct3D WARP, scene-ordering, SVG tests and the backdrop example build all pass.Companion to zeronsh/zeron#415, which separately smooths the onset of sidebar overflow fades. Controlled static sidebar fixtures were inspected; live resizing remains unverified.
CPU sanity check: local before/after runs showed unchanged idle usage and no obvious large CPU regression during repeated sidebar redraws. Dev-build samples were noisy, so this is a coarse regression check rather than a precise performance claim.
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