* okayish solution
should be improved at some point but for now it works well enough.
* do leftover renames
* better solution
* less weird resize frames
* move surface reconfiguration
* fix recent desktop mac breakages
* better looking resize on mac
* fix background color
* Fix blank screen on window initialization
* cleanup
---------
Co-authored-by: Keavon Chambers <keavon@keavon.com>
* macos native menu bar
* fix nix build
* Add shortcut symbols to menu
* fix fmt
* fix vendoring
* cleanup intercept frontend message
* accept into editor message in queue function
* add bundle for mac os and windows
* Fix bundle name
This name gets used as the display name of the app on mac os, shorter name looks better and is more consistent.
* preserve std out by running bin directly
* bundle placeholder on linux
* fix linux
* window abstraction
* fix linux
* fix windows
* fix fmt
* remove windows file that was left
* use self
* Prototyping desktop wrapper api
* Separate into multiple modules
* Some fixup
* Reimplement most functionality with editor api
* Fix texture life time crashes
* Fix scale
* Implement editor wrapper message queue
* Improve performance
* Handle native messages directly without submitting to event loop
* Fix overlay latency
* Move editor message execution to executor allows no shared state in editor wrapper
* Small clean up
* Small cleanup
* Some renames
* Cleaning up desktop wrapper interface
* Fix formatting
* Fix naming
* Move node graph execution result handling to app
* Fix FrontendMessage RenderOverlays usage
* Reimplement file drop and clean up file import and open messages
* Remove dbg
* Post merge fix
* Review changes
* Tell the GPU that the UI texture is in sRGB format so that it is converted to linear before sampling
* Do blending in srgb
* Revert "Tell the GPU that the UI texture is in sRGB format so that it is converted to linear before sampling"
* Remove unnecessary srgb linear conversions
* Blend overlays and viewport in linear and return early when ui is fully transparent
* Fix gamma issue by applying tone mapping in the shader
Vello renders it's values to an RgbaUnorm texture
but if we try to use this in the main rendering
pipeline which renders to an Srgb surface gamma
mapping is applied twice.
* Add comment explaining why we do this to the shader
* Rename variables
* Render overlays with vello
* Fix nix flake comments
* Rendering refactor with better names and code location
* Remove unnecessary overlay renders
* Post rebase fix
* Remove tauri based desktop app
* Allow bzip-1.0.6 license
* Implement basic cef based desktop app
* Cleanup build setup
* Use wait until and execute cef loop more frequently
* Remove custom do browser work event
* Move WinitApp into its own module
* Cleanup event handling
* Cleanup + Scheudule cef message loop work
* Fix cpu overheating on idle: https://xkcd.com/1172/
* Use tracing crate for logging instead of println
* Rebase to main
---------
Co-authored-by: Dennis Kobert <dennis@kobert.dev>