This essentially shaves off about 10% off of an incremental build after project change and potentially more if you're changing stuff like `welcome` that's very close to the `zed` crate in the dep graph. That's because macro expansion takes place even in incremental builds it seems? And zed (lib) + zed (bin) could take up to 4 seconds out of an incremental build, which is a *lot* in a 10s build. In reality though it shaves 1 second off of 5 seconds incremental 'welcome'/ 1s off of 10s 'project' builds. Note that we had `assets` crate in the past (removed in #2575 /cc @maxbrunsfeld), but this is a bit different, because `assets` is a dependency of *just* zed and nothing else. We essentially cache macro expansion results ourselves. Release Notes: - N/A
37 lines
1.1 KiB
Rust
37 lines
1.1 KiB
Rust
// This crate was essentially pulled out verbatim from main `zed` crate to avoid having to run RustEmbed macro whenever zed has to be rebuilt. It saves a second or two on an incremental build.
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use anyhow::anyhow;
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use gpui::{AssetSource, Result, SharedString};
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use rust_embed::RustEmbed;
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#[derive(RustEmbed)]
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#[folder = "../../assets"]
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#[include = "fonts/**/*"]
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#[include = "icons/**/*"]
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#[include = "themes/**/*"]
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#[exclude = "themes/src/*"]
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#[include = "sounds/**/*"]
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#[include = "*.md"]
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#[exclude = "*.DS_Store"]
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pub struct Assets;
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impl AssetSource for Assets {
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fn load(&self, path: &str) -> Result<std::borrow::Cow<[u8]>> {
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Self::get(path)
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.map(|f| f.data)
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.ok_or_else(|| anyhow!("could not find asset at path \"{}\"", path))
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}
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fn list(&self, path: &str) -> Result<Vec<SharedString>> {
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Ok(Self::iter()
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.filter_map(|p| {
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if p.starts_with(path) {
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Some(p.into())
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} else {
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None
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}
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})
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.collect())
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}
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}
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