This removes around 900 unnecessary clones, ranging from cloning a few
ints all the way to large data structures and images.
A lot of these were fixed using `cargo clippy --fix --workspace
--all-targets`, however it often breaks other lints and needs to be run
again. This was then followed up with some manual fixing.
I understand this is a large diff, but all the changes are pretty
trivial. Rust is doing some heavy lifting here for us. Once I get it up
to speed with main, I'd appreciate this getting merged rather sooner
than later.
Release Notes:
- N/A
Closes#36229
Fix zero-sized texture creation that triggers a SIGABRT in the Metal
renderer. Not sure why this happens yet, but it likely occurs when
`native_window.contentView()` returns a zero `NSSize` during initial
window creation, before the view size is computed.
Release Notes:
- Fixed a rare startup crash on macOS.
Closes#24672
This PR complements a feature added earlier by @JosephTLyons (in
https://github.com/zed-industries/zed/pull/32353) where the text is
considered as the tab title in a new buffer. It piggybacks off that
change and sets the title as the suggested filename in the save dialog
(completely mirroring the same functionality in VSCode):

Release Notes:
- Text entered in a new untitled buffer is considered as the default
filename when saving
Closes#29083
On X11, `ibus-x11` crashes on some distros after Zed interacts with it.
This is not unique to Zed, `xim-rs` shows the same behavior, and there
are similar upstream `ibus` reports with apps like Blender:
- https://github.com/ibus/ibus/issues/2697
I opened an upstream issue to track this:
- https://github.com/ibus/ibus/issues/2789
When this crash happens, we don’t get a disconnect event, so Zed keeps
sending events to the IM server and waits for a response. It works on
subsequent starts because IM server doesn't exist now and we default to
non-XIM path.
This PR detects the crash via X11 events and falls back to the non-XIM
path so typing keeps working. We still need to investigate whether the
root cause is in `xim-rs` or `ibus-x11`.
Release Notes:
- Fixed an issue on X11 where keyboard input sometimes didn’t work on
first start.
The Zed Plex fonts were found to violate the OFL by using the word Plex
in the name.
Lilex has better ligatures and box-drawing characters than Zed Plex
Mono, but Zed Plex Sans should be identical
to IBM Plex Sans.
Closes#15542Closeszed-industries/zed-fonts#31
Release Notes:
- The "Zed Plex Sans" and "Zed Plex Mono" fonts have been replaced with
"IBM Plex Sans" and "Lilex". The old names still work for backward
compatibility. Other than fixing line-drawing characters, and improving
the ligatures, there should be little visual change as the fonts are all
of the same family.
- Introduced ".ZedSans" and ".ZedMono" as aliases to allow us to easily
change the default fonts in the future. These currently default to "IBM
Plex Sans" and "Lilex" respectively.
Closes#34374
This is a leftover issue from #34374. Back in #34374, I wanted to use
DirectX to handle vsync, after all, that’s how 99% of Windows apps do
it. But after discussing with @maxbrunsfeld , we decided to stick with
the original vsync approach given gpui’s architecture.
In my tests, there’s no noticeable performance difference between this
PR’s approach and DirectX vsync. That said, this PR’s method does have a
theoretical advantage, it doesn’t block the main thread while waiting
for vsync.
The only difference is that in this PR, on Windows 11 we use a newer API
instead of `DwmFlush`, since Chrome’s tests have shown that `DwmFlush`
has some problems. This PR also removes the use of
`MsgWaitForMultipleObjects`.
Release Notes:
- N/A
---------
Co-authored-by: Max Brunsfeld <maxbrunsfeld@gmail.com>
Release Notes:
- N/A
---
In the same vein as #29538, the "Services" menu on macOS depended on the
text being exactly "Services", not allowing for i18n of the menu name.
This PR introduces a new menu type called `OsMenu` that defines a
special menu that can be populated by the system. Currently, it takes
one enum value, `ServicesMenu` that tells the system to populate its
contents with the items it would usually populate the "Services" menu
with.
An example of this being used has been implemented in the `set_menus`
example:
`cargo run -p gpui --example set_menus`
---
Point to consider:
In `mac/platform.rs:414` the existing code for setting the "Services"
menu remains for backwards compatibility. Should this remain now that
this new method exists to set the menu, or should it be removed?
---------
Co-authored-by: Mikayla Maki <mikayla.c.maki@gmail.com>
This reverts commit efba2cbfd3.
Unfortunately, the Docker image for 1.89 has not shown up yet. Once it
has, we should re-land this.
Release Notes:
- N/A
Fixes a regression introduced in
https://github.com/zed-industries/zed/pull/34992
### Background
Paths are rendered first to an intermediate MSAA texture, and then
copied to the final drawable. Because paths can have transparency, it's
important that pixels are not copied repeatedly if paths have
overlapping bounding boxes. When N paths have the same draw order, we
infer that they must have disjoint bounding boxes, so that we can copy
them each individually (as opposed to copying a single rect that
contains them all). Previously, the bounding box that we were using to
copy paths was not accounting for the path's content mask (but it is
accounted for in the bounds tree that determines their draw order).
This cause bugs like this, where certain path pixels spuriously had
their opacity doubled:
https://github.com/user-attachments/assets/d792e60c-790b-49ad-b435-6695daba430f
This PR fixes that bug.
* [x] mac
* [x] linux
* [x] windows
Release Notes:
- Fixed a bug where a selection's opacity was computed incorrectly when
it overlapped with another editor's selections in a certain way.
Fixes https://github.com/zed-industries/zed/issues/33257
Previously, the scale-factor-change-handling logic relied on
`SetWindowPos` enqueuing a `WM_SIZE` window event. But that does not
happen when the window is maximized. So when the scale factor changed,
maximized windows neglected to call their `resize` callback, and would
misinterpret the positions of mouse events.
This PR adds special logic for maximized windows, to ensure that the
size is updated appropriately.
Release Notes:
- N/A
This PR doesn't change any logic, it just cleans up some naming and
style in the windows platform layer.
* Rename `WindowsWindowStatePtr` to `WindowsWindowInner`, since it isn't
a pointer type.
* Move window event handler methods into an impl on this type, so that
all of the `state_ptr: &Rc<WindowsWindowInner>` parameters can just be
replaced with `&self`.
* In window creation, use a `match` instead of a conditional followed by
an unwrap
There's a lot of whitespace in the diff, so view it with `w=1`.
Release Notes:
- N/A
This allows debugging Zed with Renderdoc, and also fixes an issue where
glyphs' bounds were miscalculated for certain sizes and scale factors.
Release Notes:
- N/A
---------
Co-authored-by: Kate <kate@zed.dev>
Co-authored-by: Julia <julia@zed.dev>
Co-authored-by: Junkui Zhang <364772080@qq.com>
Closes#35316
Bug in https://github.com/zed-industries/zed/pull/34514
Turns out you are not supposed to call `update_key` for modifiers on
`KeyPress`/`KeyRelease`, as modifiers are already updated in
`XkbStateNotify` events. Not sure why this only causes issues on a few
systems and works on others.
Tested on Ubuntu 24.04.2 LTS (initial bug) and Kubuntu 25.04 (worked
fine before too).
Release Notes:
- Fixed an issue where caps lock stopped working consistently on some
Linux X11 systems.
I was interested in potentially using gpui for a hobby project, but
needed [layer
shell](https://wayland.app/protocols/wlr-layer-shell-unstable-v1)
support for it. Turns out gpui's (excellent!) architecture made that
super easy to implement, so I went ahead and did it.
Layer shell is a window role used for notification windows, lock
screens, docks, backgrounds, etc. Supporting it in gpui opens the door
to implementing applications like that using the framework.
If this turns out interesting enough to merge - I'm also happy to
provide a follow-up PR (when I have the time to) to implement some of
the desirable window options for layer shell surfaces, such as:
- namespace (currently always `""`)
- keyboard interactivity (currently always `OnDemand`, which mimics
normal keyboard interactivity)
- anchor, exclusive zone, margins
- popups
Release Notes:
- Added support for wayland layer shell surfaces in gpui
---------
Co-authored-by: Mikayla Maki <mikayla.c.maki@gmail.com>
Closes #ISSUE
Fixes a bug that was cherry picked onto stable and preview branches
introduced in #35208 whereby modifier keys would show up and not be
removable when editing a keybind
Release Notes:
- (preview only) Keymap Editor: Fixed an issue introduced in v0.197.2
whereby modifier keys would show up and not be removable while recording
keystrokes in the keybind edit modal
Closes #ISSUE
Fixed various issues and improved UX around the keystroke input
primarily when used for keystroke search.
Release Notes:
- Keymap Editor: FIxed an issue where the modifiers used to activate
keystroke search would appear in the keystroke search
- Keymap Editor: Made it possible to search for repeat modifiers, such
as a binding with `cmd-shift cmd`
- Keymap Editor: Made keystroke search matches match based on ordered
(not necessarily contiguous) runs. For example, searching for `cmd
shift-j` will match `cmd-k cmd-shift-j alt-q` and `cmd-i g shift-j` but
not `alt-k shift-j` or `cmd-k alt-j`
- Keymap Editor: Fixed the clear keystrokes binding (`delete` by
default) not working in the keystroke input
Closes#31330
Second parts of https://github.com/zed-industries/zed/pull/31335
While the initial fix set the inset during drawing, that was after the
window was resized, resulting in needing to manually resize the window
for the change to properly take effect.
I updated the code to not make the Wayland renderer rely on
`client_inset` being updated by the API user to match with the
decoration mode (given it is supposed to only be used when using CSD).
I might later try to generalize that, and eventually make the
client_inset only defined on window creation (instead of inside
`client_side_decorations`, that would need testing on X) (and maybe also
allow configuration for shadow, but it’s not something I need).
Release Notes:
- Fixed switching from client side decoration to server side decoration
on Wayland
This is another attempt to solve the same problem as
https://github.com/zed-industries/zed/pull/29718, while avoiding the
regression on Intel GPUs.
### Background
Currently, on main, all paths are first rendered to an intermediate
"atlas" texture, similar to what we use for rendering glyphs, but with
multi-sample antialiasing enabled. They are then drawn into our actual
frame buffer in a separate pass, via the "path sprite" shaders.
Notably, the intermediate texture acts as an "atlas" - the paths are
laid out in a non-overlapping way, so that each path could be copied to
an arbitrary position in the final scene. This non-overlapping approach
makes a lot sense for Glyphs (which are frequently re-used in multiple
places within a frame, and even across frames), but paths do not have
these properties.
* we clear the atlas every frame
* we rasterize each path separately. there is no deduping.
The problem with our current approach is that the path atlas textures
can end up using lots of VRAM if the scene contains many paths. This is
more of a problem in other apps that use GPUI than it is in Zed, but I
do think it's an issue for Zed as well. On Windows, I have hit some
crashes related to GPU memory.
In https://github.com/zed-industries/zed/pull/29718, @sunli829
simplified path rendering to just draw directly to the frame buffer, and
enabled msaa for the whole frame buffer. But apparently this doesn't
work well on Intel GPUs because MSAA is slow on those GPUs. So we
reverted that PR.
### Solution
With this PR, we rasterize paths to an intermediate texture with MSAA.
But rather than treating this intermediate texture like an *atlas*
(growing it in order to allocate non-overlapping rectangles for every
path), we simply use a single fixed-size, color texture that is the same
size as thew viewport. In this texture, we rasterize the paths in their
final screen position, allowing them to overlap. Then we simply blit
them from the resolved texture to the frame buffer.
### To do
* [x] Implement for Metal
* [x] Implement for Blade
* [x] Fix content masking for paths
* [x] Fix rendering of partially transparent paths
* [x] Verify that this performs well on Intel GPUs (help @notpeter 🙏 )
* [ ] Profile and optimize
Release Notes:
- N/A
---------
Co-authored-by: Junkui Zhang <364772080@qq.com>
There were two different underlying reasons for the issues with
ctrl-number and ctrl-punctuation:
1. Some keys in the ctrl-0..9 range send codes in the `\1b`..`\1f`
range. For example, `ctrl-2` sends keycode for `ctrl-[` (0x1b), but we
want to map it to `2`, not to `[`.
2. `ctrl-[` and four other ctrl-punctuation were incorrectly mapped,
since the expected conversion is by adding 0x40
Closes#35012
Release Notes:
- N/A
Wayland compositors can potentially generate thousands of resize
requests when drag-resizing a window, which Zed is unable to keep up
with. This commit changes the behavior to only resize once per vblank
cycle, which helps significantly when resizing the window with a high
poll-rate mouse (1000Hz is common these days)
Here is an example of the behavior pre and post this commit, with some
print-debugging added for tracking resize calls. I have a wireless mouse
with a 2000Hz polling rate and a 165Hz display:
Before:
https://github.com/user-attachments/assets/4c657f90-5fd2-4809-97ef-363fd48e81b8
After:
https://github.com/user-attachments/assets/4a0f5fbd-c3c4-40a1-9f71-3b4358c827cfCloses#20660
Release Notes:
- Improved: Make resizing smoother on Wayland/Linux
Instead of selecting a screen to share arbitrarily, we'll now allow user
to select the screen to share. Note that sharing multiple screens at the
time is still not supported (though prolly not too far-fetched).
Related to #4666

Release Notes:
- Added screen selector dropdown to screen share button
---------
Co-authored-by: Kirill Bulatov <kirill@zed.dev>
Co-authored-by: Cole Miller <cole@zed.dev>
Reverts zed-industries/zed#29718
We've noticed some issues with Zed on Intel-based Macs where typing has
become sluggish, and git bisect has seemed to point towards this PR.
Reverting for now, until we can understand why it is causing this issue.
This PR improves Keystroke search by:
1. Allow searching by modifiers without additional keys.
2. Take match count into consideration when deciding if we should show
an action as a search match.
3. Take order into consideration as well.
Release Notes:
- N/A
---------
Co-authored-by: Ben Kunkle <ben@zed.dev>