The issues is that the closure supplied to `request_measured_layout`
could be run multiple times with differing `known_dimensions`. This in
turn will mean we truncate the font runs once, inserting a multibyte
char at the end but then in the next iteration use those truncated runs
for possible the original untruncated string which has multibyte
characters overlapping the now truncated run end resulting in a faulty
utf8 boundary index.
Solution to this is simple, truncate a clone of the runs when needed
instead of modifying the original.
Fixes https://github.com/zed-industries/zed/issues/36925
Fixed ZED-2FF
Fixes ZED-2KM
Fixes ZED-2KK
Fixes ZED-1FF
Fixes ZED-255
Fixes ZED-2JD
Fixes ZED-2FX
Fixes ZED-2K2
Fixes ZED-2JX
Fixes ZED-2GE
Fixes ZED-2FC
Fixes ZED-2GD
Fixes ZED-2HY
Fixes ZED-2HR
Fixes ZED-2FN
Fixes ZED-2GT
Fixes ZED-2FK
Fixes ZED-2EY
Fixes ZED-27E
Fixes ZED-272
Fixes ZED-2EM
Fixes ZED-2CC
Fixes ZED-29V
Fixes ZED-25B
Fixes ZED-257
Fixes ZED-24R
Fixes ZED-24Q
Fixes ZED-23Z
Fixes ZED-227
Release Notes:
- Fixed a crash in text shaping when truncating rendered text
Fixes a bug in https://github.com/zed-industries/zed/pull/39928
The bug caused all completions to appear in bold-face
Release Notes:
- Fixed a bug where bold-face font was applied to the wrong characters
in items in the autocomplete menu
Co-authored-by: Mikayla Maki <mikayla.c.maki@gmail.com>
Release Notes:
- N/A
---
- Set `.SystemUIFont` as the GPUI default font.
- Add `Arial` to font fallback list.
- Add `Adwaita Sans` to default fallback list for Gnome.
- Move `Ubuntu` font to front of Gnome to make sure Ubuntu System takes
priority over `Ubuntu` font.
Our application get some crash report:
```
panicked at /Users/admin/.cargo/git/checkouts/zed-a70e2ad075855582/f1db3b4/crates/gpui/src/text_system.rs:150:9:
failed to resolve font 'Helvetica' or any of the fallbacks: Zed Plex Mono, Helvetica, Segoe UI, Cantarell, Ubuntu, Noto Sans, DejaVu Sans
```
This change to add `Arial` to fallback list, this font was included in
macOS and Windows.
Ref link (search "Arial"):
> Mac OS X (now known as [macOS](https://en.wikipedia.org/wiki/MacOS))
was the first Mac OS version to include Arial;
> https://en.wikipedia.org/wiki/Arial
- macOS Sequoia: https://support.apple.com/en-us/120414
- Windows 10:
https://learn.microsoft.com/en-us/typography/fonts/windows_10_font_list
- Gnome: https://developer.gnome.org/hig/guidelines/typography.html
This relands https://github.com/zed-industries/zed/pull/37175 as
https://github.com/zed-industries/zed/pull/39886 fixed the jiggling
issue.
Currently when we render text with differing styles adjacently we might
form a ligature between the text, causing the ligature forming
characters to take on one of the two styles. This can especially become
confusing when a ligature is formed between actual text and inlay hints.
Annoyingly, the only ways to prevent this with core text is to either
render each run separately, or to insert a zero-width non-joiner to
force core text to break the ligatures apart, as it otherwise will merge
subsequent font runs of the same fonts.
We currently do layouting on a per line basis and it is unlikely we want
to change that as it would incur a lot of complexity and annoyances to
merge things back into a line, so this goes with the other approach of
inserting ZWNJ characters instead.
Note that neither linux nor windows seem to currently render ligatures,
so this only concerns macOS rendering at the moment.
Closes https://github.com/zed-industries/zed/issues/23194
Release Notes:
- Fixed ligatures forming between real text and inlay hints on macOS
This PR adds the numeric stepper component to the settings ui and
implements some settings that rely on this component as well.
I also switched {buffer/ui}_font_weight to the `gpui::FontWeight` type
and added a manual implementation of the Schemars trait. This allows Zed
to send min, max, and default information to the JSON LSP when a user is
manually editing the settings file.
The numeric stepper elements added to the settings ui are below:
- ui font size
- ui font weight
- Buffer font size
- Buffer font weight
- Scroll sensitivity
- Fast scroll sensitivity
- Vertical scroll margin
- Horizontal scroll margin
- Inline blame padding
- Inline blame delay
- Inline blame min column
- Unnecessary code fade
- Tab Size
- Hover popover delay
Release Notes:
- N/A
This reverts commit 9e7302520e.
I run into an infinite hang in Zed nightly and used instruments and
activity monitor to sample what was going on. The root cause seemed to
be the unwrap_unchecked introduced in reverted PR.
Release Notes:
- N/A
## Problem
Zed was crashing with a UTF-8 character boundary error when rendering
text containing multi-byte characters (like emojis or CJK characters):
```
Thread "main" panicked with "byte index 49 is not a char boundary; it is inside '…' (bytes 48..51)"
```
## Root Cause Analysis
The PR reviewer correctly identified that the issue was not in the
DirectWrite boundary handling, but rather in the text run length
calculation in the text system. When text runs are split across lines in
`text_system.rs:426`, the calculation:
```rust
let run_len_within_line = cmp::min(line_end, run_start + run.len) - run_start;
```
This could result in `run_len_within_line` values that don't respect
UTF-8 character boundaries, especially when multi-byte characters (like
'…' which is 3 bytes) get split across lines. The resulting `FontRun`
objects would have lengths that don't align with character boundaries,
causing the panic when DirectWrite tries to slice the string.
## Solution
Fixed the issue by adding UTF-8 character boundary validation in the
text system where run lengths are calculated. The fix ensures that when
text runs are split across lines, the split always occurs at valid UTF-8
character boundaries:
```rust
// Ensure the run length respects UTF-8 character boundaries
if run_len_within_line > 0 {
let text_slice = &line_text[run_start - line_start..];
if run_len_within_line < text_slice.len() && !text_slice.is_char_boundary(run_len_within_line) {
// Find the previous character boundary using efficient bit-level checking
// UTF-8 characters are at most 4 bytes, so we only need to check up to 3 bytes back
let lower_bound = run_len_within_line.saturating_sub(3);
let search_range = &text_slice.as_bytes()[lower_bound..=run_len_within_line];
// SAFETY: A valid character boundary must exist in this range because:
// 1. run_len_within_line is a valid position in the string slice
// 2. UTF-8 characters are at most 4 bytes, so some boundary exists in [run_len_within_line-3..=run_len_within_line]
let pos_from_lower = unsafe {
search_range
.iter()
.rposition(|&b| (b as i8) >= -0x40)
.unwrap_unchecked()
};
run_len_within_line = lower_bound + pos_from_lower;
}
}
```
## Testing
- ✅ Builds successfully on all platforms
- ✅ Eliminates UTF-8 character boundary panics
- ✅ Maintains existing functionality for all text types
- ✅ Handles edge cases like very long multi-byte characters
## Benefits
1. **Root cause fix**: Addresses the issue at the source rather than
treating symptoms
2. **Performance optimal**: Uses the same efficient algorithm as the
standard library
3. **Minimal changes**: Only modifies the specific problematic code path
4. **Future compatible**: Can be easily replaced with
`str::floor_char_boundary()` when stabilized
## Alternative Approaches Considered
1. **DirectWrite boundary fixing**: Initially tried to fix in
DirectWrite, but this was treating symptoms rather than the root cause
2. **Helper function approach**: Considered extracting to a helper
function, but inlined implementation is more appropriate for this
specific use case
3. **Standard library methods**: `floor_char_boundary()` is not yet
stable, so implemented equivalent logic
The chosen approach provides the best balance of performance, safety,
and code maintainability.
---
Release Notes:
- N/A
The only warnings remaining are links to private modules/items, but I
lack knowledge to work out if the referenced modules/items should be
made public, or if the links should be rewritten into exposed
traits/items.
Links to associated items such as trait implementations have to be
written using full markdown format such as:
... [[ `App::update_global` ]](( BorrowAppContext::update_global ))
This is due to https://github.com/rust-lang/rust/issues/74563 which
sadly prohibits fully-qualified syntax:
... [[ `<App as BorrowAppContext>::update_global` ]]
Release Notes:
- N/A
Probably related to https://github.com/zed-industries/zed/pull/37072
Currently when we render text with differing styles adjacently we might
form a ligature between the text, causing the ligature forming
characters to take on one of the two styles. This can especially become
confusing when a ligature is formed between actual text and inlay hints.
Annoyingly, the only ways to prevent this with core text is to either
render each run separately, or to insert a zero-width non-joiner to
force core text to break the ligatures apart, as it otherwise will merge
subsequent font runs of the same fonts.
We currently do layouting on a per line basis and it is unlikely we want
to change that as it would incur a lot of complexity and annoyances to
merge things back into a line, so this goes with the other approach of
inserting ZWNJ characters instead.
Note that neither linux nor windows seem to currently render ligatures,
so this only concerns macOS rendering at the moment.
Release Notes:
- Fixed ligatures forming between real text and inlay hints on macOS
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#18263
Improvements:
• **Batch text rendering** - Combine adjacent cells with identical
styling into single text runs to reduce draw calls
• **Throttle hyperlink searches** - Limit hyperlink detection to every
100ms or when mouse moves >5px to reduce CPU usage
• **Pre-allocate collections** - Use `Vec::with_capacity()` for cells,
runs, and regions to minimize reallocations
• **Optimize background regions** - Merge adjacent background rectangles
to reduce number of draw operations
• **Cache selection text** - Only compute terminal selection string when
selection exists
Release Notes:
- Improved terminal rendering performance.
---------
Co-authored-by: Conrad Irwin <conrad.irwin@gmail.com>
Closes#21860
Release Notes:
- Added `ch_width` and `ch_advance` function alongside their `em_*`
counterparts
- Use `ch_*` version to calculate gutter layouts
- Update a stale comment from changes in #31959
The ch units refer to the width of the number `0` whereas em is the
width of `m` and the actual font size (e.g. 16px means 16 px width of
`m`).
This change has no effect for monospaced fonts but can be drastic for
proportional ones as seen below for "Zed Plex Sans" with a
`"min_line_number_width" = 4`.
<img width="726" alt="Screenshot 2025-06-11 at 15 47 35"
src="https://github.com/user-attachments/assets/aa73f4d4-32bc-42cf-a9f6-7e25fee68c9a"
/>
Open inspector with `dev: toggle inspector` from command palette or
`cmd-alt-i` on mac or `ctrl-alt-i` on linux.
https://github.com/user-attachments/assets/54c43034-d40b-414e-ba9b-190bed2e6d2f
* Picking of elements via the mouse, with scroll wheel to inspect
occluded elements.
* Temporary manipulation of the selected element.
* Layout info and JSON-based style manipulation for `Div`.
* Navigation to code that constructed the element.
Big thanks to @as-cii and @maxdeviant for sorting out how to implement
the core of an inspector.
Release Notes:
- N/A
---------
Co-authored-by: Antonio Scandurra <me@as-cii.com>
Co-authored-by: Marshall Bowers <git@maxdeviant.com>
Co-authored-by: Federico Dionisi <code@fdionisi.me>
https://github.com/zed-industries/zed/issues/30972 brought up another
case where our context is not enough to track the actual source of the
issue: we get a general top-level error without inner error.
The reason for this was `.ok_or_else(|| anyhow!("failed to read HEAD
SHA"))?; ` on the top level.
The PR finally reworks the way we use anyhow to reduce such issues (or
at least make it simpler to bubble them up later in a fix).
On top of that, uses a few more anyhow methods for better readability.
* `.ok_or_else(|| anyhow!("..."))`, `map_err` and other similar error
conversion/option reporting cases are replaced with `context` and
`with_context` calls
* in addition to that, various `anyhow!("failed to do ...")` are
stripped with `.context("Doing ...")` messages instead to remove the
parasitic `failed to` text
* `anyhow::ensure!` is used instead of `if ... { return Err(...); }`
calls
* `anyhow::bail!` is used instead of `return Err(anyhow!(...));`
Release Notes:
- N/A
Reverts zed-industries/zed#31022
Sorry @mikayla-maki, I found that things are more complicated than I
thought.
The lines returned by shape_text must maintain the same length as all
the original characters, otherwise the subsequent offset needs to always
consider the difference of `\r\n` or `\n` to do the offset.
Before, we only needed to add +1 after each offset after the line, but
now we need to consider +1 or +2, which is much more complicated.
Release Notes:
- N/A
---
Today I check the shape_text result on Windows, I get:
<img width="409" alt="屏幕截图 2025-05-20 222908"
src="https://github.com/user-attachments/assets/3ee93911-3de1-4e01-9433-00c626fc2369"
/>
Here the `shape_text` split logic I think it should use `lines` method,
not `split('\n')`, the newline on Windows is `\r\n`.
This PR adds two helpers methods to the `TextSystem`:
- `em_width`
- `em_advance`
These methods return the width and advance width for an `em`,
respectively.
We were using these definitions in a number of different spots, and by
unifying them we better canonicalize that an `em` is based on the `m`
character.
Release Notes:
- N/A
This commit is all about strings, not about line layout at all. When
laying out text, we use a line layout cache to avoid roundtrips to
system layout engine where possible. This makes it so that we might end
up not needing an owned version of text to insert into the cache, as we
might get a cached version.
The API boundary of line layout accepted text to be laid out as &str. It
then performed cache lookup (which didn't require having an owned
version) and only resorted to making an owned version when needed. As it
turned out though, exact cache hits are quite rare and we end up needing
owned version more often than not. The callers of line layout either
dealt with SharedStrings or owned Strings. Due to coercing them into
&str, we were ~always copying text into a new string (unless there was a
same-frame-hit). This is a bit wasteful, thus this PR generifies the API
a bit to make it easier to reuse existing string allocations if there
are any.
Benchmark scenario: scrolling down page-by-page through editor_tests (I
ran the same scenario twice):


Release Notes:
- N/A
As discussed in #15326, this font name should be included in the font
list since `settings.json` indicates that one can set the font to
`.SystemUIFont`.
Release Notes:
- N/A
Co-authored-by: Marshall Bowers <elliott.codes@gmail.com>
In the current code implementation, it seems that the only difference
between `all_font_names` and `all_font_families` is whether dynamically
loaded font resources are included. Specifically, `all_font_families`
returns the names of all system fonts, while `all_font_names` includes
both the system font names and the dynamically loaded font names. In
other words, `all_font_families` is a strict subset of `all_font_names`.
This is what I observed in my tests on macOS.
<img width="682" alt="截屏2024-07-28 00 49 29"
src="https://github.com/user-attachments/assets/47317c28-0074-49d2-bcfa-052cab13e335">
Related codes:
```rust
let x: HashSet<_> = self.all_font_names().into_iter().collect();
let y: HashSet<_> = self.all_font_families().into_iter().collect();
let only_in_x = x.difference(&y).collect::<Vec<_>>();
let only_in_y = y.difference(&x).collect::<Vec<_>>();
println!("=====================================");
println!("1 -> {:?}", only_in_x);
println!("-------------------------------------");
println!("2 -> {:?}", only_in_y);
```
Release Notes:
- N/A
Supersedes https://github.com/zed-industries/zed/pull/12090fixes#5180fixes#5055
See original PR for an example of the feature at work.
This PR changes the settings interface to be backwards compatible, and
adds the `ui_font_fallbacks`, `buffer_font_fallbacks`, and
`terminal.font_fallbacks` settings.
Release Notes:
- Added support for font fallbacks via three new settings:
`ui_font_fallbacks`, `buffer_font_fallbacks`, and
`terminal.font_fallbacks`.(#5180, #5055).
---------
Co-authored-by: Junkui Zhang <364772080@qq.com>
This PR adds settings controls for the UI and buffer font weight
settings.
It also does some work around grouping the settings into related
sections.
Release Notes:
- N/A
In the case that a line ended with a 0-length run, we would get our
highlights offset by one position.
Release Notes:
- Fixed syntax highlights being offset from syntax in diagnostics
popovers.
Release Notes:
- Fixed default font_family crash on Windows, use `Segoe UI`.
## Crash error message
```
thread 'main' panicked at crates\gpui\src\text_system.rs:150:9:
failed to resolve font 'Helvetica' or any of the fallbacks:
Zed Plex Mono, Helvetica, Cantarell, Ubuntu, Noto Sans, DejaVu Sans
```
The biggest hurdle turned out to be use of `Arc<Language>` in maps, as
`clippy::mutable_key_type` started triggering on it (due to - I suppose
- internal mutability on `HighlightMap`?). I switched over to using
`LanguageId` as the key type in some of the callsites, as that's what
`Language` uses anyways for it's hash/eq, though I've still had to
suppress the lint outside of language crate.
/cc @maxdeviant , le clippy guru.
Release Notes:
- N/A
Note:
- We have disabled all tests that rely on Postgres in the Linux CI. We
only really need to test these once, and as macOS is our team's primary
platform, we'll only enable them on macOS for local reproduction.
- We have disabled all tests that rely on the font metrics. We
standardized on Zed Mono in many fonts, but our CoreText Text System and
Cosmic Text System proved to be very different in effect. We should
revisit if we decide to standardize our text system across platforms
(e.g. using Harfbuzz everywhere)
- Extended the condition timeout significantly. Our CI machines are slow
enough that this is causing spurious errors in random tests.
Release Notes:
- N/A
---------
Co-authored-by: Conrad Irwin <conrad.irwin@gmail.com>
This pull request introduces the new
`ElementContext::request_autoscroll(bounds)` and
`ElementContext::take_autoscroll()` methods in GPUI. These new APIs
enable container elements such as `List` to change their scroll position
if one of their children requested an autoscroll. We plan to use this in
the revamped assistant.
As a drive-by, we also:
- Renamed `Element::before_layout` to `Element::request_layout`
- Renamed `Element::after_layout` to `Element::prepaint`
- Introduced a new `List::splice_focusable` method to splice focusable
elements into the list, which enables rendering offscreen elements that
are focused.
Release Notes:
- N/A
---------
Co-authored-by: Nathan <nathan@zed.dev>
To reference the system font, use the special ".SystemUIFont" family
name.
/cc @PixelJanitor
Release Notes:
- Switched to the system UI font for user interface elements on macOS.
Co-authored-by: Antonio Scandurra <antonio@zed.dev>
See https://zed.dev/channel/gpui-536
Fixes https://github.com/zed-industries/zed/issues/9010
Fixes https://github.com/zed-industries/zed/issues/8883
Fixes https://github.com/zed-industries/zed/issues/8640
Fixes https://github.com/zed-industries/zed/issues/8598
Fixes https://github.com/zed-industries/zed/issues/8579
Fixes https://github.com/zed-industries/zed/issues/8363
Fixes https://github.com/zed-industries/zed/issues/8207
### Problem
After transitioning Zed to GPUI 2, we started noticing that interacting
with the mouse on many UI elements would lead to a pretty annoying
flicker. The main issue with the old approach was that hover state was
calculated based on the previous frame. That is, when computing whether
a given element was hovered in the current frame, we would use
information about the same element in the previous frame.
However, inspecting the previous frame tells us very little about what
should be hovered in the current frame, as elements in the current frame
may have changed significantly.
### Solution
This pull request's main contribution is the introduction of a new
`after_layout` phase when redrawing the window. The key idea is that
we'll give every element a chance to register a hitbox (see
`ElementContext::insert_hitbox`) before painting anything. Then, during
the `paint` phase, elements can determine whether they're the topmost
and draw their hover state accordingly.
We are also removing the ability to give an arbitrary z-index to
elements. Instead, we will follow the much simpler painter's algorithm.
That is, an element that gets painted after will be drawn on top of an
element that got painted earlier. Elements can still escape their
current "stacking context" by using the new `ElementContext::defer_draw`
method (see `Overlay` for an example). Elements drawn using this method
will still be logically considered as being children of their original
parent (for keybinding, focus and cache invalidation purposes) but their
layout and paint passes will be deferred until the currently-drawn
element is done.
With these changes we also reworked geometry batching within the
`Scene`. The new approach uses an AABB tree to determine geometry
occlusion, which allows the GPU to render non-overlapping geometry in
parallel.
### Performance
Performance is slightly better than on `main` even though this new
approach is more correct and we're maintaining an extra data structure
(the AABB tree).

Release Notes:
- Fixed a bug that was causing popovers to flicker.
---------
Co-authored-by: Nathan Sobo <nathan@zed.dev>
Co-authored-by: Thorsten <thorsten@zed.dev>
This is a rebase of @gabydds text_system updates. with some small
cleanups.
Currently cannot test this as build is not working in linux. Im just
putting it up here before I forget about it.
---------
Co-authored-by: gabydd <gabydinnerdavid@gmail.com>
Co-authored-by: Mikayla Maki <mikayla@zed.dev>
Reverts zed-industries/zed#7481
This would regress performance because we'd be using the standard
library's hash maps everywhere, so reverting for now.
This improves a performance problem we were observing when having
multiple windows updating at the same time, where each window would
invalidate the other window's layout cache.
Release Notes:
- Improved performance when having multiple Zed windows open.
Co-authored-by: Max Brunsfeld <max@zed.dev>
The fonts we embed in Zed binary (Zed Sans & Zed Mono) weigh about 30Mb in total and we are cloning them several times during startup and loading of embedded assets (once explicitly in Zed and then under the hood in font-kit). Moreover, after loading we have at least 2 copies of each font in our program; one in .rdata and the other on the heap for use by font-kit.
This commit does away with that distinction (we're no longer allocating the font data) and slightly relaxes the interface of `TextSystem::add_fonts` by expecting one to pass `Cow<[u8]>` instead of `Arc<Vec<u8>>`. Additionally, `AssetSource::get` now returns `Cow<'static, [u8]>` instead of `Cow<'self, [u8]>`; all existing implementations conform with that change.
Note that this optimization takes effect only in Release builds, as the library we use for asset embedding - rust-embed - embeds the assets only in Release mode and in Dev builds it simply loads data from disk. Thus it returns `Cow<[u8]>` in it's interface. Therefore, we still copy that memory around in Dev builds, but that's not really an issue.
This patch makes no assumptions about the build profile we're running under, that's just an intrinsic property of rust-embed.
Tl;dr: this should shave off about 30Mb of memory usage and a fair chunk (~30ms) of startup time.
Release Notes:
- Improved startup time and memory usage.