Files
oak-gpui/crates/gpui/src/gpui.rs
T
Ben Kunkle eeaadc098f Add GPU info to Sentry crashes (#36624)
Closes #ISSUE

Adds system GPU collection to crash reporting. Currently this is Linux
only.

The system GPUs are determined by reading the `/sys/class/drm` directory
structure, rather than using the exisiting `gpui::Window::gpu_specs()`
method in order to gather more information, and so that the GPU context
is not dependent on Vulkan context initialization (i.e. we still get GPU
info when Zed fails to start because Vulkan failed to initialize).

Unfortunately, the `blade` APIs do not support querying which GPU _will_
be used, so we do not know which GPU was attempted to be used when
Vulkan context initialization fails, however, when Vulkan initialization
succeeds, we send a message to the crash handler containing the result
of `gpui::Window::gpu_specs()` to include the "Active" gpu in any crash
report that may occur

Release Notes:

- N/A *or* Added/Fixed/Improved ...
2025-08-21 19:59:42 -04:00

366 lines
12 KiB
Rust

//! # Welcome to GPUI!
//!
//! GPUI is a hybrid immediate and retained mode, GPU accelerated, UI framework
//! for Rust, designed to support a wide variety of applications.
//!
//! ## Getting Started
//!
//! GPUI is still in active development as we work on the Zed code editor and isn't yet on crates.io.
//! You'll also need to use the latest version of stable rust. Add the following to your Cargo.toml:
//!
//! ```
//! gpui = { git = "https://github.com/zed-industries/zed" }
//! ```
//!
//! Everything in GPUI starts with an [`Application`]. You can create one with [`Application::new`], and
//! kick off your application by passing a callback to [`Application::run`]. Inside this callback,
//! you can create a new window with [`App::open_window`], and register your first root
//! view. See [gpui.rs](https://www.gpui.rs/) for a complete example.
//!
//! ## The Big Picture
//!
//! GPUI offers three different [registers](https://en.wikipedia.org/wiki/Register_(sociolinguistics)) depending on your needs:
//!
//! - State management and communication with [`Entity`]'s. Whenever you need to store application state
//! that communicates between different parts of your application, you'll want to use GPUI's
//! entities. Entities are owned by GPUI and are only accessible through an owned smart pointer
//! similar to an [`std::rc::Rc`]. See the [`app::context`] module for more information.
//!
//! - High level, declarative UI with views. All UI in GPUI starts with a view. A view is simply
//! a [`Entity`] that can be rendered, by implementing the [`Render`] trait. At the start of each frame, GPUI
//! will call this render method on the root view of a given window. Views build a tree of
//! [`Element`]s, lay them out and style them with a tailwind-style API, and then give them to
//! GPUI to turn into pixels. See the [`elements::Div`] element for an all purpose swiss-army
//! knife for UI.
//!
//! - Low level, imperative UI with Elements. Elements are the building blocks of UI in GPUI, and they
//! provide a nice wrapper around an imperative API that provides as much flexibility and control as
//! you need. Elements have total control over how they and their child elements are rendered and
//! can be used for making efficient views into large lists, implement custom layouting for a code editor,
//! and anything else you can think of. See the [`element`] module for more information.
//!
//! Each of these registers has one or more corresponding contexts that can be accessed from all GPUI services.
//! This context is your main interface to GPUI, and is used extensively throughout the framework.
//!
//! ## Other Resources
//!
//! In addition to the systems above, GPUI provides a range of smaller services that are useful for building
//! complex applications:
//!
//! - Actions are user-defined structs that are used for converting keystrokes into logical operations in your UI.
//! Use this for implementing keyboard shortcuts, such as cmd-q (See `action` module for more information).
//! - Platform services, such as `quit the app` or `open a URL` are available as methods on the [`app::App`].
//! - An async executor that is integrated with the platform's event loop. See the [`executor`] module for more information.,
//! - The [`gpui::test`](test) macro provides a convenient way to write tests for your GPUI applications. Tests also have their
//! own kind of context, a [`TestAppContext`] which provides ways of simulating common platform input. See [`app::test_context`]
//! and [`test`] modules for more details.
//!
//! Currently, the best way to learn about these APIs is to read the Zed source code, ask us about it at a fireside hack, or drop
//! a question in the [Zed Discord](https://zed.dev/community-links). We're working on improving the documentation, creating more examples,
//! and will be publishing more guides to GPUI on our [blog](https://zed.dev/blog).
#![deny(missing_docs)]
#![allow(clippy::type_complexity)] // Not useful, GPUI makes heavy use of callbacks
#![allow(clippy::collapsible_else_if)] // False positives in platform specific code
#![allow(unused_mut)] // False positives in platform specific code
#[macro_use]
mod action;
mod app;
mod arena;
mod asset_cache;
mod assets;
mod bounds_tree;
mod color;
/// The default colors used by GPUI.
pub mod colors;
mod element;
mod elements;
mod executor;
mod geometry;
mod global;
mod input;
mod inspector;
mod interactive;
mod key_dispatch;
mod keymap;
mod path_builder;
mod platform;
pub mod prelude;
mod scene;
mod shared_string;
mod shared_uri;
mod style;
mod styled;
mod subscription;
mod svg_renderer;
mod tab_stop;
mod taffy;
#[cfg(any(test, feature = "test-support"))]
pub mod test;
mod text_system;
mod util;
mod view;
mod window;
/// Do not touch, here be dragons for use by gpui_macros and such.
#[doc(hidden)]
pub mod private {
pub use anyhow;
pub use inventory;
pub use schemars;
pub use serde;
pub use serde_derive;
pub use serde_json;
}
mod seal {
/// A mechanism for restricting implementations of a trait to only those in GPUI.
/// See: https://predr.ag/blog/definitive-guide-to-sealed-traits-in-rust/
pub trait Sealed {}
}
pub use action::*;
pub use anyhow::Result;
pub use app::*;
pub(crate) use arena::*;
pub use asset_cache::*;
pub use assets::*;
pub use color::*;
pub use ctor::ctor;
pub use element::*;
pub use elements::*;
pub use executor::*;
pub use geometry::*;
pub use global::*;
pub use gpui_macros::{AppContext, IntoElement, Render, VisualContext, register_action, test};
pub use http_client;
pub use input::*;
pub use inspector::*;
pub use interactive::*;
use key_dispatch::*;
pub use keymap::*;
pub use path_builder::*;
pub use platform::*;
pub use refineable::*;
pub use scene::*;
pub use shared_string::*;
pub use shared_uri::*;
pub use smol::Timer;
pub use style::*;
pub use styled::*;
pub use subscription::*;
use svg_renderer::*;
pub(crate) use tab_stop::*;
pub use taffy::{AvailableSpace, LayoutId};
#[cfg(any(test, feature = "test-support"))]
pub use test::*;
pub use text_system::*;
pub use util::{FutureExt, Timeout, arc_cow::ArcCow};
pub use view::*;
pub use window::*;
use std::{any::Any, borrow::BorrowMut, future::Future};
use taffy::TaffyLayoutEngine;
/// The context trait, allows the different contexts in GPUI to be used
/// interchangeably for certain operations.
pub trait AppContext {
/// The result type for this context, used for async contexts that
/// can't hold a direct reference to the application context.
type Result<T>;
/// Create a new entity in the app context.
#[expect(
clippy::wrong_self_convention,
reason = "`App::new` is an ubiquitous function for creating entities"
)]
fn new<T: 'static>(
&mut self,
build_entity: impl FnOnce(&mut Context<T>) -> T,
) -> Self::Result<Entity<T>>;
/// Reserve a slot for a entity to be inserted later.
/// The returned [Reservation] allows you to obtain the [EntityId] for the future entity.
fn reserve_entity<T: 'static>(&mut self) -> Self::Result<Reservation<T>>;
/// Insert a new entity in the app context based on a [Reservation] previously obtained from [`reserve_entity`].
///
/// [`reserve_entity`]: Self::reserve_entity
fn insert_entity<T: 'static>(
&mut self,
reservation: Reservation<T>,
build_entity: impl FnOnce(&mut Context<T>) -> T,
) -> Self::Result<Entity<T>>;
/// Update a entity in the app context.
fn update_entity<T, R>(
&mut self,
handle: &Entity<T>,
update: impl FnOnce(&mut T, &mut Context<T>) -> R,
) -> Self::Result<R>
where
T: 'static;
/// Update a entity in the app context.
fn as_mut<'a, T>(&'a mut self, handle: &Entity<T>) -> Self::Result<GpuiBorrow<'a, T>>
where
T: 'static;
/// Read a entity from the app context.
fn read_entity<T, R>(
&self,
handle: &Entity<T>,
read: impl FnOnce(&T, &App) -> R,
) -> Self::Result<R>
where
T: 'static;
/// Update a window for the given handle.
fn update_window<T, F>(&mut self, window: AnyWindowHandle, f: F) -> Result<T>
where
F: FnOnce(AnyView, &mut Window, &mut App) -> T;
/// Read a window off of the application context.
fn read_window<T, R>(
&self,
window: &WindowHandle<T>,
read: impl FnOnce(Entity<T>, &App) -> R,
) -> Result<R>
where
T: 'static;
/// Spawn a future on a background thread
fn background_spawn<R>(&self, future: impl Future<Output = R> + Send + 'static) -> Task<R>
where
R: Send + 'static;
/// Read a global from this app context
fn read_global<G, R>(&self, callback: impl FnOnce(&G, &App) -> R) -> Self::Result<R>
where
G: Global;
}
/// Returned by [Context::reserve_entity] to later be passed to [Context::insert_entity].
/// Allows you to obtain the [EntityId] for a entity before it is created.
pub struct Reservation<T>(pub(crate) Slot<T>);
impl<T: 'static> Reservation<T> {
/// Returns the [EntityId] that will be associated with the entity once it is inserted.
pub fn entity_id(&self) -> EntityId {
self.0.entity_id()
}
}
/// This trait is used for the different visual contexts in GPUI that
/// require a window to be present.
pub trait VisualContext: AppContext {
/// Returns the handle of the window associated with this context.
fn window_handle(&self) -> AnyWindowHandle;
/// Update a view with the given callback
fn update_window_entity<T: 'static, R>(
&mut self,
entity: &Entity<T>,
update: impl FnOnce(&mut T, &mut Window, &mut Context<T>) -> R,
) -> Self::Result<R>;
/// Create a new entity, with access to `Window`.
fn new_window_entity<T: 'static>(
&mut self,
build_entity: impl FnOnce(&mut Window, &mut Context<T>) -> T,
) -> Self::Result<Entity<T>>;
/// Replace the root view of a window with a new view.
fn replace_root_view<V>(
&mut self,
build_view: impl FnOnce(&mut Window, &mut Context<V>) -> V,
) -> Self::Result<Entity<V>>
where
V: 'static + Render;
/// Focus a entity in the window, if it implements the [`Focusable`] trait.
fn focus<V>(&mut self, entity: &Entity<V>) -> Self::Result<()>
where
V: Focusable;
}
/// A trait for tying together the types of a GPUI entity and the events it can
/// emit.
pub trait EventEmitter<E: Any>: 'static {}
/// A helper trait for auto-implementing certain methods on contexts that
/// can be used interchangeably.
pub trait BorrowAppContext {
/// Set a global value on the context.
fn set_global<T: Global>(&mut self, global: T);
/// Updates the global state of the given type.
fn update_global<G, R>(&mut self, f: impl FnOnce(&mut G, &mut Self) -> R) -> R
where
G: Global;
/// Updates the global state of the given type, creating a default if it didn't exist before.
fn update_default_global<G, R>(&mut self, f: impl FnOnce(&mut G, &mut Self) -> R) -> R
where
G: Global + Default;
}
impl<C> BorrowAppContext for C
where
C: BorrowMut<App>,
{
fn set_global<G: Global>(&mut self, global: G) {
self.borrow_mut().set_global(global)
}
#[track_caller]
fn update_global<G, R>(&mut self, f: impl FnOnce(&mut G, &mut Self) -> R) -> R
where
G: Global,
{
let mut global = self.borrow_mut().lease_global::<G>();
let result = f(&mut global, self);
self.borrow_mut().end_global_lease(global);
result
}
fn update_default_global<G, R>(&mut self, f: impl FnOnce(&mut G, &mut Self) -> R) -> R
where
G: Global + Default,
{
self.borrow_mut().default_global::<G>();
self.update_global(f)
}
}
/// A flatten equivalent for anyhow `Result`s.
pub trait Flatten<T> {
/// Convert this type into a simple `Result<T>`.
fn flatten(self) -> Result<T>;
}
impl<T> Flatten<T> for Result<Result<T>> {
fn flatten(self) -> Result<T> {
self?
}
}
impl<T> Flatten<T> for Result<T> {
fn flatten(self) -> Result<T> {
self
}
}
/// Information about the GPU GPUI is running on.
#[derive(Default, Debug, serde::Serialize, serde::Deserialize, Clone)]
pub struct GpuSpecs {
/// Whether the GPU is really a fake (like `llvmpipe`) running on the CPU.
pub is_software_emulated: bool,
/// The name of the device, as reported by Vulkan.
pub device_name: String,
/// The name of the driver, as reported by Vulkan.
pub driver_name: String,
/// Further information about the driver, as reported by Vulkan.
pub driver_info: String,
}