## Motivation
This PR unifies the async execution infrastructure between GPUI and
other components that depend on the `scheduler` crate (such as our cloud
codebase). By having a scheduler that lives independently of GPUI, we
can enable deterministic testing across the entire stack - testing GPUI
applications alongside cloud services with a single, unified scheduler.
## Summary
This PR completes the integration of the `scheduler` crate into GPUI,
unifying async execution and enabling deterministic testing of GPUI
combined with other components that depend on the scheduler crate.
## Key Changes
### Scheduler Integration (Phases 1-5, previously completed)
- `TestDispatcher` now delegates to `TestScheduler` for timing, clock,
RNG, and task scheduling
- `PlatformScheduler` implements the `Scheduler` trait for production
use
- GPUI executors wrap scheduler executors, selecting `TestScheduler` or
`PlatformScheduler` based on environment
- Unified blocking logic via `Scheduler::block()`
### Dead Code Cleanup
- Deleted orphaned `crates/gpui/src/platform/platform_scheduler.rs`
(older incompatible version)
## Intentional Removals
### `spawn_labeled` and `deprioritize` removed
The `TaskLabel` system (`spawn_labeled`, `deprioritize`) was removed
during this integration. It was only used in a few places for test
ordering control.
cc @maxbrunsfeld @as-cii - The new priority-weighted scheduling in
`TestScheduler` provides similar functionality through
`Priority::High/Medium/Low`. If `deprioritize` is important for specific
test scenarios, we could add it back to the scheduler crate. Let me know
if this is blocking anything.
### `start_waiting` / `finish_waiting` debug methods removed
Replaced by `TracingWaker` in `TestScheduler` - run tests with
`PENDING_TRACES=1` to see backtraces of pending futures when parking is
forbidden.
### Realtime Priority removed
The realtime priority feature was unused in the codebase. I'd prefer to
reintroduce it when we have an actual use case, as the implementation
(bounded channel with capacity 1) could potentially block the main
thread. Having a real use case will help us validate the design.
## Testing
- All GPUI tests pass
- All scheduler tests pass
- Clippy clean
## Architecture
```
┌─────────────────────────────────────────────────────────────┐
│ GPUI │
│ ┌──────────────────────┐ ┌────────────────────────────┐ │
│ │ gpui::Background- │ │ gpui::ForegroundExecutor │ │
│ │ Executor │ │ - wraps scheduler:: │ │
│ │ - scheduler: Arc< │ │ ForegroundExecutor │ │
│ │ dyn Scheduler> │ └────────────┬───────────────┘ │
│ └──────────┬───────────┘ │ │
│ │ │ │
│ └──────────┬──────────────────┘ │
│ ▼ │
│ ┌───────────────────────┐ │
│ │ Arc<dyn Scheduler> │ │
│ └───────────┬───────────┘ │
│ ┌──────────────┴──────────────┐ │
│ ▼ ▼ │
│ ┌──────────────────┐ ┌────────────────────┐ │
│ │ PlatformScheduler│ │ TestScheduler │ │
│ │ (production) │ │ (deterministic) │ │
│ └──────────────────┘ └────────────────────┘ │
└─────────────────────────────────────────────────────────────┘
```
Release Notes:
- N/A
---------
Co-authored-by: Antonio Scandurra <me@as-cii.com>
Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
Co-authored-by: Yara <git@yara.blue>
Co-authored-by: Zed Zippy <234243425+zed-zippy[bot]@users.noreply.github.com>
Subpixel text rendering is now implemented on Windows and Linux.
Comparison screenshots:
|Before|After|
| ------------- | ------------- |
| <img width="400"
src="https://github.com/user-attachments/assets/9d720d2c-2ec4-4adf-a83f-7c2d81d30025"
/> | <img width="400"
src="https://github.com/user-attachments/assets/8fd7dc2a-8ca0-4f71-86cd-55460f568f7a"
/> |
Release Notes:
- Added support for subpixel (ClearType-style) text rendering. This
improves the legibility of text on standard DPI displays. Subpixel
rendering is enabled by default on Windows and Linux and can be
configured using the `text_rendering_mode` setting.
---------
Co-authored-by: Max Brunsfeld <maxbrunsfeld@gmail.com>
Closes #ISSUE
A [modal dialog](https://en.wikipedia.org/wiki/Modal_window) window is a
window that demands the user's immediate attention and blocks
interaction with other parts of the application until it's closed.
- On Windows this is done by disabling the parent window when the dialog
window is created and re-enabling the parent window when closed.
- On Wayland this is done using the
[`XdgDialog`](https://wayland.app/protocols/xdg-dialog-v1) protocol,
which hints to the compositor that the dialog should be modal. While
compositors like GNOME and KDE block parent interaction automatically,
the XDG specification does not guarantee this behavior, compositors may
deliver events to the parent window unfiltered. Since the specification
explicitly requires clients to implement event filtering logic
themselves, this PR implements client-side blocking in GPUI to ensure
consistent modal behavior across all Wayland compositors, including
those like Hyprland that don't block parent interaction.
- On X11 this is done by enabling the application window property
[`_NET_WM_STATE_MODAL`](https://specifications.freedesktop.org/wm/latest/ar01s05.html#id-1.6.8)
state.
I'm unable to implement this on MacOS as I lack the experience and the
hardware to test it. If anyone is interested on implementing this let me
know.
|Window|Linux (wayland)| Linux (x11) |MacOS|
|-|-|-|-|
|<video
src="https://github.com/user-attachments/assets/bfd0733a-445d-4b63-ac6b-ebe098a7dc74"></video>|<video
src="https://github.com/user-attachments/assets/024cd6ec-ff81-4250-a5be-5d207a023f8c"></video>|
N/A | <video
src="https://github.com/user-attachments/assets/656e60a5-26b2-4ee2-8368-1fbbe872453c"></video>|
TODO:
- [x] Block parent interaction client-side on X11
Release Notes:
- Added modal dialog window kind on GPUI
---------
Co-authored-by: Jason Lee <huacnlee@gmail.com>
Co-authored-by: Anthony Eid <anthony@zed.dev>
Co-authored-by: Anthony Eid <hello@anthonyeid.me>
Closes#4644
Release Notes:
- Adds `MousePressureEvent`, an event that is sent anytime the touchpad
pressure changes, into `gpui`. MacOS only.
- Triggers go-to-defintion on force clicks in the editor.
This is my first contribution, let me know if I've missed something
here.
---------
Co-authored-by: Anthony Eid <anthony@zed.dev>
Co-authored-by: Antonio Scandurra <me@as-cii.com>
Improves the scheduler by allowing tasks to have a set priority which
will significantly improve responsiveness.
Release notes:
- N/A
---------
Co-authored-by: Yara <git@yara.blue>
Co-authored-by: dvdsk <noreply@davidsk.dev>
Improves the scheduler by allowing tasks to have a set priority which
will significantly improve responsiveness.
Release notes:
- N/A
---------
Co-authored-by: Yara <git@yara.blue>
Calloop (used by our linux executor) was running all futures regardless
of how long they take. Unfortunaly some of our futures are rather busy
and take a while (>10ms).
Running all of them froze the editor for multiple seconds or even
minutes when opening a large project diff (git reset HEAD~2000 in
chromium for example).
Closes #ISSUE
Release Notes:
- N/A
---------
Co-authored-by: Jakub Konka <kubkon@jakubkonka.com>
### Summary
This PR changes `gpui/build.rs` to look up the Windows SDK directory in
the registry instead of falling back to a hard-coded path.
---
### Problem
Currently, building `gpui` on Windows requires `fxc.exe` to be in `PATH`
or at a predefined location (unless `GPUI_FXC_PATH` is set). This
requires to maintain a certain build environment with proper paths/vars
or to install the specific SDK version.
It is possible to find the SDK automatically using the registry keys it
creates upon installation. Specifically in
`SOFTWARE\\WOW6432Node\\Microsoft\\Microsoft SDKs\\Windows\\v10.0`
branch there are:
* `InstallationFolder` telling the SDK installation location;
* `ProductVersion` telling the SDK version in use.
These keys provide enough information to locate the SDK binaries, with
added robustness:
* handles non-standard SDK installation path;
* deterministically selects the latest SDK when multiple versions are
present.
---
### Changes Made
* **Updated `crates/gpui/build.rs`**:
* added dependency on `winreg`
* introduced `find_latest_windows_sdk_binary()` helper
* updated fallback logic to use registry lookup
This PR only changes the fallback location, and does not touch the
established environment-based workflow.
Release Notes:
- N/A
---
### Impact
Reduces manual configuration needed to build GPUI on Windows.
---------
Co-authored-by: John Tur <john-tur@outlook.com>
This reintroduces `layer_shell` support after #32651 was reverted. On
top of that, it allows setting options for the created surface,
restricts the enum variant to the `wayland` feature, and adds an example
that renders a clock widget using the protocol.
I've renamed the `WindowKind` variant to `LayerShell` from `Overlay`,
since the protocol can also be used to render wallpapers and such, which
doesn't really fit with the word.
Things I'm still unsure of:
- We need to get the layer options types to the user somehow, but
nothing from the `platform::linux` crate was exported, I'm assuming
intentionally. I've kept the types inside the module (instead of doing
`pub use layer_shell::*` to not pollute the global namespace with
generic words like `Anchor` or `Layer` Let me know if you want to do
this differently.
- I've added the options to the `WindowKind` variant. That's the only
clean way I see to supply them when the window is created. This makes
the kind no longer implement `Copy`.
- The options don't have setter methods yet and can only be defined on
window creation. We'd have to make fallible functions for setting them,
which only work if the underlying surface is a `layer_shell` surface.
That feels un-rust-y.
CC @zeroeightysix
Thanks to @wuliuqii, whose layer-shell implementation I've also looked
at while putting this together.
Release Notes:
- Add support for the `layer_shell` protocol on wayland
---------
Co-authored-by: Ridan Vandenbergh <ridanvandenbergh@gmail.com>
We've been considering removing workspace-hack for a couple reasons:
- Lukas ran into a situation where its build script seemed to be causing
spurious rebuilds. This seems more likely to be a cargo bug than an
issue with workspace-hack itself (given that it has an empty build
script), but we don't necessarily want to take the time to hunt that
down right now.
- Marshall mentioned hakari interacts poorly with automated crate
updates (in our case provided by rennovate) because you'd need to have
`cargo hakari generate && cargo hakari manage-deps` after their changes
and we prefer to not have actions that make commits.
Currently removing workspace-hack causes our workspace to grow from
~1700 to ~2000 crates being built (depending on platform), which is
mainly a problem when you're building the whole workspace or running
tests across the the normal and remote binaries (which is where
feature-unification nets us the most sharing). It doesn't impact
incremental times noticeably when you're just iterating on `-p zed`, and
we'll hopefully get these savings back in the future when
rust-lang/cargo#14774 (which re-implements the functionality of hakari)
is finished.
Release Notes:
- N/A
Add an auto-profiler for our tests, to hopefully allow better triage of
performance impacts resulting from code changes. Comprehensive usage
docs are in the code.
Currently, it uses hyperfine under the hood and prints markdown to the
command line for all crates with relevant tests enabled. We may want to
expand this to allow outputting json in the future to allow e.g.
automatically comparing the difference between two runs on different
commits, and in general a lot of functionality could be added (maybe
measuring memory usage?).
It's enabled (mostly as an example) on two tests inside `gpui` and a
bunch of those inside `vim`. I'd have happily used `cargo bench`, but that's nightly-only.
Release Notes:
- N/A
serde 1.0.221 introduced serde_core into the build graph, which should
render explicitly depending on serde_derive for faster build times an
obsolote method.
Besides, I'm not even sure if that worked for us. My hunch is that at
least one of our deps would have `serde` with derive feature enabled..
and then, most of the crates using `serde_derive` explicitly were also
depending on gpui, which depended on `serde`.. thus, we wouldn't have
gained anything from explicit dep on `serde_derive`
Release Notes:
- N/A
This PR removes the `http_client` feature from the `gpui` crate, as it
wasn't really doing anything.
It only controlled whether we depend on the `http_client` crate, but
from what I can tell we always depended on it anyways.
Obviates https://github.com/zed-industries/zed/pull/36615.
Release Notes:
- N/A
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.
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>
This fixes an issue where focus handles with a tab index would get lost
between rendered frames because the focus handles were not reused for
the following paint cycle.
Release Notes:
- N/A
This commit adds an example with deep children hierarchy.
The depth of a tree can be tweaked with GPUI_TREE_DEPTH env variable.
With depth=100
<img width="301" height="330" alt="image"
src="https://github.com/user-attachments/assets/844cd285-c5f3-4410-a74e-981bf093ba2e"
/>
With this example, I can trigger a stack overflow at depth=633 (and
higher).
Release Notes:
- N/A
We've had problems in the past with bumping past 0.5.2 due to perf
regressions reported by @huacnlee; 0.5.1 was fine though.
Hence, let's bump taffy to 0.5.1 as a safe bet and then try to push past
0.5.2 (after we identify the root cause of regression
Related to #19189
Release Notes:
- N/A
The installer, uninstaller, and the Zed binary files are all signed
using Microsoft’s newly launched Trusted Signing service. For
demonstration purposes, I have used my own account for the signing
process.
For more information about Trusted Signing, you can refer to the
following links:
- [Microsoft Security Blog: Trusted Signing is in Public
Preview](https://techcommunity.microsoft.com/blog/microsoft-security-blog/trusted-signing-is-in-public-preview/4103457)
- [Overview of Azure Trusted
Signing](https://learn.microsoft.com/en-us/azure/trusted-signing/overview)
**TODO:**
- [x] `InnoSetup` script to setup an installer
- [x] Signing process
- [x] `Open with Zed` in right click context menu (by using sparse
package)
- [x] Integrate with `cli`
- [x] Implement `cli` (#25412)
- [x] Pack `cli.exe` into installer
- [x] Implement auto updating (#25734)
- [x] Pack autoupdater helper into installer
- [x] Implement dock menus
- [x] Add `Recent Documents` entries (#26369)
- [x] Make `zed.exe` aware of sigle instance (#25412)
- [x] Properly handle dock menu events (#26010)
- [x] Handle `zed://***` uri
**Materials needed:**
- [ ] Icons
- [ ] App icon for all channels (#9571)
- [ ] Associated file icons, at minimum a default icon
([example](https://github.com/microsoft/vscode/tree/main/resources/win32))
- [ ] Logos for installer wizard
- [ ] Icons for appx
- [x] Code signing
- [x] Secrets: AZURE_TENANT_ID, AZURE_CLIENT_ID, AZURE_CLIENT_SECRET,
ACCOUNT_NAME, CERT_PROFILE_NAME
- [x] Other constants: ENDPOINT, Identity Signature (i.e. `CN=Junkui
Zhang, O=Junkui Zhang, L=Wuhan, S=Hubei, C=CN`)

https://github.com/user-attachments/assets/4f1092b4-90fc-4a47-a868-8f2f1a5d8ad8
Release Notes:
- N/A
---------
Co-authored-by: Kate <kate@zed.dev>
Co-authored-by: localcc <work@localcc.cc>
Co-authored-by: Peter Tripp <peter@zed.dev>
Co-authored-by: Max Brunsfeld <maxbrunsfeld@gmail.com>
Add `screen-capture` feature to gpui to enable screen capture support. The motivation for this is to make dependencies on scap / x11 / xcb optional.
Release Notes:
- N/A
---------
Co-authored-by: Michael Sloan <michael@zed.dev>
Gpui's build.rs will embed a manifest file into the Windows binary, but
sometimes we want to customize it, so I added a feature called
`no-windows-manifest` to disable this behavior.
Release Notes:
- N/A
This PR implements the previously unimplemented window_handle and
display_handle methods in the wayland platform. It also exposes the
display_handle method through the Window struct.
Release Notes:
- N/A
Editing JSON styles is not very helpful for bringing style changes back
to the actual code. This PR adds a buffer that pretends to be Rust,
applying any style attribute identifiers it finds. Also supports
completions with display of documentation. The effect of the currently
selected completion is previewed. Warning diagnostics appear on any
unrecognized identifier.
https://github.com/user-attachments/assets/af39ff0a-26a5-4835-a052-d8f642b2080c
Adds a `#[derive_inspector_reflection]` macro which allows these methods
to be enumerated and called by their name. The macro code changes were
95% generated by Zed Agent + Opus 4.
Release Notes:
* Added an element inspector for development. On debug builds,
`dev::ToggleInspector` will open a pane allowing inspecting of element
info and modifying styles.