Closes https://github.com/zed-industries/zed/issues/46953
This turned out to be a pretty deep rabbit hole, ultimately landing in
how GPUI didn't restore focus nicely when swapping window activation
states.
Release Notes:
- N/A
Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
## Summary
This PR fixes a issue where Chinese characters (and other IME-based
inputs) would duplicate in the editor on Linux Wayland after remote
desktop connected (e.g., via Sunshine) .
## Steps to Reproduce
requirement: linux with wayland, and Sunshine(this is remote desktop
server) installed
1. opening zed
2. using other device connect to Sunshine
3. input Chinese characters such as "的"
### Expected Result
"的"
### Actual Result
"的的"
### bug recording
https://github.com/user-attachments/assets/d18961ec-48cb-4c06-a396-9fc604591769
The scheduler integration (#44810) removed the special handling for
realtime audio tasks that spawn them on a dedicated thread. This caused
a panic in the Mac dispatcher when RealtimeAudio priority was passed to
the regular dispatch path.
This restores the original behavior: RealtimeAudio tasks are spawned on
a dedicated thread via dispatcher.spawn_realtime(), using a bounded
channel to send runnables to it.
Release Notes:
- N/A
Release Notes:
- Fixed zed no longer rendering on windows in a timely manner if it gets
overloaded with foreground work
Co-authored-by: John Tur <john-tur@outlook.com>
Previously, a new composition string was processed before a new
composition result. Thus, in the case that a keystroke creates a new
composition result and composition string, the processing of the new
result would overwrite the new string, even though they should both be
displayed. Processing them in the reverse order fixes this issue.
Fixes#42201
Additionally: while fixing this issue, I discovered that the Japanese
IME sometimes moves the cursor far away from the inserted text. WPF
works around this issue by only respecting the IME's requested cursor
position if it's adjacent to uncommitted text. So, we copy this
workaround.
Release Notes:
- N/A
## 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>
This PR improves the visual test infrastructure:
- Adds controllable foreground executor for deterministic task
scheduling
- Adds tooltip hover testing capability
- Improves error handling in visual test runner
- Includes planning documentation for the approach
Release Notes:
- N/A
Implements visual tests for breakpoint hover states in the editor gutter
with three states:
1. **No hover** - just line numbers
2. **Hover with indicator** - blue circle appears next to the line
3. **Hover with tooltip** - shows 'Set breakpoint' with F9 keybinding
- Added `VisualTestPlatform` that combines real Mac rendering with
controllable `TestDispatcher` for deterministic task scheduling and time
control
- Added `VisualTestAppContext::with_asset_source()` to enable SVG icon
rendering in visual tests (uses real Assets instead of empty source)
- Added F9 keybinding for ToggleBreakpoint so tooltip shows the
keybinding
- Removed debug `eprintln!` statements from editor, element, svg, and
window
The `VisualTestPlatform` enables `advance_clock()` which is essential
for testing time-based behaviors like tooltip delays. Without
deterministic time control, tests for hover states and tooltips would be
flaky.
Release Notes:
- N/A
Tackling this as I noticed a bug in the agent panel where the button to
delete a thread, which appeared only on hover, stopped showing up. PRs
#43324 and #45437 fixed stuff in applying hover styles through
`.hover()` but broke the `.on_hover()` callback. Problem was that both
methods were sharing the same `element_state.hover_state` but running at
different phases. The solution here was to add a new independent state
field for the hover listener (`hover_listener_state`) while the hover
style method keeps using `hover_state`.
Release Notes:
- Agent: Fixed a bug where the button to delete a thread stopped showing
up.
Release Notes:
- Improved Display the actual Windows error message when writing
credentials to Credential Manager fails, instead of the generic "Failed
to write API key to keychain" message. This helps users diagnose issues
like permission problems.
Signed-off-by: Xiaobo Liu <cppcoffee@gmail.com>
## Add variable row height mode to data table infrastructure
This PR introduces support for variable row heights in the data table
component, laying the groundwork for more flexible tabular data
rendering in Zed.
**Context:**
This is the first in a series of infrastructure-focused PRs split out
from the [original CSV preview draft
PR](https://github.com/zed-industries/zed/pull/44344). The draft PR
remains open as a reference and will be incrementally decomposed into
smaller, reviewable pieces like this one.
**Details:**
- Adds a variable row height mode to the data table, enabling future
features that require rows of differing heights (such as CSV preview
and, eventually, database table views).
- No user-facing changes; this is an internal refactor to support
upcoming functionality.
**Thanks:**
Big thanks to @Anthony-Eid for pairing sessions and guidance on how to
best structure and land these changes incrementally.
---
Release Notes:
- N/A (internal infrastructure change, no user impact)
https://github.com/zed-industries/zed/pull/45423 changed the Blade
renderer to use a white clear color for "opaque" windows. This interacts
poorly with our client-side decorations, causing the shadows around the
window to be drawn over a white background.
Release Notes:
- N/A
Additionally this extracts more functionality into the RunnableVariant which is renamed to GpuiRunnable.
Release Notes:
- N/A
---------
Co-authored-by: Lukas Wirth <lukas@zed.dev>
Co-authored-by: Cole Miller <cole@zed.dev>
This expands the liveness check to cover all foreground tasks that don't
take the app as a context (as some of their internal futures might.)
Release Notes:
- N/A
Had some trouble in a PR with missing a test API change until deep into
a refactor. Decided to move some example tests into the GPUI repo to put
those through their paces, and got carried away and made a big test
example file demonstrating all the testing features we have.
Release Notes:
- N/A
---------
Co-authored-by: Claude Opus 4.5 <noreply@anthropic.com>
When the UI font size changes, the settings window's scrollbar would
break because list item measurements were cached and not invalidated.
We're using `ListState.measure_all()` to pre-measure all items for an
accurate scrollbar. When font size changes, these cached measurements
become stale but weren't being refreshed.
This commit fixes the issue by calling `ListState.measure_all()` when
settings change, ensuring items are re-measured on the next layout
without affecting scroll position.
Closes#43683
Release Notes:
- Fixed bug where changing the UI Font Size in the Settings UI would
break the scrollbar for the "Appearance" page
---------
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>
## Screenshot testing
Adds visual testing infrastructure for GPUI that captures screenshots by
rendering directly to Metal textures. The
The screenshots end up in `target/visual_tests/` and look like this:
<img width="2560" height="1600" alt="workspace_with_editor2"
src="https://github.com/user-attachments/assets/54112343-4af1-4347-9bab-f099de97dd29"
/>
<img width="2560" height="1600" alt="project_panel2"
src="https://github.com/user-attachments/assets/0cd54b61-dace-4398-a28e-0b4d7c2968f6"
/>
### Key Features
- **Direct texture capture**: Screenshots are captured by rendering the
scene to a Metal texture and reading pixels directly from GPU memory,
rather than using ScreenCaptureKit
- **No visibility requirements**: Windows don't need to be visible on
screen since we read directly from the render pipeline
- **Deterministic output**: Captures exactly what GPUI renders, not what
the OS compositor displays
- **No permissions needed**: Doesn't require Screen Recording permission
like ScreenCaptureKit would
### Running the Visual Tests
```bash
# Run visual tests (compares against baselines)
cargo run -p zed --bin visual_test_runner --features visual-tests
# Update baseline images (when UI intentionally changes)
UPDATE_BASELINE=1 cargo run -p zed --bin visual_test_runner --features visual-tests
# View the captured screenshots
open target/visual_tests/
```
### Implementation
- `Window::render_to_image()` - Renders the current scene to a texture
and returns an `RgbaImage`
- `MetalRenderer::render_to_image()` - Core implementation that renders
to a non-framebuffer-only texture
- `VisualTestAppContext` - Test context that uses real macOS platform
rendering
- `VisualTestAppContext::capture_screenshot()` - Synchronous screenshot
capture using direct texture rendering
### Usage
```rust
let mut cx = VisualTestAppContext::new();
let window = cx.open_window(...)?;
let screenshot: RgbaImage = cx.capture_screenshot(window.into())?;
```
Release Notes:
- N/A
---------
Co-authored-by: Amp <amp@ampcode.com>
We use `block_with_timeout` to give the reparse task a millisecond to
complete, and if it takes longer we put the work off to the background.
The reason for this is that we want tree-sitter based features to feel
snappy.
The reparse task is non-cooperative though, it has no yield points,
giving us no place to actually check for our timeout, meaning we will
always drive it to completion and block for the entire duration.
This kicks out the `block_with_timeout` in favor of using the treesitter
progress callback to handle timeouts instead.
Release Notes:
- Improved responsiveness with very language language files on edits
Closes#39914
I was able to reproduce the issue on macOS using the same README.
The root cause was that `markdown_preview_view` attaches the image cache
to the root div, and while Div correctly applies that cache during
request_layout and paint, the prepaint phase didn’t have the same
context.
Markdown is rendered through a List, and `List::prepaint` renders its
items using `layout_as_root`. That meant images were getting loaded
during prepaint without the image cache in place. When that happened,
Img fell back to the global asset loader, which retains assets
indefinitely unless explicitly cleaned up.
So every image was loaded twice:
- once during layout/paint via RetainAllImageCache (correctly released
when the preview closed)
- once during prepaint via the global asset system (never released)
The result was doubled memory usage and a leak, since the globally
loaded images stuck around after the preview was closed.
Release Notes:
- Fixed a memory leak when previewing markdown files with images
Signed-off-by: Marco Mihai Condrache <52580954+marcocondrache@users.noreply.github.com>
This is in preparation for removing `Result<T>` from the `AsyncApp`
methods
Refactor machine goes brrrrrr
Plan and tracker for this PR:
https://gist.github.com/mikayla-maki/7dfc0d4907e76de119b5712e24665f02
This PR should be safe to merge, as I cannot observe any changes in
behavior from adding this to our application.
Release Notes:
- N/A
- Added handling for DIB format, converting to BMP after adding the
corresponding file header
Release Notes:
- fix: Unable to paste images from clipboard directly into agent panel
on Windows
---------
Co-authored-by: Lukas Wirth <me@lukaswirth.dev>
The function returns the previous focus handle, which may be null if
there is no previous focus. Unfortunately that also overlaps with the
error return value, so winapi will hand us a error 0 back in those cases
which we log ...
Release Notes:
- N/A *or* Added/Fixed/Improved ...
Continuing of #44334
I removed disabling of vsync which was causing jitter on some external
displays
cc: @maxbrunsfeld @Anthony-Eid
Release Notes:
- Mark metal layers opaque for non-transparent windows to allow
direct-to-display when supported
Signed-off-by: Marco Mihai Condrache <52580954+marcocondrache@users.noreply.github.com>
Closes https://github.com/zed-industries/zed/issues/43208
This PR essentially unblocks the editable number field. The function
that shapes editor lines was hard-coding text alignment to the left,
meaning that whatever different alignment we'd pass through
`EditorStyles`would be ignored. To solve this, I just added a text align
and align width fields to the line paint function and updated all call
sites keeping the default configuration. Had to also add an
`alignment_offset()` helper to make sure the cursor positioning, the
selection background element, and the click-to-focus functionality were
kept in-sync with the non-left aligned editor.
Then... the big star of the show here is being able to add the `mode`
method to the number field, which uses `TextAlign::Center`, thus making
it work as we designed it to work.
https://github.com/user-attachments/assets/3539c976-d7bf-4d94-8188-a14328f94fbf
Next up, is turning the number filed to edit mode where applicable.
Release Notes:
- Fixed a bug where different text alignment configurations (i.e.,
center and right-aligned) wouldn't take effect in editors.
Currently on x11, gpui PopUp windows only rely on the "notification"
type in order to indicate that they should spawn as floating window.
Several window managers (leftwm in my case, but it also seems to be the
case for dwm and ratpoison) do not this property into account thus not
spawning them as float. On the other hand, using Floating instead of
PopUp do make those windows spawn as floating, as these window manager
do take into account the (older) "dialog" type.
The [freedekstop
documentation](https://specifications.freedesktop.org/wm/1.5/ar01s05.html#id-1.6.7)
does seem to suggest that these windows should also have the override
redirect property :
> This property is typically used on override-redirect windows.
Note that this also disables pretty much all interactions with the
window manager (such as moving the window, resizing etc...)
Release Notes:
- Fix popup windows not spawning floating sometime on x11
This fixes an X11 scrolling issue where Zed may jump by a large amount
due to the scroll valuator state not being reset when the window loses
focus. If you Alt-Tab away from Zed, scroll in another application, then
return, the first scroll event in Zed applies the entire accumulated
delta instead of a single step.
The missing FocusOut reset was originally identified in issue #34901.
Resetting scroll positions on FocusOut matches the behavior already
implemented in the XinputLeave handler and prevents this jump.
Closes#34901Closes#40538
Release Notes:
- Fixed an X11 issue where Alt-Tabbing to another application,
scrolling, and returning to Zed could cause the next scroll event to
jump by a large amount.
I've just enriched the existing tab_stop.rs example for GPUI with a
demonstration of tab_group. I don't think tab groups existed when the
original example was written.
(I didn't understand the behaviour for tab_group from the doccomments
and the example was missing, so I think this is a productive PR)
Release Notes:
- N/A
Reverts zed-industries/zed#44334
From my testing, this PR introduced screen tearing, or some kind of
strange visual artifact, when scrolling at medium speed on a large
display.
Release notes:
- N/A
Closes#17467
Release Notes:
- On macOS, buffer search now syncs with the system find pasteboard,
allowing <kbd>⌘E</kbd> and <kbd>⌘G</kbd> to work seamlessly across Zed
and other apps.
It's been a little that we've noticed some flickering and other weird
resizing behavior with text truncation in Zed:
https://github.com/user-attachments/assets/4d5691a3-cd3d-45e0-8b96-74a4e0e273d2https://github.com/user-attachments/assets/d1d0e587-7676-4da0-8818-f4e50f0e294e
Initially, we suspected this could be due to how we calculate the length
of a line to insert truncation, which is based first on the length of
each individual character, and then second goes through a pass
calculating the line length as a whole. This could cause mismatch and
culminate in our bug.
However, even though that felt like a reasonable suspicion, I realized
something rather simple at some point: the `truncate` and
`truncate_start` methods in the `Label` didn't use `whitespace_nowrap`.
If you take Tailwind as an example, their `truncate` utility class takes
`overflow: hidden; text-overflow: ellipsis; white-space: nowrap;`. This
pointed out to a potential bug with `whitespace_nowrap` where that was
blocking truncation entirely, even though that's technically part of
what's necessary to truncate as you don't want text that will be
truncated to wrap.
Ultimately, what was happening was that the text element was caching its
layout based on its `wrap_width` but not considering its
`truncate_width`. The truncate width is essentially the new definitive
width of the text based on the available space, which was never being
computed. So the fix here was to add `truncate_width.is_none()` to the
cache validation check, so that it only uses the cached text element
size _if the truncation width is untouched_. But if that changes, we
need to account for the new width. Then, in the Label component, we
added `min_w_0` to allow the label div to shrink below its original
size, and finally, we added `whitespace_nowrap()` as the cache check
fundamentally fixed that method's problem.
In a future PR, we can basically remove the `single_line()` label method
because: 1) whenever you want a single label, you most likely want it to
truncate, and 2) most instances of `truncate` are already followed by
`single_line` in Zed today, so we can cut that part.
Result is no flickering with truncated labels!
https://github.com/user-attachments/assets/ae17cbde-0de7-42ca-98a4-22fcb452016b
Release Notes:
- Fixed a bug in GPUI where truncated text would flicker as you resized
the container in which the text was in.
Co-authored-by: Lukas Wirth <me@lukaswirth.dev>
Fixes#29073
This PR reduces unnecessary GPU usage by being more selective about when
we present frames to prevent display underclocking (VRR optimization).
## Problem
Previously, we would keep presenting frames for 1 second after *any*
input event, regardless of whether it triggered a re-render. This caused
unnecessary GPU work when the user was idle or during low-frequency
interactions.
## Solution
1. **Only track input that triggers re-renders**: We now only record
input timestamps when the input actually causes the window to become
dirty, rather than on every input event.
2. **Rate-based activation**: The VRR optimization now only activates
when input arrives at a high rate (≥ 60fps over the last 100ms). This
means casual mouse movements or occasional keystrokes won't trigger
continuous frame presentation.
3. **Sustained optimization**: Once high-rate input is detected (e.g.,
during scrolling or dragging), we sustain frame presentation for 1
second to prevent display underclocking, even if input briefly pauses.
## Implementation
Added `InputRateTracker` which:
- Tracks input timestamps in a 100ms sliding window
- Activates when the window contains ≥ 6 events (60fps × 0.1s)
- Extends a `sustain_until` timestamp by 1 second each time high rate is
detected
Release Notes:
- Reduced GPU usage when idle by only presenting frames during bursts of
high-frequency input.
This fixes a number of issues where zed depends on the order of polling which changed when switching scheduler. We have adjusted the algorithm so it matches the previous order while keeping the prioritization feature.
Release Notes:
- N/A
This PR is an additive change introducing the `truncate_start` method to
labels, which gives us the ability to add an ellipsis at the beginning
of the text as opposed to the regular `truncate`. This will be generally
used for truncating file paths, where the end is typically more relevant
than the beginning, but given it's a general method, there's the
possibility to be used anywhere else, too.
<img width="500" height="690" alt="Screenshot 2025-12-17 at 12 35@2x"
src="https://github.com/user-attachments/assets/f853f5a3-60b3-4380-a11c-bb47868a4470"
/>
Release Notes:
- N/A
---------
Co-authored-by: Lukas Wirth <lukas@zed.dev>