Commit Graph
29 Commits
Author SHA1 Message Date
Lillian RoseandLukas Wirth fbd911ed3e Limit SVG Pixmap size to avoid GPUI texture allocation errors (#56468)
Self-Review Checklist:

- [x] I've reviewed my own diff for quality, security, and reliability
- [x] Unsafe blocks (if any) have justifying comments
- [x] The content is consistent with the [UI/UX
checklist](https://github.com/zed-industries/zed/blob/main/CONTRIBUTING.md#uiux-checklist)
(Arguably no, but it's an okay compromise methinks)
- [ ] Tests cover the new/changed behavior (I'm unsure how one would
properly test this, sorry!)
- [x] Performance impact has been considered and is acceptable

Closes #56466

To be completely honest I don't know if this is a good fix or not, it
does fix the problem I was running into where opening the large mermaid
diagram would blow up VRAM. It doesn't look amazing visually but I would
consider this behavior better, if it's not a good fix then that's okay:)

I chose 8192 because 8192 only brings VRAM usage up ~100MB in my testing
while 16384 brought my VRAM usage up to about 1GB from 150-200MB, for
lower end systems this seems unacceptable.

Before:
I can't take a screenshot of the before at this point because it eats my
system VRAM & Memory too fast. As a text description; It would show a
large empty rectangle where the mermaid diagram should be and blow up
Zed's VRAM usage from ~300MB to ~22GB (all of the available VRAM in my
system)

After:
<img width="1698" height="763" alt="image"
src="https://github.com/user-attachments/assets/62eb7c95-cca8-43f9-8257-c7e529f26e8d"
/>
<img width="1000" height="31" alt="image"
src="https://github.com/user-attachments/assets/4315c029-3cdd-44f6-ac78-971d125ab700"
/> (Up from ~150MB), the 257MiB figure is the GPU Memory.

Release Notes:

- N/A?

Co-authored-by: Lukas Wirth <lukas@zed.dev>
2026-07-07 11:04:15 +00:00
Cameron Mcloughlin f791aa57d7 gpui: Bump resvg/usvg and regression test for panic (#59704)
Bumps resvg and usvg to fix a panic when rendering some complex mermaid
diagrams.

Closes FR-90

---

Release Notes:

- N/A or Added/Fixed/Improved ...
2026-06-22 15:42:12 +00:00
Lukas Wirth bf102668be gpui: Lazy-init font DB in SvgRenderer to avoid per-test overhead (#53381)
Commit eaf14d028a changed SvgRenderer::new() to eagerly deep-clone the
system font database and enrich it with bundled fonts at construction
time. Since every #[gpui::test] creates a TestAppContext →
App::new_app() → SvgRenderer::new(), and nextest runs each test in its
own process, this added ~2-3s of overhead to every GPUI-based test (~132
minutes total across the full suite).

Move the expensive work (deep-clone + load_bundled_fonts +
fix_generic_font_families) into a OnceLock inside the font resolver
closure, so it only executes on the first actual SVG render. Tests that
never render SVGs thus do not need to load the fonts which in itself can
be fairly expensive.

This also bumps the opt-level for crane lift and some other wasmtime
crates, as only wasmtime isn't really sufficient

Release Notes:

- N/A or Added/Fixed/Improved ...
2026-04-08 13:06:32 +02:00
João Soares eaf14d028a gpui: Fix SVG renderer not rendering text when system fonts are unavailable (#51623)
Closes #51466

 Before you mark this PR as ready for review, make sure that you have:

- [x] Added a solid test coverage and/or screenshots from doing manual
testing

- [x] Done a self-review taking into account security and performance
aspects

- [ ] Aligned any UI changes with the [UI
checklist](https://github.com/zed-industries/zed/blob/main/CONTRIBUTING.md#uiux-checklist)

 Release Notes:

- Fixed mermaid diagrams not showing text in markdown preview by
bundling fallback fonts and fixing generic font family resolution in the
SVG renderer.
2026-04-07 17:42:30 +05:30
hnakashimaandMrSubidubi dbb8afe676 gpui: Fix BGRA conversion for SVG rendering (#52641)
### Description
Fixes swapped red/blue channels when rendering SVG images.

#### Describe the bug

When rendering a full-color SVG into an Image object using
Image::from_bytes(ImageFormat::Svg, ...) on macOS, the resulting bitmap
has its Red and Blue channels swapped. For example, a color specified as
#38BDF8 (Light Blue) in the SVG source appears as yellowish in the
rendered GPUI view.

#### Steps to reproduce
1. Create a GPUI application. 
1. Generate or load an SVG string containing a specific color, for
example:
```xml
   <svg xmlns="http://www.w3.org/2000/svg" width="100" height="100">
     <rect width="100" height="100" fill="#38BDF8"/>
   </svg>
```
3. Load this SVG into an Image object:
```rust
   let image = Arc::new(Image::from_bytes(
       ImageFormat::Svg,
       svg_string.into_bytes(),
   ));
```
4. Display this image in a view using an img() element. 

#### Expected behavior
The rectangle should be rendered in **Light Blue (#38BDF8)**. 

#### Actual behavior
The rectangle is rendered in **Yellowish Color (#F8BD38)**.

### Self-Review Checklist:

- [X] I've reviewed my own diff for quality, security, and reliability
- [X] Unsafe blocks (if any) have justifying comments
- [X] The content is consistent with the [UI/UX
checklist](https://github.com/zed-industries/zed/blob/main/CONTRIBUTING.md#uiux-checklist)
- [X] Tests cover the new/changed behavior
- [X] Performance impact has been considered and is acceptable

### Closes #ISSUE

### Release Notes:

- Fixed swapped color channels when pasting SVG images from the
clipboard.

---------

Co-authored-by: MrSubidubi <finn@zed.dev>
2026-03-29 14:43:05 +00:00
Alan P JohnandSmit Barmase 5197cb4da9 gpui: Fix emoji rendering in SVG preview (#51569)
Closes #50483 

## Findings

As reported in the original issue, emojis in SVG preview were not
rendering consistently with the editor.

The SVG renderer uses `usvg`/`resvg` for parsing and rendering SVG
files. The first problem was that emoji fonts were not rendering at all,
which was fixed by enabling the `raster_images` on `resvg`.

Beyond that it was observed that the default font fallback mechanism in
`usvg` searches through the font database alphabetically without
prioritizing emoji fonts. This caused emojis to sometimes render in
non-emoji fonts that happened to contain glyph mappings for those
characters.

For example, on Linux systems with the default
`uvsg::FontResolver::default_fallback_selector()`:
- The character ✅ would fall back to `FreeSerif` (monochrome)
- Instead of `Noto Color Emoji` (full color)

Log output showed the inconsistent behavior:
```
WARN  [usvg::text] Fallback from FreeSans to Noto Color Emoji.
WARN  [usvg::text] Fallback from FreeSans to FreeSerif.
WARN  [usvg::text] Fallback from FreeSans to Noto Color Emoji.
```

<img width="480" height="480" alt="Image"
src="https://github.com/user-attachments/assets/e065608f-a98b-4e67-9429-4aed16810c2c"
/>


This created a jarring inconsistency where the same emoji character
would render differently in:
- The editor (correct, using platform emoji fonts)
- SVG preview (incorrect, using arbitrary fallback fonts)
## Solution

If the specified font in SVG is available on the system, we should show
that. If not, we should fallback to what editors show today for that
emoji.

This PR implements emoji-aware font fallback that:

1. **Enabled `raster_images` build feature** to render emojis in SVG.
2. **Detects emoji characters** using Unicode emoji properties (via
`\p{Emoji}` regex pattern), consistent with how we check for emoji in
the Editor as well.
3. **Preserves user-specified fonts** by only intervening when the
default font resolver would use a non-emoji font for emoji characters

### Font Family Selection

I avoided completely reusing/rebuilding the logic for emoji font
selection used by the editor as `uvsg` internally does quite a bit of
the job and it felt like overcomplicating the solution. Instead using
hard coded platform specific font family names.
The hardcoded emoji font families are sourced from Zed's existing
platform-specific text rendering systems:

- **macOS**: `Apple Color Emoji`, `.AppleColorEmojiUI`  
Source:
https://github.com/zed-industries/zed/blob/db622edc8b26bd138c91027a02792a84c083acbf/crates/gpui_macos/src/text_system.rs#L353-L359
- **Linux/FreeBSD**: `Noto Color Emoji`, `Emoji One`  
Source:
https://github.com/zed-industries/zed/blob/db622edc8b26bd138c91027a02792a84c083acbf/crates/gpui_wgpu/src/cosmic_text_system.rs#L642-L646
- **Windows**: `Segoe UI Emoji`, `Segoe UI Symbol`  
  Source: Standard Windows emoji font stack

These match the fonts the editor uses for emoji rendering on each
platform.
To break down further into the similarity and differences in the emoji
font resolution:
**Similarities:**
- Both now use the regex based emoji detection logic
- Both prioritize the same platform-specific emoji font families
- Both support color emoji rendering
**Differences:**
- **Editor**: Uses platform-native text shaping (CoreText on macOS,
DirectWrite on Windows, cosmic-text on Linux) which handles fallback
automatically
- **SVG**: Uses custom fallback selector that explicitly queries emoji
fonts first, then falls back to default usvg behavior
## Testing

- Added unit tests for `is_emoji_character` in `util` crate
- Tested emoji detection for various Unicode characters
- [ ] Verified platform-specific font lists compile correctly (Only
linux done)
- [ ] Manual testing with SVG files containing emojis on all platforms
(Only linux done)

Release Notes:

- Fixed SVG preview to render emojis consistently with the editor by
prioritizing platform-specific color emoji fonts

---------

Signed-off-by: Alan P John <alanpjohn@outlook.com>
Co-authored-by: Smit Barmase <heysmitbarmase@gmail.com>
2026-03-27 12:49:49 +05:30
Piotr OsiewiczandEric Holk bc31ad4a8c gpui: Extract gpui_platform out of gpui (#49277)
#2874 on steroids

Before you mark this PR as ready for review, make sure that you have:
- [ ] Added a solid test coverage and/or screenshots from doing manual
testing
- [ ] Done a self-review taking into account security and performance
aspects
- [ ] Aligned any UI changes with the [UI
checklist](https://github.com/zed-industries/zed/blob/main/CONTRIBUTING.md#uiux-checklist)

Release Notes:

- N/A

---------

Co-authored-by: Eric Holk <eric@zed.dev>
2026-02-19 18:57:49 +01:00
Danilo LealandMikayla Maki feed34cafe gpui: Add support for rendering SVG from external files (#42024)
Release Notes:

- N/A

---------

Co-authored-by: Mikayla Maki <mikayla.c.maki@gmail.com>
2025-11-05 16:12:30 -03:00
Finn Evers 9e5438906a svg_preview: Update preview on every buffer edit (#41270)
Closes https://github.com/zed-industries/zed/issues/39104

This fixes an issue where the preview would not work for remote buffers
in the process.

Release Notes:

- Fixed an issue where the SVG preview would not work in remote
scenarios.
- The SVG preview will now rerender on every keypress instead of only on
saves.
2025-10-29 18:49:39 +01:00
SunliandJason Lee ccfc1ce387 gpui: Fix drawing rotated SVGs (#33288)
Fixes: https://github.com/longbridge/gpui-component/issues/994

1. When SVG is rotated, incorrect graphics are drawn.

For example: the original aspect ratio of the SVG is 1:1, if the bounds
used to render the SVG are 400x200 (aspect ratio 2:1),
[here](https://github.com/zed-industries/zed/blob/21f985a018f7cca9c0fb7f5b7a87555486ab9db5/crates/gpui/src/svg_renderer.rs#L91)
the width is used as the scaling factor, causing the rendered SVG to
only have half the height. This PR ensures the complete SVG image is
always rendered.

2. The clipping region has no transformation applied, I added a function
called `distance_from_clip_rect_transformed` in the shader.

3. Fixed `monochrome_sprite_fragment` in `shader.metal` not applying
clipping region.

### Before:


https://github.com/user-attachments/assets/8f93ac36-281e-4837-96cd-c308bfbf92d1

### After:


https://github.com/user-attachments/assets/f52b67a6-4cb9-4d6c-b759-bbb91b59c1cf

Release Notes:

- N/A

---------

Co-authored-by: Jason Lee <huacnlee@gmail.com>
2025-10-09 14:53:36 +02:00
tidely 7e3fd7bb02 gpui: Use static keyword with LazyLock when loading system fonts (#34555)
Use the `static` keyword to actually make the `LazyLock` static, which
previously would reinitialize on every call to `SvgRenderer::new`.

Related: #26335 

Release Notes:

- N/A
2025-07-18 12:35:38 +02:00
Kirill Bulatov 16366cf9f2 Use anyhow more idiomatically (#31052)
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
2025-05-20 23:06:07 +00:00
Kamal Ahmad 41c373eff1 gpui: Add support for text in SVGs (#26335)
Closes #21319
Before: 

![image](https://github.com/user-attachments/assets/f75d7d59-75b1-4836-ae3b-6a1f526a5833)
After:

![image](https://github.com/user-attachments/assets/5fa28a6d-c417-4777-99f8-2a17edf759a0)

Use fontdb to load system fonts and pass it to resvg renderer. This adds
a small increase in startup time (around 30ms on my Linux system to
traverse fonts on a cold start). In the future once cosmic-text bumps
their version of fontdb we could clone the Database from
CosmicTextSystem

Release Notes: 
- Added: support for rendering text in SVGs
2025-03-14 08:25:11 -05:00
Marshall Bowers 0671be215f gpui: Render SVGs at 2x size when rendered in an img (#24332)
This PR adjusts the rendering of SVGs when used with the `img` element
such that they are rendered at 2x their displayed size.

This results in much crisper icons for icons loaded by icon themes:

<img width="1136" alt="Screenshot 2025-02-05 at 7 39 48 PM"
src="https://github.com/user-attachments/assets/47d1fcee-c54d-4717-8fca-9b9d2bc8da9a"
/>

<img width="1136" alt="Screenshot 2025-02-05 at 7 40 01 PM"
src="https://github.com/user-attachments/assets/3061157c-8c88-41c1-a5dc-83ef9cd341cb"
/>

Release Notes:

- Improved the resolution of icons rendered by icon themes.
2025-02-06 01:05:43 +00:00
516f7b3642 Add Loading and Fallback States to Image Elements (via StyledImage) (#20371)
@iamnbutler edit:

This pull request enhances the image element by introducing the ability
to display loading and fallback states.

Changes:

- Implemented the loading and fallback states for image elements using
`.with_loading` and `.with_fallback` respectively.
- Introduced the `StyledImage` trait and `ImageStyle` to enable a fluent
API for changing image styles across image types (`Img`,
`Stateful<Img>`, etc).

Example Usage:

```rust
fn loading_element() -> impl IntoElement {
    div().size_full().flex_none().p_0p5().rounded_sm().child(
        div().size_full().with_animation(
            "loading-bg",
            Animation::new(Duration::from_secs(3))
                .repeat()
                .with_easing(pulsating_between(0.04, 0.24)),
            move |this, delta| this.bg(black().opacity(delta)),
        ),
    )
}

fn fallback_element() -> impl IntoElement {
    let fallback_color: Hsla = black().opacity(0.5);

    div().size_full().flex_none().p_0p5().child(
        div()
            .size_full()
            .flex()
            .items_center()
            .justify_center()
            .rounded_sm()
            .text_sm()
            .text_color(fallback_color)
            .border_1()
            .border_color(fallback_color)
            .child("?"),
    )
}

impl Render for ImageLoadingExample {
    fn render(&mut self, _cx: &mut ViewContext<Self>) -> impl IntoElement {
        img("some/image/path")
            .id("image-1")
            .with_fallback(|| Self::fallback_element().into_any_element())
            .with_loading(|| Self::loading_element().into_any_element())
    }
}
```

Note:

An `Img` must have an `id` to be able to add a loading state.

Release Notes:

- N/A

---------

Co-authored-by: nate <nate@zed.dev>
Co-authored-by: michael <michael@zed.dev>
Co-authored-by: Nate Butler <iamnbutler@gmail.com>
Co-authored-by: Antonio Scandurra <me@as-cii.com>
2024-11-15 19:12:01 -08:00
Floyd Wang e16d5c3a68 gpui: Bump crates resvg and usvg to 0.44.0 (#20067)
Closes #17388

Release Notes:

- N/A

We are using gpui to build a project, and we want to render SVGs with
the `<text>` tag. We use `resvg` and `usvg` with the same version as
gpui, like `0.41.0`. However, when we enable the feature `text`, we get
an error from `usvg`.

```shell
error[E0061]: this function takes 3 arguments but 2 arguments were supplied
  --> /Users/madcodelife/.cargo/git/checkouts/zed-23e65a6dff445450/e681a4b/crates/gpui/src/svg_renderer.rs:49:20
   |
49 |         let tree = usvg::Tree::from_data(bytes, &usvg::Options::default())?;
   |                    ^^^^^^^^^^^^^^^^^^^^^---------------------------------- argument #3 of type `&Database` is missing
   |
```

This error occurs because when the `text` feature is enabled, the
`form_data` function needs an extra argument, `fontdb`.
[The code is
here](https://github.com/linebender/resvg/blob/fb7e28513f561ed847acbf4a6fb8b743474837a0/crates/usvg/src/parser/mod.rs#L98).

They changed the API in version
[`0.42.0`](https://github.com/linebender/resvg/blob/b1d06e9463a3b089fbd70e7c38aebbfc811311ff/crates/usvg/src/parser/mod.rs#L98).

So, I updated the versions to the latest (0.44.0).

This is our demo:

## Before:
<img width="620" alt="image"
src="https://github.com/user-attachments/assets/7c71f8b1-e5fe-4e60-8f21-bb3bd9924e03">

## After:
<img width="620" alt="image"
src="https://github.com/user-attachments/assets/4b0a0602-928f-4017-b5df-859eeb5f6b4a">
2024-11-06 21:40:22 +02:00
Piotr Osiewicz e6c1c51b37 chore: Fix several style lints (#17488)
It's not comprehensive enough to start linting on `style` group, but
hey, it's a start.

Release Notes:

- N/A
2024-09-06 11:58:39 +02:00
Mikayla Maki 5a149b970c Make tests less noisy (#12463)
When running the tests for linux, I found a lot of benign errors getting
logged. This PR cuts down some of the noise from unnecessary workspace
serialization and SVG renders

Release Notes:

- N/A
2024-05-29 18:06:45 -07:00
Conrad Irwin ad44237467 Fix panic in SVG rendering (#11196)
Release Notes:

- Fixed a panic in SVG rendering
2024-04-29 19:03:37 -06:00
Conrad Irwin 3b68665277 Update resvg to fix panic (#10393)
This bumps us up a *long* way on the resvg/usvg crate, to fix a panic

Release Notes:

- Fixed a panic when rendering certain malformed SVGs
2024-04-10 20:12:05 -06:00
Conrad Irwin 9317fe46af Revert "Revert "Revert dependency updates in #9836 (#10089)""
This reverts commit c8b14ee2cb.
2024-04-02 13:12:38 -06:00
Conrad Irwin c8b14ee2cb Revert "Revert dependency updates in #9836 (#10089)"
This reverts commit 55c897d993.
2024-04-02 12:59:10 -06:00
Mikayla Maki 55c897d993 Revert dependency updates in #9836 (#10089)
Due to: https://github.com/zed-industries/zed/issues/9985 and an
abundance of caution, I'm reverting the image and svg rendering updates
for now until we can debug the issue. cc: @niklaswimmer

Release Notes:

- N/A
2024-04-02 12:27:48 -06:00
Matthias GrandlandMikayla f9becbd3d1 gpui: Add SVG rendering to img element and generic asset cache (#9931)
This is a follow up to #9436 . It has a cleaner API and generalized the
image_cache to be a generic asset cache, that all GPUI elements can make
use off. The changes have been discussed with @mikayla-maki on Discord.

---------

Co-authored-by: Mikayla <mikayla@zed.dev>
2024-03-29 17:09:49 -07:00
Niklas Wimmer e2d6b0deba gpui: Update dependencies (second attempt) (#9836)
Updated version of #9741 with fixes for the problems raised in #9774. I
only verified that the images no longer look blueish on Linux, because I
don't have a Mac.

cc @osiewicz

Release Notes:

- N/A

---------

Signed-off-by: Niklas Wimmer <mail@nwimmer.me>
2024-03-28 10:22:31 -07:00
Piotr Osiewicz a7047f67fb chore: Revert "gpui: update dependencies" (#9774)
Reverts zed-industries/zed#9741

/cc @niklaswimmer it looks like that PR change broke our rendering of
avatars (as @bennetbo found out) - they have a blue-ish tint now, which
I suppose might have to do with change between BGRA and RGBA. I'm gonna
revert it for now, let's reopen it though.


![image](https://github.com/zed-industries/zed/assets/24362066/3078d9c6-9638-441b-8b32-d969c46951e0)

Release Notes:

- N/A
2024-03-25 15:27:16 +01:00
Niklas Wimmer 007acc4bc2 gpui: Update cosmic-text and resvg dependency
This unifies the rustybuzz dependency to the same version.

Signed-off-by: Niklas Wimmer <mail@nwimmer.me>
2024-03-25 13:03:57 +01:00
Mikayla aa57a4cfbc Document / lockdown more of GPUI 2024-01-21 14:26:45 -08:00
Max BrunsfeldandMikayla f5ba22659b Remove 2 suffix from gpui
Co-authored-by: Mikayla <mikayla@zed.dev>
2024-01-03 12:59:39 -08:00