Commit Graph
403 Commits
Author SHA1 Message Date
John Tur 0c51c7fd24 Reduce overdraw for border-only quads (#61274)
Restore an optimization that I mistakenly removed in
https://github.com/zed-industries/zed/pull/54728.

Drawing a quad with a border but no fill color will run the quad
fragment shader for every transparent interior pixel, which is
especially costly when the quad is large. Instead, split these quads
into four non-overlapping strips that cover the regions where borders
are painted. The side strips own the straight left and right edges,
while the top and bottom strips own the horizontal edges and the rounded
corners.

Previously, this optimization only applied to borders drawn by the Taffy
layout. I've decided to reinstate the logic directly in `paint_quad` so
that the optimization can be applied more generally... though if this
feels like too much policy, we can move it back.

This reduces the GPU time spent painting a representative Zed scene by
about 20% or so.

Release Notes:

- N/A
2026-07-19 06:52:53 +00:00
Smit Barmase 058f01fa93 gpui: Fix clicks on window prompts dismissing popovers behind them (#61136)
I noticed that when Zed renders prompts in-window (Linux, or
`use_system_prompts: false`), clicking a prompt button also dismisses
the popover behind it. Native macOS dialogs don't have this problem
since the click goes to the OS dialog and the window never sees it.

For example, in the worktree picker:
1. Delete a dirty worktree.
2. Confirm "Force Delete".
3. Mouse down dismissed the picker, which aborted the confirmed
deletion.

This PR makes GPUI-rendered prompts behave the same way as native. If
someone actually wants to observe mouse downs during a prompt, the raw
`window.on_mouse_event` API still sees every event.

macOS:


https://github.com/user-attachments/assets/9f85622f-c0d1-44f2-83f9-8378d9d7d13b


Before GPUI prompt:


https://github.com/user-attachments/assets/d1845ba1-9886-4733-8cf6-ab32424416e1

After GPUI prompt:


https://github.com/user-attachments/assets/27936aca-8de5-4da8-88be-d88dbc1259d8

Release Notes:

- Fixed confirmation dialog buttons dismissing the popover underneath
them on click when using Zed-rendered prompts.
2026-07-16 19:45:21 +00:00
Philipp Schaffrath 166f044fd0 gpui: Linux wayland set exclusive zone and edge (#60163)
# Objective

The exclusive zone and exclusive edge of a wlr-layer-shell surface could
only be set once, at creation, through `LayerShellOptions`. This adds
runtime setters so a live layer-shell window such as a panel can update
them without being recreated.

## Solution

Add two methods on `Window`:

- `set_exclusive_zone` updates how much screen space the surface
reserves. A positive value reserves that distance from the anchored
edge, 0 lets the surface be moved out of others' exclusive zones, and -1
ignores reserved space and may extend under other surfaces.
- `set_exclusive_edge` chooses which anchored edge the exclusive zone
applies to, which is needed to disambiguate a corner-anchored surface.

Setting an exclusive edge the surface is not anchored to is a fatal
protocol error, so the edge is validated (it must be a single edge that
the surface anchor contains) and an invalid edge is logged and ignored.
The same validation now also guards the creation path. Both setters only
commit the surface when a change actually applies, and are no-ops on
non-layer-shell windows and on other platforms.

This is where these 2 are documented:

https://wayland.app/protocols/wlr-layer-shell-unstable-v1#zwlr_layer_surface_v1:request:set_exclusive_zone

https://wayland.app/protocols/wlr-layer-shell-unstable-v1#zwlr_layer_surface_v1:request:set_exclusive_edge

## Testing

- Verified with a small local layer-shell window (a top bar anchored
TOP, LEFT, RIGHT) with buttons that call the setters at runtime
- No automated test was added, since this calls through to the
compositor.
- Reviewers without a layer-shell capable compositor (for example
GNOME/Mutter) cannot exercise this, as `zwlr_layer_shell_v1` is
unavailable there, I tested this on the
[Smithay](https://github.com/Smithay/smithay/) based compositor
[niri](https://github.com/niri-wm/niri)

## 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 adheres to Zed's UI standards
([UX/UI](https://github.com/zed-industries/zed/blob/main/CONTRIBUTING.md#uiux-checklist)
and
[icon](https://github.com/zed-industries/zed/blob/main/crates/icons/README.md)
guidelines)
- [ ] Tests cover the new/changed behavior
- [x] Performance impact has been considered and is acceptable

---

Release Notes:

- N/A
2026-07-15 08:18:46 +00:00
Kirill Bulatov af7de9a03c Fix project panel follow focus issues (#60974)
Closes https://github.com/zed-industries/zed/issues/60939
Closes https://github.com/zed-industries/zed/issues/60940

Release Notes:

- Fixed focus follows mouse in project panel's blank space
2026-07-14 15:10:32 +00:00
Kirill Bulatov d06ebb7c03 Disable all spinners in Zed (#60614)
Closes https://github.com/zed-industries/zed/pull/48577
Part of https://github.com/zed-industries/zed/issues/8043
See
https://zed-industries.slack.com/archives/C07NUKHLVUZ/p1783335475957139
for context.

Release Notes:

- Allow to reduce animations with `"reduce_motion": "on"` settings
2026-07-14 14:49:06 +00:00
Danilo Leal 5e982c6bdc gpui: Fix crash when opening a popover from inside another popover (#60926)
Opening a popover from inside another popover (e.g. the branch picker's
new filter menu, when the picker is hosted in the git panel or title
bar) corrupted the frame-caching bookkeeping for whichever cached view
contained them. The corruption was invisible until a later, unrelated
redraw reused that view's cached subtree, at which point the window
crashed (debug) or could misroute input events (release). Fixed by
processing deferred draws in place so their recorded positions remain
valid across frames; added a regression test reproducing the crash via a
cached panel hosting nested popovers.

Release Notes:

- Fixed the branch picker menu in the Git Panel, which was previously
broken due to popovers-within-popovers not being possible in GPUI.
2026-07-14 11:11:27 +00:00
Cameron Mcloughlin 2268045a11 a11y: Landmarks and menu improvements (#60397)
Fixes menu a11y, and adds landmarks with `F6`-navigation.

Also fixes a GPUI bug, and adds debug actions for dumping a11y tree
info.

Since `F6` was already in use by the pause debugger keybind, also
tightens up the debugger keybind context so they require an active
debugger session. When there is one active, `F6` stays as pause
debugger. `ctrl-F6` always works to go to the next landmark.

Also adds an "accessible mode" setting. Currently, this only controls
whether we show all menus all the time, but I suspect it will expand
significantly in the future.

Also adds `.aria_keyshortcuts()` API, but it's not wired up within
accesskit adapters, so is not yet reported to screen readers.

---

Release Notes:

- N/A or Added/Fixed/Improved ...
2026-07-13 16:37:28 +00:00
Lukas Wirthandzed-zippy[bot] 905e955a70 gpui: Implement window attention (#58779)
Release Notes:

- On agent notifications, the corresponding zed window will now mark
itself for OS level attention

---------

Co-authored-by: zed-zippy[bot] <234243425+zed-zippy[bot]@users.noreply.github.com>
2026-07-13 11:03:51 +00:00
Remco Smits 23bb2fc135 macos: Fix window move controls are disabled (#60620)
Closes https://github.com/zed-industries/zed/issues/60595

cc Anthony-Eid since you did an initial pass on this.

# Objective

Currenly on macOs there is no way right now after the following
regression to use window management short keys to move them around. This
worked before, but was regressed initially in
https://github.com/zed-industries/zed/pull/59836 that tried fixing a
macos 27 clicking delay issue on the titlebar. That accidentally set the
`native_window.setMovable_(is_movable as BOOL)` to false. Because of
this mocos detects this and disables the window managements actions
because it thinks the window can/should not be able to move.

## Solution

The macOS 27 click delay actually comes from AppKit's native titlebar
dragging, not from `NSWindow.isMovable`. The problem is that
`is_movable` is also what enables the Window menu's tiling options, and
#59836 used it to turn off dragging, which disabled the tiling menu as a
side effect.

To fix this, I restored `is_movable` to its real meaning so the tiling
menu works again, and added a separate
`WindowOptions::app_owns_titlebar_drag` flag for windows that draw their
own titlebar and handle dragging via `Window::start_window_move`. On
macOS this tells AppKit to stop owning titlebar drags (removing the
click delay) without affecting `is_movable`. Zed's main window now sets
both `is_movable: true` and `app_owns_titlebar_drag: true`, so the
tiling menu stays enabled, the click delay is gone. I also added a
`window_movable` gpui example to make this behavior easy to test
manually.

## Testing

I added a gpui test example that helps testing this bug. You can run the
newly added gpui example with 4 different window configurations that
should confirm that this change is the right one for all of the window
types that we have.

## 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 adheres to Zed's UI standards
([UX/UI](https://github.com/zed-industries/zed/blob/main/CONTRIBUTING.md#uiux-checklist)
and
[icon](https://github.com/zed-industries/zed/blob/main/crates/icons/README.md)
guidelines)
- [x] Tests cover the new/changed behavior
- [x] Performance impact has been considered and is acceptable

## Showcase

**After** (note this now shows the window managements entries as they
were greyed out.)


https://github.com/user-attachments/assets/192cc0e1-15d8-486f-b788-a92bb51fb7d1

**GPUI** (test examples with different window configurations.)


https://github.com/user-attachments/assets/c9e0f4d3-606b-4cd7-b4d8-a5bb16508164

---

Release Notes:

- Fix macos window management controlls were grayed out/not working
2026-07-12 22:46:47 +00:00
Mikayla Makiandzed-zippy[bot] b0da438545 gpui: Fill auto-sized window roots to the viewport (#60739)
Window roots whose size is `auto` now stretch to fill the window, the
way the root element on the web fills the initial containing block.
Previously a window root with no explicit size shrink-wrapped its
content (flex/grid roots collapsed to content size in both axes), which
is why every root view needed `size_full()`.

Mechanically: `draw_roots` requests layout for the window root (and
prompt roots), then `TaffyLayoutEngine::stretch_auto_size_to_fill`
rewrites any `auto` dimension on the root node to the viewport size
before layout runs. Explicitly styled root dimensions are preserved, and
tooltips, drags, and anchored/deferred draws keep their shrink-wrap
semantics.

Includes regression tests covering both the auto-fill and explicit-size
cases (the auto case collapses to 0×0 without the fix).

Release Notes:

- N/A

---------

Co-authored-by: zed-zippy[bot] <234243425+zed-zippy[bot]@users.noreply.github.com>
2026-07-11 23:02:10 +00:00
Mikayla Maki 9c3273201c gpui: Add mobile/touch API surface (#60496)
TODO:

- [ ] Remove slop comments
- [ ] Review APIs in detail

# Objective

- This PR aims to add official mobile API surfaces to GPUI

## Solution

- This PR cross references several internal experiments to come up with
a general cross-platform abstraction for core input mechanisms, but
defers actual implementations to later. These are intended to be a
common base to build off of.

## Testing

- Yes, as mentioned above with external experiments

## Self-Review Checklist:

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

---

Release Notes:

- N/A
2026-07-11 22:14:52 +00:00
Richard Feldman f281770034 gpui: Store GPU-facing bools as PaddedBool32 to avoid uninitialized padding (#60482)
`PolychromeSprite` in `crates/gpui/src/scene.rs` is `#[repr(C)]` and had
a `grayscale: bool` field followed by 3 compiler-inserted padding bytes
that were never written. The wgpu renderer's `instance_bytes`
reinterprets `&[PolychromeSprite]` as `&[u8]` via
`slice::from_raw_parts` and passes it to `queue.write_buffer`, so those
uninitialized padding bytes were exposed behind a shared `&[u8]` on
every frame that draws an image or emoji, which is undefined behavior.

Rather than widening the field to a raw `u32` (which would suggest
values other than 0 and 1 are meaningful), this introduces
`PaddedBool32`: a `#[repr(transparent)]` wrapper around `u32` whose only
public constructor is `From<bool>`, so the 0-or-1 invariant is enforced
by the type while the layout has no padding. `Underline.wavy`, which was
already a raw `u32` for the same reason, is converted too.

cbindgen emits the wrapper as `typedef uint32_t PaddedBool32;`, so the
generated Metal header and shaders are unchanged. The WGSL and HLSL
shaders already declared these fields as `u32`/`uint`; their `& 0xFFu`
masks, which existed to ignore the garbage padding bytes, are now
simplified to plain comparisons.

Release Notes:

- N/A
2026-07-09 05:37:35 +00:00
Mikayla MakiandClaude Opus 4.8 74b5207744 Unify Render and RenderOnce into View (#58087)
This allows us to build powerful and flexible Input and TextArea
components

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

Release Notes:

- N/A

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-08 15:52:48 +00:00
迷渡 961f4f2024 gpui: Refresh mouse position after bounds changes (#60421)
## Summary

- Refresh GPUI's cached mouse position when window bounds change so
hover hit-testing uses the current cursor position after live resize.
- Return X11 mouse positions in window-relative logical pixels to keep
`PlatformWindow::mouse_position()` consistent with other backends.

Fixes #57354

## Testing

- `cargo fmt -p gpui -p gpui_linux`
- `cargo check -p gpui_linux`
- `cargo check -p gpui`

## Suggested .rules additions

- In GPUI platform backends, `PlatformWindow::mouse_position()` should
return window-relative logical pixels; use separate APIs or fields for
global/device-pixel coordinates.

Release Notes:

- Fixed incorrect hover state while resizing GPUI windows.
2026-07-07 10:59:45 +00:00
Philipp Schaffrath a29c0d41f4 gpui: Add input region support for Wayland windows (#60161)
# Objective

Wayland windows have no way to restrict which parts of the surface
accept pointer and touch input. This adds support for setting an input
region, so events outside it pass through to whatever is below the
window. This is useful for shaped or partially click-through windows.


Clicks in green area can pass through the window, clicks in red area do
not:
<img width="1057" height="395" alt="image"
src="https://github.com/user-attachments/assets/2039af62-e43b-4834-b877-edad2a8f5ccf"
/>

## Solution

Add `Window::set_input_region`, which takes `Option<&[Bounds<Pixels>]>`:

- `Some(rects)` restricts pointer and touch input to the union of the
rectangles, in window coordinates.
- `Some(&[])` is an empty region, so the window receives no input at all
and is fully click-through.
- `None` resets the region to the default, so the whole window receives
input again.

On Wayland this maps to `wl_surface.set_input_region`, building a
`wl_region` from the rectangles or clearing it for `None`, and commits
so the change applies immediately rather than waiting for the next
frame. The method is a no-op on other platforms.


## Testing

Tested on Linux with Wayland.

- Tested in my own GPUI application, which uses a fullscreen layer for
overlays while allowing clicks outside of the rendered elements to be
passed through to the underlying windows.
- No automated test was added, since this calls through to the
compositor and is checked by observing input routing.


## 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 adheres to Zed's UI standards
([UX/UI](https://github.com/zed-industries/zed/blob/main/CONTRIBUTING.md#uiux-checklist)
and
[icon](https://github.com/zed-industries/zed/blob/main/crates/icons/README.md)
guidelines)
- [ ] Tests cover the new/changed behavior
- [x] Performance impact has been considered and is acceptable

---

Release Notes:

- N/A
2026-07-07 08:54:07 +00:00
mTvare 35eaeb94a7 gpui: Fix xdg_toplevel app_id set to None at first commit on Wayland (#55583)
This PR fixes the default behaviour of setting `app_id` to `None` which
breaks the rules based management by KWin as the first commit doesn't
have the actual `app_id` and apply initially setting stops checking for
the window by when it updates.

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 #53962

Release Notes:

- Fixed KWin not respecting Zed's rules due to mismatch of toplevel
app_id at startup
2026-06-25 20:10:31 +00:00
Cameron Mcloughlinandzed-zippy[bot] 83d4847462 a11y: Settings UI (#59429)
Adds:
- aria attributes to most UI elements in settings UI
- a new a11y API to GPUI
- a fix for a GPUI keyboard focus bug

## Accesible settings UI

Settings UI should now be fully accessible to users of assistive
technology.

**However**, there are some caveats:
- accessibility features require zed to be launched with the
`ZED_EXPERIMENTAL_A11Y=1` env var to be set
- I have not exhaustively checked every control
- There are some quite surprising keyboard focus behaviours which
predate this code
- The main Zed UI is still largely inaccessible, though a handful of
shared components will now report themselves, but the experience is
suboptimal.

For anyone wishing to try out the settings UI:
- make sure `ZED_EXPERIMENTAL_A11Y=1` is set
- open zed
- press `ctrl-,` (or `cmd+,` on a mac) to open settings UI in a separate
window

## `aria_active_descendant`

This is equivalent to the
[`aria-activedescendant`](https://developer.mozilla.org/en-US/docs/Web/Accessibility/ARIA/Reference/Attributes/aria-activedescendant)
API on the web.

It allows a container to maintain focus, while indicating that one of
its children should be active. Zed uses this for menus and combo boxes,
for example.

GPUI will report a div with `.aria_active_descendant()` as long as:
- an ancestor is focused
- only one descendant of the focused ancestor has
`.aria_active_descendant()`

Two descendants with this property where the focused node is a common
ancestor is an error.

## GPUI keyboard fix

GPUI will map a space or enter keypress to a div's `on_click` handler,
if it exists. However, the keyboard-driven path was missing some checks
that the mouseclick path has.

With this PR, for an enter/space keypress to be considered a click,
between the "key down" and "key up" events:
- there must be no other key events
- focus must not move to a different node

This fixes an existing bug with combo boxes in zed where:
- enter maps to `menu::Confirm` **on key down*
- the menu item is selected
- focus moves to the combo box
- enter then triggers the combo box's `on_click` **on key up**,
re-opening the menu

---

Release Notes:

- N/A or Added/Fixed/Improved ...

---------

Co-authored-by: zed-zippy[bot] <234243425+zed-zippy[bot]@users.noreply.github.com>
2026-06-17 17:42:38 +00:00
Anthony Eid 297c4a4d78 Bench app context phase 2 (#58202)
This PR builds out GPUI's benchmark harness so render benchmarks measure
realistic frame costs using GPUI-owned, runtime-gated instrumentation.
It adds measurements for frame draw time, dirty-to-draw latency,
invalidation coalescing, and frame-budget overruns, and runs benchmark
workloads with production-like concurrency.

## How it works

**Frame timings flow through the GPUI profiler.** `Window::draw` emits a
`FrameTiming { window_id, dirty_at, invalidations, draw_start, draw_end
}` event into a global ring buffer in `gpui::profiler`, mirroring the
existing task-timing channel. Collection is runtime-gated by
`profiler::set_frame_trace_enabled` (one relaxed atomic load when
disabled — no `Instant::now` calls in production). `BenchReport` is a
pure listener: it drains events through a cursor-based
`FrameTimingCollector` and builds histograms in the bench layer.
`Window` carries no bench-only cfg fields, and the same event channel
can later feed the miniprofiler UI or an in-app frame-time HUD.

**`BenchDispatcher`** is a multithreaded `PlatformDispatcher` for
benchmarks: background tasks run on a worker pool (same priority queue
as `LinuxDispatcher`, with task-profiler hooks), timers fire in real
time on a dedicated thread, and foreground tasks queue until the bench
thread drains them with a blocking `run_until_idle()`. Unlike
`TestDispatcher`, work executes in parallel in real time, so wall-clock
measurements reflect production concurrency. In-flight accounting is
panic-safe via drop guards.

**`gpui::bench_platform()`** returns a per-process `TestPlatform` backed
by the `BenchDispatcher`, cached in a thread-local so worker threads
persist across Criterion calibration passes. This replaces the earlier
approach of constructing a real platform per invocation, which had
process-global singleton issues, never ran foreground tasks (no run loop
pumped the main queue), and couldn't open windows on headless CI.

**Text shaping** uses `NoopTextSystem`: deterministic across
machines/font installations and CI-portable. Measured cost of this
trade: ~10% of editor draw time vs `MacTextSystem` (Noop still emits one
glyph per character at fixed advances, so downstream layout/paint
structure is preserved).

**GPU coverage (macOS only for now).** `PlatformHeadlessRenderer` gained
`render_scene`, which encodes and submits the scene to Metal against a
cached offscreen target without blocking on completion or reading pixels
back — matching production `present()` CPU cost (`render_scene_to_image`
would overstate it: it waits for the GPU and copies pixels back).
`TestWindow::draw` forwards scenes to the renderer, the real
`MetalAtlas` means glyph/SVG rasterization happens during paint, and
`bench_renderer` presents after each measured update. Platforms without
a headless renderer degrade to discarding the scene.

## Example

```rust
#[gpui::bench]
fn editor_render(cx: &mut BenchAppContext) {
    init_context(cx);

    let buffer = cx.update(|cx| { /* build a MultiBuffer */ });

    let mut window = cx.add_empty_window();
    let editor = window.update(|window, cx| {
        let editor = window.replace_root(cx, |window, cx| {
            let mut editor = Editor::new(EditorMode::full(), buffer, None, window, cx);
            editor.set_style(editor::EditorStyle::default(), window, cx);
            editor
        });
        window.focus(&editor.focus_handle(cx), cx);
        editor
    });

    let mut move_down = true;
    cx.bench_renderer(editor, move |editor, window, cx| {
        if move_down {
            editor.move_down(&MoveDown, window, cx);
        } else {
            editor.move_up(&MoveUp, window, cx);
        }
        move_down = !move_down;
    });
}
```

## Example output (release, M-series)

```
editor_render           time:   [329.75 µs 330.17 µs 330.69 µs]

GPUI bench report (all observed iterations): editor_render
  note: includes Criterion warmup/calibration
  window dirty-to-draw:
    samples: 31533
    mean: 0.321ms
    p50: 0.322ms
    p90: 0.336ms
    p95: 0.342ms
    p99: 0.360ms
    max: 0.504ms
    frame budget overruns total: 0
    frame budget overruns max: 0
  window draw:
    samples: 31533
    mean: 0.295ms
    p50: 0.295ms
    p90: 0.307ms
    p95: 0.313ms
    p99: 0.330ms
    max: 0.455ms
    frame budget overruns total: 0
    frame budget overruns max: 0
  invalidations per frame: mean 5.00, max 5
```

(`invalidations per frame: mean 5.00` is real signal: each `move_down`
notifies the window five times before the draw.)

## Known limitations

- **Draw-per-flush**: the harness draws synchronously when effects flush
rather than coalescing invalidations to a vsync tick, so `dirty-to-draw`
excludes queueing delay, and `frame budget overruns` is a draw-time
budget proxy rather than actual missed presents. A frame-paced mode is
natural follow-up work.
- **GPU submission is measured on macOS only**; other platforms have no
headless renderer yet.
- The GPUI report includes Criterion warmup/calibration samples (noted
in the output); Criterion's `time` is the regression-gating number.
- `run_until_idle` waits for queued, running, and already-due work, but
not for timers that haven't reached their due time — the dispatcher runs
in real time and can't skip ahead like `TestDispatcher`'s virtual clock.

## Future work

- A vsync-like frame-pacing mode (suppress draw-on-flush; tick-driven
draw + present) so dirty-to-draw captures queueing delay
- Record present duration in `FrameTiming` so the report can split draw
vs present
- Benches that scroll through novel content (cold layout caches) and an
agent-panel render bench
- Headless renderers for Windows/Linux
- Move benches into a dedicated crate

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
- [x] Tests cover the new/changed behavior
- [x] Performance impact has been considered and is acceptable

Release Notes:

- N/A
2026-06-10 09:26:50 +00:00
Cole MillerandYara 48511e0b9c Disable profiler with feature (#58942)
Reopening @yara-blue's change to try to fix CI:

> This disables the GPUI profiler by default, it is opt in using the
feature gpui/profiler. We had one report of a possible deadlock, until
that is resolved the profiler will be disabled. By doing this with a
feature we can keep the code and fix forward on nightly post release. It
will also be useful to other GPUI users who are not using the profiler
infrastructure and now no longer need to pay the overhead (0.1%).

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 adheres to Zed's UI standards
([UX/UI](https://github.com/zed-industries/zed/blob/main/CONTRIBUTING.md#uiux-checklist)
and
[icon](https://github.com/zed-industries/zed/blob/main/crates/icons/README.md)
guidelines)
- [x] Tests cover the new/changed behavior
- [x] Performance impact has been considered and is acceptable

Release Notes:

- N/A

---------

Co-authored-by: Yara <git@yara.blue>
2026-06-09 16:50:25 +00:00
Yara 🏳️‍⚧️ 39f7849a0f Log worst hanging tasks and actions (#57835)
We have a lot of long blocking tasks on both the foreground and
background, this is a start of getting some insight into those.

We will now log tasks running longer then 100ms on the foreground or
background. Hanging actions will also be logged including their name. We
simultaneously collect statistics on task and action performance and
send those to telemetry. This includes quantiles and averages for each
hanging task.

Finally this adds tree dev actions: 
- hang action
- hang foreground
- hang background

These cause a hang to check if hang reporting is working and in the
future telemetry.

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:

- Added logging and telemetry of tasks and actions with performance
issues
2026-06-02 12:03:05 +00:00
Mayank Verma 137eeea67b gpui: Allow repositioning macOS traffic lights at runtime (#58169)
Self-Review Checklist:

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

Release Notes:

- N/A

Right now we can only set the traffic light position when creating a
window. This adds a public API so that we can update the position at
runtime, such as when titlebar height or layout changes dynamically.
2026-06-01 07:21:45 +00:00
Cameron Mcloughlin 4d6a3c7e11 gpui: Application::inaccessible() (#57954)
Provide a way to prevent GPUI from creating AccessKit adapters, and
enable this in Zed.

This will allow us to test AccessKit support in Zed without rolling it
out more broadly, while we gain confidence in the implementation in
GPUI.

I've also added a log statement

## Motivation (i.e. a mini post-mortem about the #56065 panics)

Merging #56065 caused some nasty panics in nightly. This was caused by a
bug in the logic for selecting a focus node for a `TreeUpdate`.
AccessKit panics when an invalid `TreeUpdate` is provided.

My assumption was that, since Zed uses no a11y APIs, and also that
essentially 0 zed users would have AT apps running, that merging this PR
would have no effect on the behaviour of Zed itself. However, two issues
combined to cause the panics:
- It seems like many people (everyone?) on mac gets the activation
callback called by accesskit_macos. A quick search suggests this might
be due to password managers searching for password fields, but not sure
how true that is.
- The bug in question related to *forgetting to check* whether a node
used a11y APIs, so we *were* pushing non-empty `TreeUpdate`s

As a (probably temporary) defensive measure, I added a function to try
to detect the bad cases and fix them. But it would be lovely if this
could live in AccessKit itself, since it would mean we wouldn't have to
do the check twice (once in GPUI, once in AccessKit). This would also
help prevent drift when updating accesskit versions if new invariants
are added.

We also cannot protect against this with `catch_unwind`, since we use
`panic=abort`. So our only option unfortunately is to temporarily
disable AccessKit until we know our implementation is stable.

Release Notes:

- N/A or Added/Fixed/Improved ...
2026-05-28 13:36:24 +00:00
1d029c5ff5 gpui: Accesskit support (#56065)
GPUI AccessKit integration

This PR is replacing #51097 , and is much more limited in scope. This PR
*ONLY* adds AccessKit support to GPUI, and doesn't touch Zed. Once this
lands, we can start adding aria attributes to Zed's components.

This PR is the first step to addressing #41138 .

Release Notes:

- N/A or Added/Fixed/Improved ...

---------

Co-authored-by: John Tur <john-tur@outlook.com>
Co-authored-by: Zed Zippy <234243425+zed-zippy[bot]@users.noreply.github.com>
Co-authored-by: Bennet Bo Fenner <bennetbo@gmx.de>
Co-authored-by: Agus Zubiaga <agus@zed.dev>
2026-05-27 18:17:59 +00:00
Agus Zubiaga 5618485134 gpui: Make Window::paint_*_shadows pub (#57741)
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)
- [ ] Tests cover the new/changed behavior
- [x] Performance impact has been considered and is acceptable


Release Notes:

- N/A
2026-05-26 16:11:21 +00:00
Danilo LealandAgus Zubiaga eb944cfd7a gpui: Add support for inset shadow (#57685)
This PR adds support for inset shadows in the box shadow through the
`inset: true` field. It includes support for both the macOS as well WGSL
shaders. For now, there is no immediate application of it in Zed, so
nothing should change in the app.

<img width="600" alt="Screenshot 2026-05-25 at 8  46@2x"
src="https://github.com/user-attachments/assets/db564a6b-8af5-491a-a573-17c060a3647c"
/>

Run the example above with `cargo run --example shadow -p gpui`.

Release Notes:

- N/A

---------

Co-authored-by: Agus Zubiaga <agus@zed.dev>
2026-05-26 14:32:45 +00:00
Nguyen Anh Tu (Elior)andMikayla Maki a221a86d49 Fix GPUI crash when using cached view with Input (#50665)
The `draw()` method was calling `.pop()` on `next_frame.input_handlers`
to extract the active input handler for the platform window. This
reduced the Vec length, making cached `paint_range` indices stale. On
the next frame, when a cached view called `reuse_paint()`, it would
index into `rendered_frame.input_handlers` with out-of-bounds indices,
causing a panic: `range start index 1 out of range for slice of length
0`.

**Fix:** Use `.last_mut().and_then(|h| h.take())` instead of `.pop()` to
extract the handler without changing the Vec length. The slot becomes
`None`, which is already handled by `reuse_paint`'s `.take()` logic.

Closes #50456

### Testing

- All 83 existing GPUI unit tests pass
- Manually verified with
[longbridge/gpui-component](https://github.com/longbridge/gpui-component)
`cargo run --example dock`:
  - Switch to Input panel → type text → no crash ✅
  - Before fix: crash immediately on first keystroke

---

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)
*(N/A — no UI changes)*

Release Notes:

- Fixed a crash in GPUI when typing into an Input widget inside a cached
view ([#50456](https://github.com/zed-industries/zed/issues/50456))

Co-authored-by: Mikayla Maki <mikayla@zed.dev>
2026-05-14 15:31:46 +00:00
Finn EversandKirill Bulatov e1a46f9256 gpui: Use SharedString::new_static within From impls for ElementId where possible (#56139)
Horror of a PR title but could not think of anything better here.

Release Notes:

- N/A

---------

Co-authored-by: Kirill Bulatov <kirill@zed.dev>
2026-05-08 08:06:44 +00:00
Ben Brandt 7d19e89988 Fix DirectX atlas panic after GPU device recovery (#55878)
## Problem

A Sentry-reported crash on Windows (Intel Iris Xe Graphics, v1.0.1):

```
index out of bounds: the len is 1 but the index is 1
```

panicking at `DirectXAtlasState::texture` in

[`crates/gpui_windows/src/directx_atlas.rs`](https://github.com/zed-industries/zed/blob/main/crates/gpui_windows/src/directx_atlas.rs):

```rust
AtlasTextureKind::Subpixel => {
    &self.subpixel_textures[id.index as usize].as_ref().unwrap()
}
```

## Root cause

After a GPU device-lost recovery, GPUI's view cache replays stale
`AtlasTile`
references from the previous frame's `paint_operations` via
`Scene::replay`.

1. **Atlas grows past one texture.** A long enough session pushes
`subpixel_textures.textures.len() ≥ 2` (easy on Iris Xe at the default
1024×1024 atlas size). Top-level views in Zed use `cached(...)`, so
their
`AnyViewState.paint_range` records into
`rendered_frame.scene.paint_operations`,
   referencing both index `0` and index `1`.
2. **Device lost.** `handle_device_lost` clears every `AtlasTextureList`
(`textures.len() == 0`)
   and `tiles_by_key`, then sets `skip_draws = true`.
3. **`WM_GPUI_FORCE_UPDATE_WINDOW` arrives.** `mark_drawable()` flips
`skip_draws` back to `false` and `request_frame` runs with
`force_render: true`.
4. **The cache hit.** Inside `Window::draw`, `AnyView::prepaint`'s cache
check (`!dirty_views.contains(...) && !window.refreshing`) succeeds for
every cached view because the recovery doesn't touch invalidator state
and
`force_render` doesn't propagate into `Window`. `AnyView::paint` calls
`window.reuse_paint` → `Scene::replay` → `primitive.clone()`, which
(since
   `SubpixelSprite`/`AtlasTile` are `Copy`) verbatim copies a
`Primitive::SubpixelSprite { tile: { texture_id: { index: 1, ... }, ...
} }`
   into `next_frame.scene`.
5. **Atlas regrows to one.** Dirty/uncached parts of the same frame
   (caret, animations, anything that called `cx.notify`) fall through to
   `paint_glyph` → `get_or_insert_with` → `push_texture`, growing
`subpixel_textures.textures` from `0` to **`1`** with index `0` valid.
6. **Panic.** After `mem::swap`, `rendered_frame.scene` contains a mix
of
   fresh `index = 0` and replayed `index = 1` sprites. `Scene::batches`
emits separate batches per `texture_id`; the `index = 1` batch reaches
   `atlas.get_texture_view` → `subpixel_textures[1]` → panic with
   `len = 1, index = 1`.

The two earlier related fixes do not catch this:

- **#52389 / dbd95ea7** (`if force_render { mark_drawable }`) protects
the
200 ms recovery sleep — pending `WM_PAINT`s carry `force_render = false`
  and so do not clear `skip_draws`. But `WM_GPUI_FORCE_UPDATE_WINDOW`
  carries `force_render = true`, so `mark_drawable` runs, then
  `Window::draw`'s `reuse_paint` still reproduces stale tiles.
- The unmerged Windows draft `2e5d890e37`
(`force_render_after_recovery`)
  similarly only forces the forced-render branch — it doesn't bypass the
  view cache.

## Fix

Two parts:

**1. Bypass the view cache on a forced draw (cross-platform).**

In the platform-agnostic `request_frame` closure in `Window::new`, call
`window.refresh()` whenever `RequestFrameOptions::force_render` is
`true`.
`Window::refresh` is the documented escape hatch for cached views (per
the
`AnyView::cached` docs: *"The one exception is when [Window::refresh] is
called, in which case caching is ignored."*). With `refreshing = true`
every `AnyView::prepaint` cache check fails, every cached view fully
repaints, and `paint_glyph` allocates fresh tiles for every glyph, so
`rendered_frame.scene` ends up free of stale `AtlasTile`s.

**2. Add the `force_render_after_recovery` flag on Windows.**

Mirror the Linux fix from #52389: a per-window `Cell<bool>` set after
`WindowsWindowInner::handle_device_lost` succeeds and consumed at the
top
of `draw_window`. Together with the GPUI change above, the first frame
after recovery (whether a stray `WM_PAINT` during the 200 ms recovery
sleep or the explicit `WM_GPUI_FORCE_UPDATE_WINDOW`) is treated as a
forced render that both clears `skip_draws` and bypasses the view cache.

## Testing

- `script/clippy -p gpui` is clean.
- I do not have a Windows toolchain available locally, so I have not
  cross-compiled `gpui_windows`. Reviewers with Windows access — please
  smoke-test on a machine where the device-lost path can be exercised
  (Intel iGPU, suspend/resume, or running a TDR-inducing test on a GPU
  driver).

## Related

- Sentry issue ID 7457971403 (DirectX subpixel atlas crash, Intel Iris
Xe).
- Builds on / fixes the residual gap in #52389 (`gpui_linux: Force scene
  rebuild after GPU device recovery"). The GPUI change here also hardens
  the corresponding Linux path against the same `reuse_paint` mechanism.

Release Notes:

- Fixed a crash on Windows when the GPU device is lost and recovered
during use (typically driver crash, suspend/resume, or display
reconfiguration, most commonly on Intel iGPUs)
2026-05-07 10:22:52 +00:00
Agus Zubiaga a03729b6c0 Handle hiding cursor on keyboard input at GPUI level (#55664)
Instead of manually handing hiding the cursor on keyboard input at the
editor level, GPUI will now take care of it.

This makes it significantly easier to handle the edge cases, and allows
delegating the cursor restoration to the platform itself in the macOS
case. On Linux and Windows, we still have to restore the cursor on
movement ourselves, but this now happens at the platform-specific level.

Bugs fixed by this change:
- No cursor when "Unsaved edits" prompt appears
- Cursor disappears when clicking a panel button if it contains a search
bar (e.g. collab panel)

### Setting rename

The `hide_mouse` setting value `"on_typing_and_movement"` has been
renamed to `"on_typing_and_action"` to better reflect what it actually
does — it hides the cursor when a keystroke resolves to an action (e.g.
cursor movement, deletion). Existing settings are migrated
automatically.

### Tested platforms
- [x] macOS
- [x] Wayland
- [x] X11
- [x] Windows
- [x] Web

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)
- [ ] Tests cover the new/changed behavior
- [x] Performance impact has been considered and is acceptable

Release Notes:

- Renamed the `hide_mouse` setting value `on_typing_and_movement` to
`on_typing_and_action` to better describe its behavior (existing
settings are auto-migrated)
- Fixed a few situations where the mouse cursor would be incorrectly
hidden
2026-05-04 22:51:56 +00:00
Agus Zubiaga c01671eac1 gpui: Restore mouse cursor on window deactivation (#55155)
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)
- [ ] Tests cover the new/changed behavior
- [x] Performance impact has been considered and is acceptable


Release Notes:

- N/A
2026-04-29 09:31:24 +00:00
John TurandZed Zippy a38fc8c8de Implement luminance-based glyph dilation for macOS (#54886)
Apple's text rendering stack dilates glyph outlines for text rendered
with a light foreground color. Zed doesn't consider this nuance today;
we populate our atlas using glyphs rendered with a dark foreground
color. This means that, particularly in dark themes, text in Zed looks
thin and blurry, and doesn't match the look of native macOS
applications.

This pull request replicates the native behavior of Core Graphics. Some
reverse-engineering revealed that CG computes the foreground color
luminance using the Rec. 709 formula ($Y=0.2126R + 0.7152B + 0.0722G$)
and quantizes it into five levels (0, 0.25, 0.5, 0.75, and 1). Each
level uses a different dilation factor.

With this patch, we calculate this same luminance bucket and supply it
as the foreground color during rasterization. The correct dilation will
be applied, and we'll store this glyph in the atlas keyed by this
luminance bucket. So, we'll generate and use up to 5 different bitmaps
for each glyph based on its foreground color.

I've confirmed that text rendered by Zed now exactly matches native
applications like Safari, TextEdit, etc.

Release Notes:

- Improved text rendering clarity on macOS, particularly in dark themes.

---------

Co-authored-by: Zed Zippy <234243425+zed-zippy[bot]@users.noreply.github.com>
2026-04-29 07:09:11 +00:00
Agus ZubiagaandBennet Bo Fenner d010b06a77 Fix macOS mouse cursor flicker (#55068)
#48029 introduced `set_document_path` which is frequently (we are also
working on a PR to make it less frequent) called as tabs and panes
update. Apparently, the AppKit function it uses
(`NSWindow::setRepresentedFilename`) can cause the current cursor style
to be reset, producing flicker as the cursor would change to `Arrow`
temporarily until the right cursor style is set again in the next frame.

This PR reworks how we set the cursor to use AppKit's
`resetCursorRects`, giving us a chance to re-set the cursor when the OS
decides to invalidate it.

Finally, it fixes a separate bug introduced in #50827 where moving the
mouse while typing in an editor would cause to the cursor to flicker
between `None` (hidden) -> `Arrow` -> `IBeam`. This was caused by
incorrectly resetting the cursor to `Arrow` when the last input came
from the keyboard.

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)
- [ ] Tests cover the new/changed behavior
- [x] Performance impact has been considered and is acceptable

Release Notes:

- N/A

---------

Co-authored-by: Bennet Bo Fenner <bennetbo@gmx.de>
2026-04-28 13:12:13 +00:00
Lukas Wirth 58d3a9eef4 gpui_shared_string: Implement SharedString via smol_str (#54649)
This reduces the size of Sharedstring from 32 bytes to 24 while also
allowing for small-string optimization, meaning strings with length < 23
bytes will not actually allocate.

Release Notes:

- N/A or Added/Fixed/Improved ...
2026-04-24 08:58:26 +00:00
John Tur 7d42f276f2 Pixel snapping (#54728)
Painting primitives at non-integer pixel coordinates produces blurry
output. Pixel snapping converts layout coordinates into integer
device-pixel coordinates so painted edges land exactly on physical pixel
boundaries.

Non-integer coordinates can arise for several reasons, including:

- flex distribution, percentages, centering, and text measurement can
produce fractional element sizes and positions;
- at fractional scale factors (for example 125% or 150%), integer
logical-pixel values can map to non-integer device-pixel values.

We pixel-snap by rounding in device-pixel space, after multiplying by
`scale_factor`, so that snapping targets physical pixels. Bounds are
divided by `scale_factor` before being returned to GPUI.

Midpoints are rounded toward zero. This is a stylistic choice: a
1-logical-pixel line at 150% scale should render as 1 dp rather than 2
dp.

Pixel snapping is done in two phases:

1. Pre-layout metric snapping. Before Taffy computes layout, all
authored absolute lengths are rounded in `to_taffy`. This includes
borders, padding, gaps, and explicit sizes. Custom-measured leaf nodes
have their measured sizes rounded up to integer device-pixel lengths.
2. Post-layout edge snapping. After Taffy resolves the tree, layout
relationships such as flex shares, grid tracks, percentages, and
centering can produce new fractional edge positions. Boxes now have
edges in absolute coordinates, and snapping must decide where those
edges land on the device-pixel grid.

Ideally, post-layout snapping would satisfy:

- Edge closure. Two raw layout edges at the same absolute position
should snap to the same pixel column.
- Translation stability. A component's internal geometry should not
change when it moves to a new absolute position.

These goals are in tension because rounding is not associative. The
simple local schemes make different tradeoffs:

- Absolute edge rounding gives each window coordinate one answer, so
coincident edges always close globally. But a span's snapped length is
`round(far) - round(near)`, which may change by 1 dp as its absolute
origin moves.
- Parent-relative edge rounding rounds each child inside its parent's
coordinate space. This guarantees translation stability, but a shared
edge reached through different parents can accumulate different
rounding, causing non-closure between cousins.
- Length rounding rounds each width, height, and thickness independently
and then places boxes from those rounded lengths. Sizes stay stable
under translation, but neighboring boxes derive their shared boundary
from different sources, so closure is not guaranteed.

We apply absolute edge rounding for each element's outer box in
post-layout rounding to preserve closure. Border and padding widths are
not touched by post-layout rounding; they keep their pre-layout rounded
value so that they remain stable under translation.

This gives both closure and translation stability in the case that all
local metrics are integer device-pixel lengths. Pre-layout rounding
covers that in most cases. The exception is metrics resolved by layout
relationships, such as percentages. Outer box edges will still close
globally, and painted border widths are still snapped independently, but
the raw content-box origin can carry a 1 dp residual into descendants.

---

Fixes https://github.com/zed-industries/zed/issues/46360
Fixes https://github.com/zed-industries/zed/issues/44528
Fixes https://github.com/zed-industries/zed/issues/40282
Fixes https://github.com/zed-industries/zed/issues/42257

---


Release Notes:

- Fixed potentially blurry appearance of UI elements when using
fractional display scaling.
2026-04-24 08:31:43 +00:00
Daniel GräfeandChristopher Biscardi 385f6134bb gpui: Add support for NSWindow's representedFilename (#48029)
This sets the accessibility document property (AXDocument) of the
window, which other apps can use to understand what file the current
window represents. Document-based apps on macOS are generally expected
to set this property.

The document path is set via `Window::set_document_path()` which calls
`setRepresentedFilename:` on the underlying NSWindow. The workspace
updates this path in `update_window_title()` whenever the active item or
project structure changes. For tests, instead of trying to somehow
assemble a proper NSWindow, we store the document path on the window
mock used for testing and check its value.

Motivation: I am the developer of Timing, an automatic time tracking app
for Mac. Timing uses the `AXDocument` property (a standard property of
most document-based app windows on macOS) to understand what document
the user is working on. With this change, Timing is able to understand
which directory the user is working in. Without this, Timing would only
record the window title, i.e. the filename without information about the
containing directory. I've had several users ask for better support for
Zed.

Here's a screenshot of the macOS Accessibility Inspector showing the
`AXDocument` property with this change. The UI of Zed itself does not
change. However, in my dev build of Zed, the traffic lights are a bit
too large and misaligned. However, this happens even when building
`main`, so I assume it’s unrelated to my changes.

<img width="1370" height="1162" alt="Screenshot 2026-01-30 at 16 18 25"
src="https://github.com/user-attachments/assets/dc260252-91fb-41e1-97a9-e6fb843c6a70"
/>

Release Notes:

- Set the represented filename property of windows on macOS

---------

Co-authored-by: Christopher Biscardi <chris@christopherbiscardi.com>
2026-04-24 03:48:27 +00:00
Lukas Wirth a62ae579ab Performance tweaks (#54321)
Release Notes:

- N/A or Added/Fixed/Improved ...
2026-04-21 07:25:22 +00:00
Yara 🏳️‍⚧️andAustin Cummings 73126dcb81 editor: Introduce Bookmarks (#54174)
Adds basic bookmark functionality to the editor, allowing users to mark
lines and later navigate between them. This is an MVP and will later be
expanded with a picker, vim marks integration and syntax tree based
bookmark positions. In this MVP bookmarks shift under external edits.

# UI
## Adding/Removing bookmarks
To add a bookmark:
- run the toggle bookmark action 
- hold secondary and click in the gutter
- open the context menu by right clicking in the gutter and select add
bookmark To remove a bookmark:
- run the toggle bookmark action 
- click on the bookmarks icon in the gutter
- open the context menu by right clicking in the gutter and select
remove bookmark

remove all bookmarks with `workspace: clear bookmarks`


# Implementation
This mirrors the implementation of breakpoints. The rendering of the
gutter was refactored to make place for bookmark icons and buttons:
- Code was extracted to a `Gutter` struct
- Runnables, breakpoints and bookmarks are now collected ahead of
layouting. Just before layouting we remove the items that collide and do
not have priority.
- The `phantom_breakpoint` is replaced by a `gutter_hover_button`

## In depth phantom breakpoint discussion:
This was phantom_breakpoint. It worked as follows:
 - A fake breakpoint was added to the list of breakpoints.
- While rendering the breakpoints it a breakpoint turned out to be fake
it would get a different description and look.
- The breakpoint list was edited run_indicators ("play buttons")
rendering to removes the fake breakpoint if it collided.

This would not scale to more functionality. Now we only render
breakpoints, bookmarks and run indicators. Then we render a button if
there is not breakpoint, bookmark or run indicator already present. We
can do so since the rendering of such "gutter indicators" has been
refactored into two phases:
 - collect the items.
 - render them if no higher priority item collides.

This is far easier and more readable which enabled me to easily take the
phantom_breakpoint system and use it for placing bookmarks as well :)

Note: this was previously merged but it needed a better squashed commit
message. For the actual PR see: 51404. This reverts commit
7e523a2d2b.

Release Notes:

- Added Bookmarks

Co-authored-by: Austin Cummings <me@austincummings.com>
2026-04-17 13:54:43 +02:00
Yara 🏳️‍⚧️ 7e523a2d2b Revert "editor: Bookmarks MVP" to update its description (#54163)
Reverts zed-industries/zed#51404 because I forgot to updated the
squashed commits description ....
2026-04-17 10:55:05 +00:00
Austin CummingsandYara 79473da756 editor: Bookmarks MVP (#51404)
Closes #4526

Adds basic bookmark functionality to the editor, allowing users to mark
lines and later navigate between them.

### What's new

**Toggling bookmarks**
Users can toggle a bookmark on the current line(s) via the `editor:
toggle bookmark` action. A bookmark icon appears in the gutter for each
bookmarked line.

**Navigation**
Two new actions, `editor: go to next bookmark` and `editor: go to
previous bookmark`, navigate between bookmarks in the current buffer,
wrapping around at the ends of the buffer.

**Viewing all bookmarks**
`editor: view bookmarks` opens all bookmarks across the project in a
multibuffer, similar to how references and diagnostics are surfaced.

**Clearing bookmarks**
`workspace: clear bookmarks` removes all bookmarks in the current
project.

**Persistence**
Bookmarks are persisted to the workspace database and restored when the
workspace is reopened. They are stored as `(path, row)` pairs and
resolved back to text anchors. Out of range or unresolvable bookmarks
are skipped with a logged warning.

**Gutter rendering**
Bookmark icons are rendered in the gutter using the existing gutter
button layout system, consistent with breakpoints. They are suppressed
on lines that already show a breakpoint or phantom breakpoint indicator.
A new `gutter.bookmarks` setting (defaulting to `true`) controls their
visibility.

### What's left

- [x] Lazily load buffers that have bookmarks
- [x] Clean up test boilerplate
- [ ] Assign default keybindings
- [ ] Compare line of saved bookmarks with current buffer (gray out the
"stale" bookmarks)

### What's next (and nice to haves)
- [ ] Resilience against external edits
- [ ] Save column position with the bookmark
- [ ] Bookmarks attached to syntactic structures?
- [ ] Labeled bookmarks?

---

Release Notes:

- Added bookmarks: toggle bookmarks on lines with `editor: toggle
bookmark`, navigate with `editor: go to next bookmark` / `editor: go to
previous bookmark`, view all bookmarks with `editor: view bookmarks`,
and clear with `workspace: clear bookmarks`. Bookmarks are shown in the
gutter and persisted across sessions.

---------

Co-authored-by: Yara <git@yara.blue>
2026-04-17 12:39:07 +02:00
a9e7b77672 gpui: Record input-to-frame latency histogram (#53822)
Adds instrumentation to track input-to-frame latency in GPUI windows,
helping diagnose input responsiveness issues.

## What this does

- Records the time between when an input event is dispatched and when
the resulting frame is presented, capturing worst-case latency when
multiple events are coalesced into a single frame.
- Tracks how many input events get coalesced per rendered frame.
- Both metrics are stored in
[HdrHistogram](https://docs.rs/hdrhistogram) instances with 3
significant digits of precision.
- Latency is only recorded when the input event actually causes a redraw
(i.e. marks the window dirty), so idle mouse moves and other no-op
events don't skew the data.
- Adds a `Dump Input Latency Histogram` command that opens a buffer with
a formatted report including percentile breakdowns and visual
distribution bars.

## Example output

The report shows percentile latencies, a bucketed distribution with bar
charts, and a per-frame event coalescing breakdown.

Release Notes:

- N/A

---------

Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
Co-authored-by: Cole Miller <cole@zed.dev>
2026-04-16 17:38:58 +00:00
kittandYara 24a304c140 Set window icon on X11 (#40096)
Closes #30644

Many X11 environments expect a window icon to be supplied [as pixel data
on a window property
`_NET_WM_ICON`](https://specifications.freedesktop.org/wm-spec/1.4/ar01s05.html#id-1.6.13).

I confirmed this change fixes the icon in xfce4 for me, I think its
likely it also fixes https://github.com/zed-industries/zed/issues/37961
but I haven't tested it.

## Questions
* [`image::RgbaImage` is exposed to the public API of
gpui](https://github.com/zed-industries/zed/pull/40096/files#diff-318f166d72ad9476bd0a116446f5db3897fc1a4eb1d49aaf8105608bcf49ea53R1136).
I would guess this is undesirable, but I wasn't sure of the best way to
use gpui's native `Image` type..
* Currently [the icon is embedded into the
binary](https://github.com/zed-industries/zed/pull/40096/files#diff-89af0b4072205c53b518aa977d6be48997e1a51fa4dbf06c7ddd1fec99fc510eR101).
If this is undesirable, zed could alternatively implement [icon
lookup](https://specifications.freedesktop.org/icon-theme-spec/latest/#icon_lookup)
and try and find its icon from the system at runtime.

## Future work
* It might be nice to expose a `set_window_icon` method also (it could
be used for example to show dirty state in the icon somehow), but I'm
unfamiliar with what other platforms support and if this could be beyond
X11 (there is a [wayland
protocol](https://wayland.app/protocols/xdg-toplevel-icon-v1) though!).

Release Notes:

- Fixed missing window icon on X11

---------

Co-authored-by: Yara <git@yara.blue>
2026-04-14 16:21:28 +02:00
Lukas Wirth 10122be9cb gpui: Fix background window freezes on wayland (#53597)
Release Notes:

- N/A or Added/Fixed/Improved ...
2026-04-10 13:08:13 +01:00
Lukas Wirth 72eb842540 gpui: Throttle framerate to 30 for unfocused windows (#52970)
This should reduce energy consumption when having agents running in
background windows, as the spinner that is being animated won't refresh
at the display framerate anymore.

Release Notes:

- N/A or Added/Fixed/Improved ...
2026-04-09 11:28:43 +00:00
a0d0195ca9 Add onboarding for parallel agents (#52940)
Release Notes:

- N/A

---------

Co-authored-by: Eric Holk <eric@zed.dev>
Co-authored-by: Bennet Bo Fenner <bennetbo@gmx.de>
Co-authored-by: Katie Geer <katie@zed.dev>
2026-04-07 22:05:43 -03:00
2a15bf630d Require multibuffer excerpts to be ordered and nonoverlapping (#52364)
TODO:
- [x] merge main
- [x] nonshrinking `set_excerpts_for_path`
- [x] Test-drive potential problem areas in the app
- [x] prepare cloud side
- [x] test collaboration
- [ ] docstrings
- [ ] ???

## Context

### Background

Currently, a multibuffer consists of an arbitrary list of
anchor-delimited excerpts from individual buffers. Excerpt ranges for a
fixed buffer are permitted to overlap, and can appear in any order in
the multibuffer, possibly separated by excerpts from other buffers.
However, in practice all code that constructs multibuffers does so using
the APIs defined in the `path_key` submodule of the `multi_buffer` crate
(`set_excerpts_for_path` etc.) If you only use these APIs, the resulting
multibuffer will maintain the following invariants:

- All excerpts for the same buffer appear contiguously in the
multibuffer
- Excerpts for the same buffer cannot overlap
- Excerpts for the same buffer appear in order
- The placement of the excerpts for a specific buffer in the multibuffer
are determined by the `PathKey` passed to `set_excerpts_for_path`. There
is exactly one `PathKey` per buffer in the multibuffer

### Purpose of this PR

This PR changes the multibuffer so that the invariants maintained by the
`path_key` APIs *always* hold. It's no longer possible to construct a
multibuffer with overlapping excerpts, etc. The APIs that permitted
this, like `insert_excerpts_with_ids_after`, have been removed in favor
of the `path_key` suite.

The main upshot of this is that given a `text::Anchor` and a
multibuffer, it's possible to efficiently figure out the unique excerpt
that includes that anchor, if any:

```
impl MultiBufferSnapshot {
    fn buffer_anchor_to_anchor(&self, anchor: text::Anchor) -> Option<multi_buffer::Anchor>;
}
```

And in the other direction, given a `multi_buffer::Anchor`, we can look
at its `text::Anchor` to locate the excerpt that contains it. That means
we don't need an `ExcerptId` to create or resolve
`multi_buffer::Anchor`, and in fact we can delete `ExcerptId` entirely,
so that excerpts no longer have any identity outside their
`Range<text::Anchor>`.

There are a large number of changes to `editor` and other downstream
crates as a result of removing `ExcerptId` and multibuffer APIs that
assumed it.

### Other changes

There are some other improvements that are not immediate consequences of
that big change, but helped make it smoother. Notably:

- The `buffer_id` field of `text::Anchor` is no longer optional.
`text::Anchor::{MIN, MAX}` have been removed in favor of
`min_for_buffer`, etc.
- `multi_buffer::Anchor` is now a three-variant enum (inlined slightly):

```
enum Anchor {
    Min,
    Excerpt {
        text_anchor: text::Anchor,
        path_key_index: PathKeyIndex,
        diff_base_anchor: Option<text::Anchor>,
    },
    Max,
}
```

That means it's no longer possible to unconditionally access the
`text_anchor` field, which is good because most of the places that were
doing that were buggy for min/max! Instead, we have a new API that
correctly resolves min/max to the start of the first excerpt or the end
of the last excerpt:


```
impl MultiBufferSnapshot {
    fn anchor_to_buffer_anchor(&self, anchor: multi_buffer::Anchor) -> Option<text::Anchor>;
}
```
- `MultiBufferExcerpt` has been removed in favor of a new
`map_excerpt_ranges` API directly on `MultiBufferSnapshot`.

## Self-Review Checklist

<!-- Check before requesting review: -->
- [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

Release Notes:

- N/A

---------

Co-authored-by: Conrad Irwin <conrad.irwin@gmail.com>
Co-authored-by: Piotr Osiewicz <24362066+osiewicz@users.noreply.github.com>
Co-authored-by: Jakub Konka <kubkon@jakubkonka.com>
Co-authored-by: Conrad <conrad@zed.dev>
2026-04-01 17:25:32 +00:00
Ian Chamberlain 971775e3b2 gpui: Implement audible system bell (#47531)
Relates to #5303 and
https://github.com/zed-industries/zed/issues/40826#issuecomment-3684556858
although I haven't found anywhere an actual request for `gpui` itself to
support a system alert sound.

### What

Basically, this PR adds a function that triggers an OS-dependent alert
sound, commonly used by terminal applications for `\a` / `BEL`, and GUI
applications to indicate an action failed in some small way (e.g. no
search results found, unable to move cursor, button disabled).

Also updated the `input` example, which now plays the bell if the user
presses <kbd>backspace</kbd> with nothing behind the cursor to delete,
or <kbd>delete</kbd> with nothing in front of the cursor.

Test with `cargo run --example input --features gpui_platform/font-kit`.

### Why
If this is merged, I plan to take a second step:
- Add a new Zed setting (probably something like
`terminal.audible_bell`)
- If enabled, `printf '\a'`, `tput bel` etc. would call this new API to
play an audible sound

This isn't the super-shiny dream of #5303 but it would allow users to
more easily configure tasks to notify when done. Plus, any TUI/CLI apps
that expect this functionality will work. Also, I think many terminal
users expect something like this (WezTerm, iTerm, etc. almost all
support this).

### Notes
~I was only able to test on macOS and Windows, so if there are any Linux
users who could verify this works for X11 / Wayland that would be a huge
help! If not I can try~

Confirmed Wayland + X11 both working when I ran the example on a NixOS
desktop

Release Notes:

- N/A
2026-04-01 02:50:01 +00:00
MostlyKandJohn Tur 6694a3bd14 gpui: Implement pinch event support for X11 and Windows (#51354)
Closes #51312 

- Remove platform-specific #[cfg] gates from PinchEvent, event
  listeners, and dispatch logic in GPUI
- Windows: Intercept Ctrl+ScrollWheel (emitted by precision trackpads
  for pinch gestures) and convert them to GPUI PinchEvents
- Image Viewer: remove redundant platform-specific blocks
- X11: Bump XInput version to 2.4 and implement handlers for
  XinputGesturePinch events


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

Release Notes:

- Pinching gestures now available on all devices.

---------

Co-authored-by: John Tur <john-tur@outlook.com>
2026-03-28 18:41:33 -04:00
Mufeed AliandSmit Barmase 60a29857f1 title_bar: Respect Linux titlebar config (#47506)
Currently, Zed always places three fixed window buttons (Minimize,
Maximize and Close) on the right side of the window in a fixed order
ignoring any user configuration or desktop environment preference (like
elementary).

This PR adds support for GNOME-style layout strings (`minimize:close`).
By default, we pull it from the gsettings portal, but we also allow
manual configuration via `title_bar.button_layout` config key.

<img width="1538" height="797" alt="image"
src="https://github.com/user-attachments/assets/5db6bfa2-3052-4640-9228-95c37f318929"
/>

Closes #46512

I know it's a relatively large PR for my first one and I'm new to Rust.
So, sorry if I've made any huge mistakes. I had just made it for
personal use and then decided to try to clean it up and submit it.

I've tested with different configs on Linux. Untested on other
platforms, but should have no impact.

If it's not up to par, it's okay, feel free to close :)

Release Notes:

- Added support for GNOME's window buttons configuration on Linux.

---------

Co-authored-by: Smit Barmase <heysmitbarmase@gmail.com>
2026-03-23 22:01:12 +05:30
5fb6eadc58 gpui: Fix nested deferred support (#47770)
Release Notes:

- N/A

To fix crash when use `deferred` in a `deferred`.

```
thread 'main' (4024343) panicked at /Users/jason/.cargo/git/checkouts/zed-a70e2ad075855582/83ca310/crates/gpui/src/window.rs:2411:9:
assertion `left == right` failed: cannot call defer_draw during deferred drawing
  left: 1
 right: 0
```

### When we need use nested deferred?

#### Case 1

- A Popover (used `deferred`) with a form.
- An Input element in the Popover form.
- Input have ContextMenu that used `deferred`.
- User right click Input to open menu.


<img width="539" height="331" alt="image"
src="https://github.com/user-attachments/assets/98c03b1e-58fd-4863-8bcd-0141252d1c51"
/>

#### Case 2

- A Popover (`deferred`) with some content.
- There have a `info` icon in the content to show some tip by open
another Popover.

### Test by `examples/popover.rs`

<img width="916" height="373" alt="image"
src="https://github.com/user-attachments/assets/7ed6a511-6d60-40fb-837b-ebab8f0cba37"
/>

---------

Co-authored-by: Claude Sonnet 4.5 <noreply@anthropic.com>
Co-authored-by: Lukas Wirth <lukas@zed.dev>
2026-03-19 17:01:56 +00:00
Om ChillureandNathan Sobo 56daf917db picker: Fix mouse overrides selected item highlight in searchable dropdown (#50827)
### Fixes #31865

### Problem
When navigating a picker (command palette, file finder, etc.) with the
keyboard and then hovering with the mouse, two items would appear
highlighted at the same time - one from the keyboard selection
ghost_element_selected background and one from the CSS style
ghost_element_hover background. This happened because GPUI's CSS hover
is applied at paint time independently from the Rust selection state.

### Solution
Added a keyboard_navigated: bool flag to [Picker] to track whether the
last navigation was via keyboard or mouse.

When a keyboard navigation action fires (↑, ↓, Home, End, etc.),
`keyboard_navigated` is set to true. A transparent
`block_mouse_except_scroll` overlay div is added on top of each list
item, preventing the CSS style from firing on `ListItem` children.

When the mouse moves over any item, the overlay's `on_mouse_move`
handler fires, clears keyboard_navigated, moves the selection to that
item, and re-renders - removing all overlays and restoring normal mouse
hover behavior.
The `on_hover` handler also moves the selection to whichever item the
mouse enters, so mouse navigation is fully functional.
Clicks work through the overlay since `block_mouse_except_scroll` only
affects hover hit-testing, not click events on the parent div.

### Behavior
Matches VS Code / IntelliJ — keyboard navigation suppresses hover
highlights until the mouse moves, at which point normal hover resumes.
Only one item is ever highlighted at a time.

### Video

[Screencast from 2026-03-05
19-20-16.webm](https://github.com/user-attachments/assets/7a8a543a-95f3-481f-b59d-171604e5f883)

---------

Co-authored-by: Nathan Sobo <nathan@zed.dev>
2026-03-18 18:52:38 -06:00