GPUI's touch gesture recognizer handles taps and pans, but its
long-press event was only a placeholder. Applications therefore could
not distinguish a deliberate press-and-hold from a tap or scroll using
the portable touch path.
This adds deadline-driven long-press recognition and dispatches a phased
event stream through GPUI's existing capture and bubble listener path. A
listener claims the gesture by preventing the initial event's default
behavior and capturing it for an entity. Unclaimed gestures remain
eligible for the existing tap and pan behaviors, while claimed gestures
receive movement and termination events without also producing taps or
scrolling.
The timer is cancelled when the pending gesture resolves. `gpui_web` now
translates reusable browser pointer identifiers into touch identifiers
that remain unique for each touch lifetime, preventing an old timer from
acting on a newer touch. Native macOS trackpad scrolling remains on its
existing `ScrollWheelEvent` path and does not enter touch gesture
recognition.
Testing performed:
- `cargo fmt --all -- --check`
- `cargo nextest run -p gpui --lib long_press` (10 passed)
- `RUSTC_BOOTSTRAP=1 cargo check -p gpui_web --target
wasm32-unknown-unknown`
Release Notes:
- N/A
Touch pans currently preserve small amounts of movement on both axes,
including in the synthetic momentum generated after release. In a nested
scrolling layout, a mostly vertical fling that starts over a
horizontally scrollable child can therefore move the child horizontally
while its ancestor moves vertically.
This locks each touch pan to the dominant axis of its accumulated
movement when it crosses the touch-slop threshold. Initial movement,
predicted updates, release correction, velocity, and momentum are
projected onto that axis, so every scroll listener sees the same
one-dimensional gesture for its full lifetime.
The existing trackpad and wheel behavior remains unchanged; the new rule
is applied by the portable raw-touch recognizer before it emits semantic
scroll events.
Testing:
- `cargo nextest run -p gpui --lib gestures::tests`
- `cargo fmt --all -- --check`
- `./script/clippy -p gpui`
- Built Delta Web for `wasm32-unknown-unknown` with this GPUI worktree
and reached a successful Trunk release build
Release Notes:
- N/A
Fixes a few edge cases where we weren't correctly tracking whether to
hide the keyboard when touch events happen
Also forces a synchronous render on web after the viewport resizes
(which happens when the keyboard appears/disappears). This prevents a 1
frame delay where the browser would use the old bitmap, stretched to the
new size
---
Release Notes:
- N/A or Added/Fixed/Improved ...
[corgi](https://github.com/ConradIrwin/corgi) is a cargo-compatible
build tool that runs `build.rs` scripts and proc-macros in a sandbox (no
network, no ambient env, reads limited to a package's own `.rs` sources
unless declared). This makes Zed buildable under it. Cargo builds (dev
and release) are unaffected.
### Changes
- **`scratch` patch**: patch `scratch` to a small local copy
(`corgi-patches/scratch`) that reads `OUT_DIR` at runtime instead of
baking it in at compile time. `cxx-build` writes its shared cxxbridge
headers into `scratch::path(...)`; upstream returns a single global dir
(outside any action's `OUT_DIR`) that the sandbox can't grant, while
this patch gives each build script a private, writable dir in its own
entry. webrtc-sys is self-contained, so per-crate scratch dirs are
sufficient. Kept local rather than a cxx git fork because a git checkout
of cxx needs symlink support that Windows cargo CI lacks.
- **Dev asset loading**: add `util::dev_fs_embed!` and switch dev-mode
`rust_embed` asset sources (`assets`, `settings`, `grammars`, `agent`,
`edit_prediction_cli`) to read from the checkout at runtime, locating
the repo root by walking from the executable up to the enclosing `.git`.
This avoids baking `CARGO_MANIFEST_DIR` into the binary (corgi rejects
artifacts that embed the build-time checkout path, and it's wrong in any
other worktree). Release builds still embed via `#[derive(RustEmbed)]`.
- **Stop baking checkout paths into artifacts**: drop
`gpui::GPUI_MANIFEST_DIR`; resolve `../gpui` from `gpui_apple`'s build
script; stage the metal shader into `OUT_DIR` before compiling so the
`.metallib` records the output dir, not the checkout; resolve the repo
root at runtime in `remote` and `inspector_ui` (removing
`inspector_ui`'s `build.rs` / `ZED_REPO_DIR`).
- **corgi.toml**: declare the pinned tools (`cmake`, prebuilt libwebrtc
via `LK_CUSTOM_WEBRTC`), a release-only `ZED_COMMIT_SHA` probe, and the
non-`.rs` / cross-package reads each package performs.
### Validation
- `corgi check` + `corgi build`, dev and release, for `zed` (plus `cli`,
`remote_server`, `ep`) with a warm C++ cache — clean; built binaries
embed no checkout path.
- `corgi fmt --check`, `corgi clippy`, and `corgi test` on the changed
crates (922 tests pass).
- `cargo check -p util` locally; relying on CI for the full cargo
build/test matrix.
### Notes for the reviewer
- Per the repo rule, the first two lines of `README.md` are the
review-confirmation marker; remove them before merging (this is what
Danger is failing on).
- `remote_server` cross-compilation (linux-musl via zigbuild) is not yet
covered by `corgi.toml` — host (macOS arm64) only for now.
### Suggested .rules additions
Only if the team wants corgi guidance in `.rules` (it recurred several
times here): dev builds must not bake the checkout path into artifacts —
no `env!("CARGO_MANIFEST_DIR")` or `file!()`-derived absolute paths in
library/binary output. Resolve the repo root at runtime via
`util::dev_repo_root()` (walks to `.git`), and use `util::dev_fs_embed!`
for dev-mode `rust_embed` sources.
Release Notes:
- N/A
---------
Co-authored-by: Ben Kunkle <ben@zed.dev>
GPUI's scheduler exposed synchronous blocking APIs on WebAssembly even
though the platform implementation could only panic. This became an
implicit crash when cancellation dropped a scoped background operation:
preserving the borrowed task lifetime called `Scheduler::block`, which
panicked with `Cannot block on wasm`.
This change removes blocking scheduler and executor APIs from
WebAssembly builds, including borrowed background scopes and the
separate `pollster::block_on` export. Native behavior remains unchanged.
Application shutdown now runs WebAssembly quit handlers asynchronously
as best-effort cleanup rather than blocking the browser event-loop
thread.
Release Notes:
- Fixed a GPUI Web crash caused by synchronous executor blocking.
`gpui_web` currently embeds IBM Plex Sans and Lilex into every browser
application during platform construction. Applications such as Delta
already provide their own fonts, so those binaries contain overlapping
font bundles and register the same faces twice.
This change starts the web platform with an empty font database,
matching the ownership boundary used by native applications: the
application selects and registers its fonts before opening a window.
Delta already follows that sequence. GPUI's browser-capable examples now
load the former eight-face bundle explicitly through shared example
support, while the standalone `hello_web` example demonstrates
registering a minimal application font directly.
Testing performed:
- `cargo check -p gpui --examples --target wasm32-unknown-unknown`
- `cargo check -p gpui --examples`
- `cargo check -p gpui_web --target wasm32-unknown-unknown`
- `cargo check --manifest-path
crates/gpui_web/examples/hello_web/Cargo.toml --target
wasm32-unknown-unknown`
- `./script/clippy -p gpui_web --target wasm32-unknown-unknown`
- `cargo fmt -p gpui -p gpui_web --check`
Release Notes:
- N/A
Adds support to GPUI for touch events, important for mobile web
browsers, and any potential native ios/android platforms
---
Release Notes:
- N/A or Added/Fixed/Improved ...
---------
Co-authored-by: Jakub Konka <kubkon@jakubkonka.com>
When syncing text to the browser IME mirror, we sometimes need to mark a
particular range as "editable". Native clients have a pull-based model,
so don't need this mechanism, but on the web we need to proactively push
content to the IME mirror `textarea`.
---
Release Notes:
- N/A or Added/Fixed/Improved ...
---------
Co-authored-by: zed-zippy[bot] <234243425+zed-zippy[bot]@users.noreply.github.com>
This prepares for the keybinding hints PR.
To reproduce, press `ctrl-b` in a GPUI app with `ctrl-b h` and `ctrl-b
j` bindings, then call `window.blur()`. The live pending state clears,
but observers still report `ctrl-b`.
`Window::blur` now clears pending input and notifies observers after the
current effect cycle. I don't think we currently exercise this path in
Zed, and I was only able to reproduce it with an example GPUI app.
Release Notes:
- N/A
Allows setting various attributes for the underlying mirror textarea on
the web. Allows GPUI app authors to specify things like "this element
should be auto-corrected"
---
Release Notes:
- N/A or Added/Fixed/Improved ...
`gpui::bench` previously required GPUI's full `test-support` feature.
Any benchmark using the supported GPUI harness therefore compiled
test-only APIs and fakes, even when the benchmark otherwise followed
production dependency paths.
This change introduces `bench-support` as GPUI's canonical benchmark
feature and keeps `bench` as a compatibility alias for existing
consumers. The benchmark feature now exposes only the existing GPUI
internals that `BenchAppContext` needs: the real threaded dispatcher,
profiler integration, and a headless platform surface. Benchmark HTTP
requests use the production `BlockedHttpClient`, so accidental network
access fails instead of silently entering a fake response path.
The current headless implementation reuses the cfg-stripped core of
`TestPlatform`. Test-only prompt state, simulation APIs, and test
executors remain unavailable under `bench-support`. Cargo feature-tree
checks confirm that both `bench-support` and the compatibility alias
remain independent of `test-support`.
This also adds a `gpui-bench` agent skill covering production-shaped
fixtures, frame and foreground responsiveness, macOS headless Metal
rendering, deterministic correctness guards, Criterion measurement,
Instruments symbolication, and the requirement that a benchmark's
complete dependency graph contain no `test-support` feature.
Two follow-ups are intentionally deferred to keep this feature-isolation
change reviewable:
- Extract the shared headless implementation into
`HeadlessPlatformCore`, with separate `BenchPlatform` and `TestPlatform`
wrappers. This will remove benchmark-related cfg branches from the
test-facing type and make their supported surfaces explicit.
- Add a shared scripted HTTP client that compiles independently under
either `http_client/test-support` or `http_client/bench-support`. Tests
and benchmarks could then serve predefined responses through the same
deterministic transport boundary without either support feature enabling
the other; the default benchmark context should remain network-blocked.
This PR only isolates GPUI itself. Migrating downstream benchmark
fixtures that explicitly request other crates' `test-support` features
remains separate work.
Testing performed:
- `cargo tree --offline --package gpui --no-default-features --features
bench-support --edges features --invert gpui`
- `cargo tree --offline --package gpui --no-default-features --features
bench --edges features --invert gpui`
- `cargo check -p gpui --no-default-features --features bench-support`
- `cargo check -p gpui --no-default-features --features bench`
- `git diff --check`
Release Notes:
- N/A
# Objective
`LineWrapper` treats every punctuation character as a break opportunity,
so a wrap can land right before `!`, `?`, `/`, `)`, `]`, `}`, a closing
quote or an ellipsis. Text such as `please fix this plz!`, `8.0/8.0`,
`cli/install`, `(see)` or `“quoted”` then wraps with the closing mark
orphaned at the start of the next line.
## Solution
Add the "UAX 14 LB13 rule" to `LineWrapper::is_word_char`, which is to
not break before `! ? / ) ] } " ” » …`
## Testing
Added unit tests and manually tested myself with a long paragraph in a
gpui app.
## 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
- [x] Tests cover the new/changed behavior
- [x] Performance impact has been considered and is acceptable (one
extra `matches!` per character in the wrap loop)
---
Release Notes:
- Fixed text wrapping so closing punctuation and slashes never begin a
wrapped line.
Co-authored-by: Lukas Wirth <lukas@zed.dev>
# Objective
I’m building a component library with GPUI and ran into a panic when I
enabled the profiler feature for a `wasm32-unknown-unknown` build.
Dispatching an action calls std::time::Instant::now(), which has no
clock implementation on this target, and the browser reports time not
implemented on this platform. The panic then triggers RefCell already
borrowed errors and leaves the GPUI window unresponsive.
The current `main` fails to compile this feature combination because the
action profiler’s std::time::Instant does not match the scheduler-based
timestamps in the profiler journal. I want GPUI’s action profiler to use
the same cross-platform clock as the rest of the profiler and keep this
configuration covered by CI.
## Solution
Use `scheduler::Instant`, the scheduler crate's cross-platform instant
type, for action timings so they match the rest of the GPUI profiler.
Keep the existing downstream wasm check and add a separate
profiler-enabled GPUI wasm check so CI covers both feature
configurations.
## Testing
- `cargo check --target wasm32-unknown-unknown -p gpui
--no-default-features --features profiler`
- `cargo -Zbuild-std=std,panic_abort check --target
wasm32-unknown-unknown -p gpui_platform -p cloud_api_client --features
gpui/profiler`
- `cargo test -p gpui --no-default-features --features profiler
profiler::` (48 tests passed)
- `./script/clippy -p gpui`
I ran a wasm GPUI app in Edge with WebGPU. The app opens a window and
dispatches an action with `profiler` enabled. Before this change, the
action produced the clock panic and follow-on borrow errors. After the
fix change, the action completed and the window remained active.
I did not run the browser harness in Firefox or Safari, though the wasm
compile check covers the changed profiler configuration without
depending on a browser.
## 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); this PR has no UI changes
- [x] Tests cover the new/changed behavior
- [x] Performance impact has been considered and is acceptable
---
Release Notes:
- Fixed a crash when dispatching profiled GPUI actions in web
applications.
---------
Co-authored-by: Anthony Eid <anthony@zed.dev>
Extends the existing GPUI frame-duration telemetry with the average time
from a window's first invalidation through presentation.
- Record dirty-to-present durations in each window profiler
- Include the declared root entity type name on window handles
- Add the average and root type to the existing five-minute `Frame
Duration Report` event
Testing:
- `cargo fmt --all -- --check`
- `cargo test -p gpui --features profiler
records_dirty_to_present_durations`
- `cargo check -p gpui --no-default-features`
- `cargo check -p input_latency_ui -p zed`
Release Notes:
- N/A
Prewarming cosmic-text font cache completely eliminated expensive
`get_font_matches` calls and thus reducing the time it takes to call
`cosmic_text::shape::ShapeLine::new`.
Release Notes:
- Improved rendering performance on Linux by prewarming font match
caches.
Handle the `WM_QUERYENDSESSION` and `WM_ENDSESSION` messages, which are
used by Windows when shutting down an application. For example, Restart
Manager uses this mechanism to gracefully close applications (e.g. when
installing an update to the application).
Release Notes:
- N/A
`BenchReport`'s frame histograms only ever recorded a window's draw and
present timings, so a slow foreground task that never dirtied or drew a
window was invisible to `gpui::bench` consumers even though GPUI's
foreground journal already timed it. Delta hit this concretely: a
foreground task stalled for 76-130ms with no window draw in progress,
and the only way to see it in a benchmark was to manually queue a marker
task and time it by hand, outside the normal report.
GPUI already has the data needed to close this gap. The foreground
journal (`crate::profiler::journal`, merged separately in #62779) times
every foreground task poll, action handler, and input dispatch on the
main thread, independent of whether a window ever gets involved. This PR
wires that journal into `BenchAppContext`/`BenchReport` so the existing
benchmark harness reports it directly, instead of asking benchmark
authors to build their own timing side channel.
`TraceScope`, the type that already scopes frame-timing collection to a
measurement, now also owns a `ForegroundJournalCollector` created at the
same point it starts. Since a collector only observes journal entries
recorded after its own creation, per-iteration setup work (which runs
before the trace scope starts) is excluded from the measurement by
construction, the same way it already was for draw/present timings.
Drained task poll, action, and input events are recorded into a new
`foreground_work` duration histogram on `BenchReport` (draws and
presents are skipped there since the existing frame-timing histograms
already cover them), exposed through `BenchReport::foreground_work()` as
`count`/`total`/`max`/percentiles plus frame-budget overruns at the
report's configured FPS, and printed alongside the existing histograms.
Because this rides on the same per-task-poll instrumentation that
already powers GPUI's hang detection, it works for `bench_task`,
`bench_batched_task`, and `bench_renderer` without requiring a window at
all, and it aggregates every foreground event recorded during a
measurement (not just the first).
The `#[cfg(test)]`-only `install_test_foreground_journal` helper is
widened from `pub(super)` to `pub(crate)` so `bench_context`'s own tests
can install an isolated per-thread journal instead of sharing (and being
interfered by) whatever the shared production journal on that thread
happens to hold.
## Testing
- `cargo test -p gpui --features bench --lib bench_context` - two new
focused unit tests drive the foreground journal directly: one proves a
60ms synchronous task poll with no window is reported as foreground work
with no frame events recorded; the other proves an 80ms task poll before
the trace scope starts is excluded from the measured summary. A third
test exercises the real public API end to end, running
`BenchAppContext::bench_task` through an actual `criterion::Bencher`
(via `criterion::Criterion::bench_function`) and asserting the ~20ms
task shows up in `BenchReport::foreground_work()`.
- `cargo nextest run -p gpui --features bench --lib profiler` - the
existing foreground journal, hang detection, and frame-timing test
suites still pass unchanged.
- `cargo check -p benchmarks --benches` - the existing `#[gpui::bench]`
consumers (`bench_iter`, `bench_renderer`) still compile against the
updated `TraceScope`/`BenchReport` internals.
- `cargo fmt --package gpui -- --check` and `./script/clippy -p gpui
--features bench` are clean.
Release Notes:
- N/A
Closes#55345.
Wayland is the only platform whose frame ticks are conditional: a
wl_surface frame callback only arrives after a commit the compositor
goes on to repaint.
GPUI assumed unconditional ticks (any previously our Wayland backend
faked them), so an idle fullscreen window
stopped receiving callbacks and froze until external damage arrived.
This PR makes the Wayland render loop demand-driven, instead parking
when there's nothing to draw, and stops Zed committing empty frames on
every tick as the artificial heartbeat from the compositor.
---
Release Notes:
- Fixed the UI freezing in fullscreen on some Wayland compositors
- Fixed idle windows waking at the display's refresh rate on Wayland
---------
Co-authored-by: Philipp Schaffrath <philipp.schaffrath@gmail.com>
Co-authored-by: Daan De Meyer <daan@amutable.com>
Co-authored-by: Christopher Biscardi <chris@christopherbiscardi.com>
Zed's hang telemetry could say a hang happened, but not what the app was
doing. This PR adds a foreground journal to gpui (behind the `profiler`
feature): the main thread records task polls, action handlers, input
dispatches, window draws, and frame presentations into a fixed-size
ring, and boundary entries — a newly drawn frame's presentation, or the
foreground going idle — partition that stream into activity intervals.
Recording is designed to be cheap enough to ship enabled: sub-threshold
task polls fold into a counter instead of individual entries, and the
ring is drained in bounded chunks off the main thread.
A `HangDetector` drains the journal and reports an incident for any
interval containing a single event at or above the hang threshold (100ms
in release), or whose cumulative foreground spend reaches a frame budget
(8ms in release) — catching both one long stall and many small pieces of
work that together drop a frame. Incidents serialize with phase
(startup/steady), stall and active durations, busy fraction,
dirty-to-present time, and up to 8 contributors in start order with
nesting depth: task polls carry their spawn location, actions their
names, inputs their kind. Zed batches the top 10 incidents by stall per
30 minutes plus a total incident count into a "Hang Incidents" telemetry
event, flushes the remainder on quit, and drops the old per-location
"Hang Report" histograms this replaces.
Release Notes:
- N/A
`ShapedLine` is nearly 3KB by value because it inlines a
`SmallVec<[DecorationRun; 32]>`. A consumer that builds wrapped lines
out of many small uniformly styled fragments only needs the shaped
glyphs plus a single decoration run it can track itself, but it ends up
moving and reallocating that mostly dead capacity constantly because
splitting and painting are only reachable through `ShapedLine`.
This moves the glyph-partitioning half of `ShapedLine::split_at` down to
a new `LineLayout::split_at`, and adds
`LineLayout::paint`/`paint_background` methods that take explicit
decoration runs. Together with the already-public `layout_line`, callers
can now hold a bare `Arc<LineLayout>` and their own decorations.
`ShapedLine::split_at` delegates to the new method and behaves the same.
## 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
# Objective
Fixes#57701.
When Zed is launched with `--user-data-dir`, a Zed-initiated
restart—such as `workspace: clear trusted worktrees` or Restart to
Update—can relaunch Zed without that argument. The restarted process
then uses the default data directory instead of the directory selected
by the user.
## Solution
- Store the resolved custom data directory as GPUI restart arguments
alongside the existing optional restart executable path.
- Forward those arguments when relaunching on Linux, macOS, and Windows.
- Preserve argument boundaries and native `OsString` values, including
paths containing spaces.
- On Windows updates, carry the arguments through
`auto_update_helper.exe` when it launches the updated `Zed.exe`.
Normal launches without `--user-data-dir` continue to restart without
additional arguments. This does not attempt to preserve unrelated CLI
arguments or general launch state.
## Testing
- `cargo fmt --all -- --check`
- `cargo test -p gpui`
- `cargo test -p auto_update --features workspace/test-support`
- `cargo check -p auto_update_helper --tests --target
x86_64-pc-windows-msvc`
- `./script/clippy -p gpui -p gpui_macos -p auto_update -p zed`
- `./script/clippy -p auto_update_helper --target
x86_64-pc-windows-msvc`
The regression tests cover simultaneous restart executable and argument
forwarding, Windows paths containing spaces and trailing backslashes,
updater-helper argument parsing, and the final `Zed.exe` command.
Compilation and unit tests were run on macOS. Linux and Windows runtime
behavior was reviewed but not run locally. A full `gpui_windows`
cross-target check was attempted, but its `psm` dependency requires the
MSVC `lib.exe` tool, which is not available on this macOS host; the
standalone Windows updater helper and its tests compile successfully for
the Windows target.
## 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 (no UI changes)
- [x] Tests cover the new/changed behavior
- [x] Performance impact has been considered and is acceptable
---
Release Notes:
- Fixed Zed forgetting an explicitly passed `--user-data-dir` argument
after restarting (e.g. clicking "Restart to Update")
---------
Co-authored-by: Tom Houlé <tom@tomhoule.com>
Deliver the DOM paste event as a full ClipboardItem (text and image
files) through a new InputHandler::paste hook instead of inserting only
plain text, and add Platform::read_from_clipboard_async so app-initiated
paste (e.g. a custom context menu) can use the browser's asynchronous,
permission-gated clipboard API. Desktop platforms are unaffected: the
async read defaults to a ready task wrapping the synchronous read, and
the paste hook defaults to plain-text insertion.
Release Notes:
- N/A
Follow-up to #60301, which was reverted in #60321.
I removed the reqwest part of the fix because it crashed. reqwest's
`read_timeout` relies on a tokio timer, but Zed polls HTTP responses on
gpui's executor instead of a tokio runtime, so it panicked when the
response body was awaited. I'll follow up later by patching our reqwest
fork to support the poll behavior we wanted.
This fixes the download being stalled since we restart it when the
system wakes.
I also changed `App::on_system_wake` to return a `gpui::Subscription` to
be consistent with gpui's other on-system-event handlers like
`on_keyboard_layout_change` and `on_thermal_state_change`.
Release Notes:
- Fixed Zed update downloads stalling after the system wakes from sleep
Bumps the treesitter version to include
https://github.com/tree-sitter/tree-sitter/pull/5851
Also makes some changes to `cx.spawn_dedicated` to make it work on web:
- remove the blocking `recv` on the main thread
- adds a new variant `TaskState::Rendezvous` to allow this code to
synchronously return a task
`TaskState::Rendezvous` is needed because of how
`spawn_dedicated_thread` works:
- the caller provides a callback that produces a non-`Send` `Future` on
the dedicated thread
- the callback is sent to the dedicated thread, executed, and the
resulting `Task` is sent back to the main thread
- this all happens synchronously, so that `spawn_dedicated_thread`
returns a synchronous `Task`
However, the blocking `recv` on the main thread traps on the main worker
in the browser.
This PR replaces that with a call to `recv_async`, but this requires a
new `Rendezvous` variant on `TaskState` which represents "a task that it
still waiting to receive the underlying handle from the dedicated
thread".
It also enables the `flume/spin` feature on the web, which is needed to
avoid a synchronous lock acquisition in `send` (it's replaced with a
spinlock). Note that `send_async` wouldn't work here because it acquires
the same lock, and it's unnecessary because `send` only blocks when the
channel is full, but it's an unbounded channel.
---
Release Notes:
- N/A or Added/Fixed/Improved ...
Closes#60013
# Objective
Right now Zed can go full screen but it does not allow you to fix the
hole screen,
by that I mean that Zed can go behind the notch so you don't have extra
useless room left.
## Solution
You can now use the `fullscreen_mode` = `simple` setting to use the new
simple full screen feature, that lives besides the normal full screen
feature. But allows you to have an option to go 100% full screen without
losing any useless space on your macbook screen.
**Note** this is mostly usefull when you have a macbook that has a notch
whitch is kinda in the way of your work flow.
## 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
**Before**
<img width="5712" height="4284" alt="IMG_0339"
src="https://github.com/user-attachments/assets/9f908ffd-7cef-4999-a454-c80f72c40dc8"
/>
**After** (Note now Zed is behind your notch when using the simple full
screen feature)
<img width="5712" height="4284" alt="IMG_0360"
src="https://github.com/user-attachments/assets/5917ed4d-2a64-4464-a794-bc46fd034521"
/>
---
Release Notes:
- Added support for simple fullscreen mode using the `fullscreen_mode`
setting, set it to `simple` to try it out.
> **AI disclosure:** I used Claude (Anthropic) to diagnose this, write
the fix and its test, and draft this PR description, after every
headless test in my own app started panicking during a gpui upgrade. I
reviewed the diff and the reasoning below, ran the tests myself, and
understand and take responsibility for the change, per Zed's [AI
Policy](https://github.com/zed-industries/zed/blob/main/CONTRIBUTING.md#ai-policy).
# Objective
- `TestWindow` panics instead of returning an error when asked for its
raw window handle. `HasWindowHandle` and `HasDisplayHandle` both return
`Result<_, HandleError>`, so a window with no C-typed handle can report
that — but `TestWindow` calls `unimplemented!()`. Callers who correctly
write `window_handle().ok()?` still crash, and any headless test whose
window reaches code that asks for the platform handle dies on boot.
- This has two halves, and only the second made it reachable:
- `d4781bc29` ("Add raw window handle implementations to GPUI", #7101,
2024-01-30) added both impls for `TestWindow` as `unimplemented!()`
placeholders while the real platforms got real ones. `TestWindow` was
`pub(crate)` then, so nothing outside gpui could hit it.
- `386174cca` ("gpui: Implement `HasWindowHandle` on `Window`", #24327,
2025-02-06) made `Window` implement both traits by forwarding to
`platform_window`. From then on, any consumer asking a `Window` for its
raw handle reaches `TestWindow` under `TestAppContext`.
- I hit this through
[gpui-component](https://github.com/longbridge/gpui-component), whose
macOS accessibility code calls
`HasWindowHandle::window_handle(window).ok()?` on every window it roots
— correct defensive code that still panics, taking every one of my
headless `#[gpui::test]` tests down at boot.
## Solution
- `TestWindow::window_handle` and `TestWindow::display_handle` now
return `Err(HandleError::NotSupported)` instead of calling
`unimplemented!()`. That variant's documentation describes exactly this
case — "the underlying handle cannot be represented using the types in
this crate".
- Real platform windows are untouched: this only changes what the test
platform reports, so `Ok(...)` on macOS, Linux and Windows is
unaffected. Callers that already handle the error path now get the error
they were written for.
## Testing
- Added `test_window_reports_no_raw_handle_instead_of_panicking` in
`crates/gpui/src/window.rs`, asserting both calls return
`Err(HandleError::NotSupported)`.
- Reverting the fix while keeping the test reproduces the original
panic, so the test pins the behaviour rather than passing vacuously.
- `cargo test -p gpui --lib` from a clean target directory — 220 passed,
0 failed:
```
Compiling gpui v0.2.2 (/…/zed/crates/gpui)
Finished `test` profile [unoptimized + debuginfo] target(s) in 5m 25s
Running unittests src/gpui.rs (target/debug/deps/gpui-463768d254ca0c08)
running 220 tests
...
test window::tests::test_window_reports_no_raw_handle_instead_of_panicking ... ok
...
test result: ok. 220 passed; 0 failed; 0 ignored; 0 measured; 0 filtered out; finished in 0.49s
```
- Tested on macOS. The change is confined to
`crates/gpui/src/platform/test/`, which is platform independent, but I
have not built the Linux or Windows platform crates.
## Self-Review Checklist:
- [x] I've reviewed my own diff for quality, security, and reliability
- [ ] Unsafe blocks (if any) have justifying comments
- [ ] 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
Before — the new test against the current `unimplemented!()`:
```
thread 'window::tests::test_window_reports_no_raw_handle_instead_of_panicking' panicked at
crates/gpui/src/platform/test/window.rs:57:9:
not implemented: Test Windows are not backed by a real platform window
test result: FAILED. 0 passed; 1 failed
```
After — see the full run above.
Release Notes:
- N/A
# Objective
I wanted spring animations in GPUI for an application built atop of
GPUI.
## Solution
I texted @mikayla-maki about wanting spring animations; we collaborated
in Delta; this change is the co-authored result. We built atop of GPUI's
existing APIs, but this *is* new API surface. The verbiage is borrowed
from SwiftUI's approach.
First, what _are_ spring animations? If you're unfamiliar, they're the
bouncy, physical animations that you'd often see in mobile applications.
As Claude put it to me, "keyframe animation is a recording; a spring is
a simulation". There's a few consequences:
1. The animation API needs to support interrupts/cancelation, or the
application using spring animations will feel broken. You need to cancel
the momentum in a physically realistic way!
2. The API is more complex! GPUI's existing animations are, roughly,
`Fn(progress: f32) -> eased_progress: f32`, but a spring animation is
closer to `Fn(state: SpringState, target: f32, delta_time: f32) ->
SpringState`. Concretely, GPUI landed on the following:
```
pub fn step(
&self,
state: SpringState,
target: f32,
delta_time: f32,
) -> SpringState;
```
...where `&self` is:
```
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct SpringConfig {
/// The spring stiffness, conventionally written as $k$.
pub stiffness: f32,
/// The viscous damping coefficient, conventionally written as $c$.
pub damping: f32,
/// The moving mass, conventionally written as $m$.
pub mass: f32,
}
```
Conceptually, at each frame, GPUI does `let state = spring.step(state,
target, delta_time);`, or as an other LLM summarized:
```
// Ordinary animation:
progress: f32 -> phase: f32
// GPUI spring:
(state: { position, velocity }, target, dt)
-> new { position, velocity }
-> typed presentation value
```
---
Release Notes:
- gpui: Added spring animations
# Objective
I am building an [app](https://github.com/nolight132/sonora) with GPUI,
and the current animation throttling implementation does not quite meet
its requirements. I needed the window to stay at a smooth framerate when
unfocused to display lyrics, which was not possible at the time without
modifying GPUI’s frame scheduling behavior. I understand that this is
not a problem for Zed, but I believe making this behavior a field in
`WindowOptions` could be beneficial for other programs going forward.
## Solution
Added a field to `WindowOptions` struct which controls the minimum
interval between animation frames while the window is inactive
(documented). Kept the default value GPUI currently uses.
## Testing
- Ran `gpui/src/examples/animation.rs` with different presets - works as
expected. Zed compiles. One thing worth noting: this setting does not
guarantee the window refreshes at this exact interval, as frames are
still paced by the compositor. For granular FPS control, a helper
function is needed. I have decided to keep it simple and use the
existing logic.
- Tested on NixOS x86_64, 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 (the default didn't change,
tests still pass)
- [x] Performance impact has been considered and is acceptable (no
performance impact unless explicitly set)
## Showcase
Before (unfocused):
<img width="1280" height="802" alt="image"
src="https://github.com/user-attachments/assets/e3302c1d-4f4a-4503-96a2-0bf24e28096c"
/>
After (unfocused with `inactive_frame_interval` set to 16ms):
<img width="1450" height="972" alt="image"
src="https://github.com/user-attachments/assets/1183adf1-2da1-42d5-8e97-f4ad7a31b783"
/>
---
Release Notes:
- Added `WindowOptions::inactive_frame_interval` for configuring
animation frame throttling on inactive GPUI windows.
`ThreadView::regenerate` does `thread.rewind()` which de-focused the
message editor mid-flight causing the zoomed panel to disappear.
* workspace: Keep zoomed panels open when window focus is lost
Commit adds a test + tweaks a default, generic, fallback to be more
lenient: instead of focusing the workspace (and hiding all panels right
away), try to fall back to whatever panel open
* gpui: Restore focus to nearest surviving ancestor when focus is lost
Commit tries to push it down to a library level and add a way to fall
back to closest ancestor that's still visible with the focus instead.
Release Notes:
- Fixed the zoomed agent panel closing unexpectedly on rewind
GPUI currently splits performance instrumentation across several Cargo
features and runtime controls. Task profiling, frame-duration
histograms, input-latency histograms, and benchmark frame timing
therefore follow separate code paths despite measuring related parts of
the same UI work.
This PR consolidates those systems under the `profiler` Cargo feature.
The `bench` feature now enables `profiler`, aggregate frame and
input-latency histograms remain active whenever profiling is compiled
in, and `set_trace_enabled` controls whether individual task timings and
per-frame draw and presentation records are retained.
The change also introduces a single per-window profiler that owns the
begin and end state for input dispatch, drawing, and presentation, and
routes window action-handler timing through the existing aggregate
action tracker. Draw and presentation records reuse the same timestamps
and computed intervals as the aggregate histograms, avoiding duplicate
clock reads. Benchmark trace scopes are reference-counted so overlapping
measurements cannot disable tracing while another measurement still
needs it.
This does not change hang detection directly. It establishes the common
profiling foundation needed to correlate slow or delayed frames with
actions and foreground or background tasks. Better attribution should
make it easier to find and prevent responsiveness regressions.
Release Notes:
- N/A
---------
Co-authored-by: zed-zippy[bot] <234243425+zed-zippy[bot]@users.noreply.github.com>
Dropped entities are released only inside an update's effect flush, and
releases cascade: one flush drops the entities whose handles are gone,
their drops release further handles and can queue foreground work, and a
later flush collects those. `BenchAppContext` callers that only pump the
executor between iterations therefore saw torn-down state linger in the
entity map until some woken task happened to run an update — in a
downstream benchmark this looked like a per-iteration leak of the whole
app graph (~35 MB per iteration), releasing on an apparently timer-bound
schedule.
This adds `BenchAppContext::settle`, which alternates draining queued
work with GPUI update cycles until the dispatcher reports idle,
mirroring the update cadence production gets for free from frames and
input events. `bench_batched_task` now settles before each iteration's
setup (outside the timed interval), so the previous iteration's state is
fully released and cannot accumulate across a measurement. A new
`ThreadedDispatcher::is_idle` predicate backs the loop's termination and
is covered by a unit test.
Release Notes:
- N/A
## Context
Add support for binary SVG data in the `Svg` component in the `gpui`
crate. The component now accepts raw SVG bytes via a new `.data()`
method, in addition to the existing `.path()` and `.external_path()`
methods.
**Example usage:**
```rust
svg().data(svg_bytes).color(colors::WHITE)
```
This solves the problem of unnecessary asset bundling and enables Rust's
dead code elimination to optimize binary size.
**Related issue:** Closes#52315
## How to Review
- Review `crates/gpui/src/elements/svg.rs` - the changes are localized
to this file
- Focus on: API design, caching strategy (hash-based virtual path),
priority ordering in paint()
- Verify the implementation properly integrates with existing
`SvgRenderer` and `Window::paint_svg`
## Self-Review Checklist
- [x] I've reviewed my own diff for quality, security, and reliability
- [x] Unsafe blocks (none in this change)
- [x] The content is consistent with the UI/UX checklist (trivial UI
change)
- [x] Tests cover the new/changed behavior (manual testing may be needed
for SVG rendering)
- [x] Performance impact has been considered (hash calculation is
minimal; caching prevents redundant work)
## Technical Details
The implementation:
- Adds `data: Option<Arc<[u8]>>` and `data_path: Option<SharedString>`
fields to `Svg`
- Adds `pub fn data(mut self, data: &[u8]>) -> Self` builder method
- Generates deterministic virtual path from SHA256-like hash:
`__binary_svg__{hash}`
- `paint()` checks sources in priority order: binary data >
external_path > path
- Uses existing `Window::paint_svg(..., data: Some(&bytes))` path
This is a minimal, non-breaking change that leverages existing
infrastructure.
Release Notes:
- Added `.data()` method to `Svg` element to accept raw SVG bytes
Co-authored-by: Lukas Wirth <lukas@zed.dev>
Co-authored-by: Kirill Bulatov <kirill@zed.dev>
GPUI's input-latency histograms only sample frames that were preceded by
input, so a window that janks while animating or while streaming content
(agent panel output, terminal scrollback) never shows up in the fleet's
latency reports. Hang detection catches outright stalls, but frames that
are merely late — stutters in the 30–100ms range during animation —
currently aren't visible anywhere.
This adds a `frame-duration-histogram` feature to GPUI with a per-window
tracker recording two histograms: the duration of every `Window::draw`,
and the interval between consecutively presented frames while the window
is animating (a next-frame callback was already scheduled at the
previous present, so frames are being produced back-to-back and a
stretched interval means frames were missed). Intervals are only
recorded for active windows, since inactive windows are deliberately
throttled to a lower frame rate, and re-presents of unchanged frames
(e.g. sustaining the display's refresh rate during high-rate input) are
excluded. Zed enables the feature and reports both histograms every five
minutes as a "Frame Duration Report" telemetry event alongside the
existing "Latency Report", bucketed at roughly the 120Hz/60Hz/30Hz frame
budgets so dropped-frame rates can be aggregated across the fleet.
Release Notes:
- Added frame rendering performance to the diagnostics Zed collects when
telemetry is enabled, to help find and fix stutters and dropped frames.
# Objective
The `gpui::img` element always overrides the `aspect_ratio` field, so if
you have an image element that applies its own `.aspect_ratio()` it just
gets wiped out.
## Solution
Only apply the aspect ratio default if one is not already set.
## Testing
It's a very minor change but I did add a small test to ensure it
actually gets overridden.
## 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
This came from an issue where vertical images inside an element (square
in this case, as you'd see in an image gallery) do not behave correctly
with `object_fit` values of `ObjectFit::Contain` or
`ObjectFit::ScaleDown`.
This was simply because despite the image element having a fixed square
size (`img().size(px(200.))`), the aspect ratio would be forced to the
ratio of the image itself, so vertical images weren't being properly
fitted into their containers.
Minimal repro for that issue:
https://github.com/zaknesler/gpui-object-fit
So with this change, you can set `.aspect_square()` and the object fit
will behave as you'd expect:
<img width="1237" height="986" alt="image"
src="https://github.com/user-attachments/assets/5b1045a8-bd71-4b77-8bbd-c3b12112bcb0"
/>
---
Release Notes:
- gpui: Fix image element's aspect ratio overriding existing value
GPUI's declarative hover styles are recomputed from the current frame's
hit test, but `on_hover` listeners previously updated only in response
to mouse movement or the pointer leaving the window. When layout moved a
different element beneath a stationary pointer, the new element looked
hovered without receiving its hover-start callback.
This change reconciles each hover listener against the current hit test
during painting and defers transitions until after the paint cycle, when
application callbacks can safely update state. Reconciliation pauses
while a mouse press is pending so hover-only controls remain mounted
between mouse-down and mouse-up.
The regression coverage moves an element beneath and away from a
stationary pointer and verifies both transitions. It also verifies that
repainting during a stationary mouse press does not generate a spurious
hover exit.
Testing:
- `cargo test -p gpui --lib`
- `cargo fmt --check -p gpui`
- `cargo check -p delta --bin delta` with Delta temporarily patched to
the local GPUI checkout
Release Notes:
- Fixed hover interactions not updating when interface elements move
beneath a stationary pointer.
Spinners rendered near each other (like a sidebar full of running
threads) each start rotating from the moment their element first
renders, so they spin out of phase and the group looks jittery.
This adds `Animation::repeat_synced()`, which derives the phase from a
clock shared by the whole app instead of the element's mount time, and
switches `with_rotate_animation` over to it, so every spinner with the
same period now renders the same frame at the same time. The epoch is
read off the scheduler clock at app creation, so the phase stays
deterministic under the test scheduler.
Release Notes:
- Improved loading spinners to rotate in phase with one another
Currently, GPUI on web calls `requestAnimationFrame` every frame, which
causes it to do meaningful GPU work every frame, even if it was
identical.
This PR makes GPUI only call `requestAnimationFrame` when it has new
content to display.
---
Release Notes:
- N/A or Added/Fixed/Improved ...
# Objective
- Fixes#61925.
- GPUI already carries AccessKit author IDs through its platform
adapters, but applications cannot set one on an ordinary element.
## Solution
- Add `accessibility_id(...)` beside the other semantic builders.
- Store the value separately from GPUI's element ID and write it to
`Node::set_author_id`.
- Document that applications should keep the value stable and unique
within the accessibility tree.
- Document the platform mapping accurately: UIA `AutomationId` on
Windows, `AXIdentifier` on macOS, and AT-SPI `AccessibleId` on Linux
stacks whose deployed adapter exposes it.
## Testing
Exact candidate `d099c529`:
- `cargo fmt --all -- --check`
- `git diff --check`
- `cargo test -p gpui test_accessibility_id_builder_writes_author_id
--offline`: 1 passed, 218 filtered out
The test exercises the public builder and verifies that the author ID
reaches the AccessKit node. Validation is unit-level; this branch has
not run live platform UIA, AX, or AT-SPI end-to-end tests.
## Self-Review Checklist:
- [ ] I've reviewed my own diff for quality, security, and reliability
- [x] Unsafe blocks (if any) have justifying comments ; no unsafe block
added
- [x] The content adheres to Zed's UI standards ; no visual change
- [x] Tests cover the new/changed behavior
- [x] Performance impact has been considered and is acceptable
Release Notes:
- N/A
---------
Co-authored-by: Friday <260232009+buildfriday@users.noreply.github.com>
The renderer benchmarks drain the main queue to quiescence before each
measured frame, so a task that yields and re-queues itself (an idle
sweep, a poller) runs to completion inside a single measured frame — or
keeps the benchmark spinning forever. Real platforms don't work that
way: macOS's main-queue drain only runs the items present when the drain
starts, Linux runs one runnable per calloop idle callback, and Windows
drains under a 10ms budget before servicing paint messages — frames
always get a chance to preempt. So `run_ready_main_tasks` now only runs
the tasks that were queued when servicing began, letting self-re-queuing
work advance one batch per frame like it would under a real run loop,
and `BenchAppContext` grows a `run_until` (wrapping the dispatcher
primitive task benchmarks already use) so setup code can pump the app
until a condition holds without settling to idle first.
Release Notes:
- N/A