# Objective
GPUI apps currently don't have a cross-platform way to react when the
system wakes from sleep.
## Solution
Add `Application::on_system_wake`, backed by platform hooks for macOS,
Windows, and Linux. The platform listeners are registered lazily once an
app installs a wake callback.
## Testing
- N/A
## 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
## Bug
Before switching macOS appearance:
<img width="154" height="39" alt="before switching OS theme"
src="https://github.com/user-attachments/assets/2444fafe-21a7-47f6-84ac-ec33a61a6523"
/>
After switching macOS appearance:
<img width="167" height="36" alt="after switching OS theme"
src="https://github.com/user-attachments/assets/d4a34555-2964-4e92-8d6a-24da7620fc49"
/>
After focusing the window following the macOS appearance switch:
<img width="151" height="37" alt="after focusing the window after
switching the OS theme"
src="https://github.com/user-attachments/assets/6bc2e996-256d-448d-a11b-fdc2f0e01f58"
/>
## Fix
Reapply GPUI's custom macOS traffic-light button position after AppKit
reports an effective appearance change and after GPUI's appearance
observers have been notified.
## Cause
GPUI stores a custom `traffic_light_position` for windows that use
transparent/custom titlebars. When macOS switches Light/Dark appearance,
AppKit can relayout the standard window buttons, which resets the
traffic lights to AppKit's default vertical position. The next normal
window focus/layout pass moves them back, causing a visible jump.
This change keeps the existing appearance observer callback behavior,
then re-runs `move_traffic_light()` after the callback has completed.
## Validation
- `cargo check -p gpui_macos --release --features runtime_shaders`
- Manually verified with a GPUI window using a transparent titlebar,
custom `traffic_light_position`, and an appearance observer that
refreshes the window.
- Toggled macOS Light/Dark appearance while the window was visible;
traffic lights no longer shifted upward.
Release Notes:
- N/A
This removes gpui's dependency on the `util` crate, which depends on
async process. It now depends on `gpui_util` only, and uses
`std::process::Command` for the two cases where it was previously using
an async `Command`. This lifts the requirement of non-Zed consumers of
gpui to depend on our forked async-process (see #59156).
Release Notes:
- N/A
# Objective
Without the `font-kit` feature, `MacPlatform` silently substitutes
`gpui::NoopTextSystem`, which accepts fonts and resolves font ids but
rasterizes every glyph to an empty bitmap.
I hit this with the `component_preview` example
https://github.com/zed-industries/zed/pull/59241.
## Solution
Log a warning at startup in `MacPlatform::new()` when falling back to
`NoopTextSystem`. Skipped in headless mode, where no text is expected to
render and the fallback is a reasonable configuration.
## Testing
Checked as part of https://github.com/zed-industries/zed/pull/59241
## 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)
## Showcase
It just render as like without any error:
<img width="1312" height="945" alt="cp_pr1_before"
src="https://github.com/user-attachments/assets/f5faf3c0-9523-4c5f-9756-e65cbaf3456f"
/>
---
Release Notes:
- N/A or Added/Fixed/Improved ...
Self-Review Checklist:
- [x] I've reviewed my own diff for quality, security, and reliability
- [x] 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
This is a follow up to https://github.com/zed-industries/zed/pull/58169
and https://github.com/zed-industries/zed/pull/58518 after removing a
bunch of unsafe usage.
Before this, GPUI moved traffic lights by directly changing the native
button frames inside AppKit’s existing titlebar layout and the old
y-coordinate was based on the native titlebar height, so the buttons
moved visually while the titlebar tracking geometry could still be based
on the old layout.
Now the native titlebar container is resized and repositioned to contain
the traffic lights. We capture the original AppKit titlebar/button
frames, resize the titlebar container to fit the requested position,
move the native close/minimize/zoom buttons inside that container and
update AppKit tracking areas. This keeps the visible buttons and
hover/click geometry aligned.
### Before
https://github.com/user-attachments/assets/77dde6cb-3fc8-4166-bc86-22cf2c93e119
### After
https://github.com/user-attachments/assets/da84ade6-ef47-4e53-ae4a-3779315773f9
---------
Co-authored-by: Yara 🏳️⚧️ <git@yara.blue>
This PR fixes an issue where font properties like bolds and italics
would be lost when falling back to a fallback font.
The problem we identified was that when loading the fallback fonts, we
were just loading them by name. This meant that when the original font
had a different font weight (e.g., bold) or style applied to it this
would not cascade to the fallback font.
To reproduce the problem, we used the following text in a Markdown file:
```md
**한글 bold**
```
With the following font configuration in Zed:
```json
"buffer_font_family": "Victor Mono",
"buffer_font_fallbacks": [
"D2Coding"
]
```
The fonts can be obtained from their respective locations:
- [Victor Mono](https://rubjo.github.io/victor-mono/)
- [D2Coding](https://github.com/naver/d2codingfont)
#### Before
<img width="168" height="46" alt="Screenshot 2026-05-14 at 1 15 15 PM"
src="https://github.com/user-attachments/assets/f6883e4b-8f2b-4285-a110-0e18d562c51d"
/>
#### After
<img width="176" height="53" alt="Screenshot 2026-05-14 at 1 16 04 PM"
src="https://github.com/user-attachments/assets/88d67207-6711-473b-8027-e0acfa58c258"
/>
Closes#51460.
Release Notes:
- macOS: Fixed fallback fonts missing weight/style.
---------
Co-authored-by: Mikayla Maki <mikayla.c.maki@gmail.com>
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
Fixes a macOS 27 beta regression where clicks on custom titlebar
controls were delayed by the system double-click interval.
After updating to macOS 27 dev beta, I noticed that our titlebar buttons
had a delay before click events took effect. After some digging, I
discovered that AppKit can treat that titlebar region as system-owned
and delay click delivery while waiting to disambiguate double-clicks. I
noticed that Slack had titlebar buttons that weren't affected by the
double-click disambiguation delay, so I had Claude dig through the
Chromium/Electron codebase to discover what they did differently.
Chromium uses a private AppKit SPI,
`_opaqueRectForWindowMoveWhenInTitlebar`, that allows them to set what
regions should be treated as owned by a view vs. owned by AppKit. My fix
uses the same API and returns the view bounds when
`NSWindowStyleMask::NSFullSizeContentViewWindowMask` is set, which
happens when a GPUI app uses a full-size content view for a custom
titlebar. Otherwise, we return bounds of `NSRect::new(NSPoint::new(0.,
0.), NSSize::new(0., 0.))` so apps using macOS's native titlebar still
work as expected.
### Before
https://github.com/user-attachments/assets/ba9e0d2d-b85c-4d98-bc7d-bea00368d9cf
### After
https://github.com/user-attachments/assets/b78bd7d4-6b43-48d3-a615-2c7a29e32e71
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:
- Fixed clicks on titlebar controls being delayed on the macOS 27 beta.
Partially addresses #54659
`PlatformAtlas::remove` removed the tile from `tiles_by_key` and
decremented the texture's refcount, but never returned the tile's
rectangle to the etagere allocator. Removed tiles' space could only be
reclaimed if the entire texture was dropped, which doesn't happen if
glyph/emoji share the texture. Because we don't have correct glyph/emoji
removal
I added regression tests on all three platforms to prevent this from
occurring as well.
Note: this doesn't fix glyph eviction or the nil-texture panic from
#54659; those are follow ups.
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
Closes #ISSUE
Release Notes:
- gpui: Fix GPUI memory growing unboundedly when images are repeatedly
loaded and released
Fixes#57916.
`append_system_fallbacks` used `.map(...)` for the `CFArrayAppendValue`
side effect, but the iterator was never consumed.
This changes it to a `for` loop so the fallback descriptors are actually
appended.
`set_active_window_cursor_style` only matched `WINDOW_CLASS` (used by
`WindowKind::Normal`). Panel-backed windows
(`Floating`/`Dialog`/`PopUp`) use the sibling `PANEL_CLASS`, so the
check failed for them: a focused panel fell through to `mainWindow`,
applying the cursor to the wrong window and leaving `cursor_pointer()`
with no visible effect.
Add an `is_gpui_window` helper that accepts both classes (both carry
`WINDOW_STATE_IVAR`) and use it to resolve the active window.
### Before
https://github.com/user-attachments/assets/f1bf820e-7af8-44f2-bfcd-d51e60706454
### After
https://github.com/user-attachments/assets/d4fa319d-029d-4516-922e-70ed753fa90a
Self-Review Checklist:
- [x] I've reviewed my own diff for quality, security, and reliability
- [ ] 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
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
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
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.
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>
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>
Fixes ZED-5K1
Release Notes:
- Fixed a panic on windows when a monitor disappears from windows
monitor enumeration
---------
Co-authored-by: John Tur <john-tur@outlook.com>
Self-Review Checklist:
- [ ] 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
- [ ] Performance impact has been considered and is acceptable
Release Notes:
- Added a prompt to move Zed to /Applications on macOS when run from
within the .dmg
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
We were storing a cursor hidden boolean in the window state, but that
state is actually global to the application.
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
Regression introduced in #48029, applying the same workaround here that
we seem to use for `setDocumentEdited`
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:
- (Preview only) Fixed an issue on macOS where the traffic light
position would be wrong when opening the project search
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>
#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>
release `TISInputSource` returned by
`TISCopyCurrentKeyboardLayoutInputSource` in `MacKeyboardLayout::new()`,
and `CFUUIDRef` returned by `CGDisplayCreateUUIDFromDisplayID` in
`MacDisplay::uuid()`. both follow the core foundation create rule and
must be released by the caller.
Release Notes:
- N/A
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>
This PR adds support for rendering **Netpbm** image formats (`.pbm`,
`.ppm`, `.pgm`) within Zed's built-in image viewer.
These formats are particularly useful for projects that want minimal
external dependencies, a common scenario in academic environments and
low-level graphics programming.
Since the underlying `image` crate and `GPUI` already provide support
for these codecs, this change explicitly exposes the `Pnm` variant
within `gpui::ImageFormat` by mapping it to `image::ImageFormat::Pnm`.
## Screenshots/Examples
Below is an example of `.pbm`, `.ppm`, and `.pgm` files being rendered
correctly in the image preview (images taken from
https://filesamples.com):
<img width="1917" height="1012" alt="pnm_example"
src="https://github.com/user-attachments/assets/0056133f-908c-4c91-ba9d-53aef0657b05"
/>
Release Notes:
- Added support for PNM image previews (`.pbm`, `.ppm`, `.pgm`).
This reverts commit 5be9dc1781.
This change breaks dragging directories onto the App icon (or using the
directories listed in the menu on the app icon in the doc)
Release Notes:
- N/A
Closes#47140Closes#44691
When launching Zed from the CLI (`zed .`), macOS delivers the path as a
`kAEGetURL` Apple Event via Launch Services. Zed relied on the
`application:openURLs:` delegate method to receive this, but its timing
relative to `applicationDidFinishLaunching:` is not guaranteed by macOS.
In release builds, the app reaches `didFinishLaunching` before the URL
is delivered, causing it to be missed and a duplicate window to be
opened. This does not reproduce in debug builds due to slower
initialization, which is why the issue was hard to reproduce from
source.
This replaces `application:openURLs:` with a custom `kAEGetURL` Apple
Event handler registered in `applicationWillFinishLaunching:`. Apple
Events are guaranteed to be delivered synchronously between
`willFinishLaunching` and `didFinishLaunching`, ensuring the URL is
always available before startup logic runs.
Release Notes:
- Fixed duplicate window creation when opening files/directories from
the CLI on macOS.
Co-authored-by: Conrad Irwin <conrad.irwin@gmail.com>
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
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
Linear gradients in dark color ranges (5-15% lightness) show visible
banding due to 8-bit quantization — only ~7 distinct values exist in
that range, producing hard steps instead of smooth transitions. This
affects every dark theme in Zed.
## What this does
Adds triangular-distributed dithering after gradient interpolation in
both the Metal and HLSL fragment shaders. The noise breaks up
quantization steps at the sub-pixel level, producing perceptually smooth
gradients.
## How it works
Two hash-based pseudo-random values (seeded from fragment position x
golden ratio) are summed to produce a triangular probability
distribution. This is added to the RGB channels at +/-1/255 amplitude.
- **Triangular PDF** — mean-zero, so no brightness shift across the
gradient
- **+/-1/255 amplitude** — below perceptual threshold, invisible on
bright gradients where 8-bit precision is already sufficient
- **Deterministic per-pixel** — seeded from position, no temporal
flickering
- **Zero-cost** — a couple of `fract`/`sin` per fragment, negligible vs.
the existing gradient math
### Channel-specific amplitudes
| Channel | Amplitude | Rationale |
|---------|-----------|----------------------------------------------------------------------------------------------------|
| RGB | ±2/255 | Breaks dark-on-dark banding where adjacent 8-bit values
are perceptually close |
| Alpha | ±3/255 | Alpha gradients over dark backgrounds need stronger
noise — α × dark color = tiny composited steps |
The higher alpha amplitude is necessary because when a semi-transparent
gradient (e.g., 0.4 → 0.0 alpha) composites over a dark background, the
effective visible difference per quantization step is smaller than the
RGB case. ±3/255 is still well below the perceptual threshold on
bright/opaque elements.
## Scope
Two files changed, purely additive:
| File | Change |
|------|--------|
| `crates/gpui_macos/src/shaders.metal` | 13 lines after `mix()` in
`fill_color()` |
| `crates/gpui_windows/src/shaders.hlsl` | 13 lines after `lerp()` in
`gradient_color()` |
No changes to Rust code, no API changes, no new dependencies.
## Screenshots
<img width="1886" height="1003" alt="gradient_dithering_before"
src="https://github.com/user-attachments/assets/f75ae93b-b142-4d0e-9b61-e08f30fe1758"
/>
_Before_
<img width="1902" height="1052" alt="gradient_dithering_after"
src="https://github.com/user-attachments/assets/7aee9a36-f578-4e08-a846-44d092bcf043"
/>
_After_
## Test plan
This is a shader-level fix; no Rust test harness exists for visual
output. Manual testing is appropriate here. Visual regression tests
cover UI layout, not sub-pixel rendering quality.
**Manual (macOS):**
- [x] Dark gradients (5-13% lightness range) — banding eliminated
- [x] Bright gradients — no visible difference (dither amplitude below
precision threshold)
- [x] Oklab and sRGB color spaces — both paths dithered
- [x] Solid colours, pattern fills, checkerboard — unaffected (dither
only applies to LinearGradient case)
- [x] Alpha gradients (semi-transparent over dark bg) — banding
eliminated with alpha dithering
- [x] Path gradients (paint_path) — same fill_colour() function,
dithering applies
**Windows:** HLSL change is identical logic with HLSL built-ins
(`frac`/`lerp` vs `fract`/`mix`) — not tested locally.
Release Notes:
- Improved linear gradient rendering by adding dithering to eliminate
visible banding in dark color ranges
Liam
- [x] Added a solid test coverage and/or screenshots from doing manual
testing
Manual testing performed successfully on Tahoe 26.2.
- [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:
- Fixed missing right- and middle-mouse button drag on MacOS
Co-authored-by: MrSubidubi <finn@zed.dev>
Previously, the GPUI profiler allocates one CircularBuffer per thread,
and `CircularBuffer<N>` always preallocates space for N entries. As a
result it allocates ~20MB/thread, and on my machine about 33 threads are
created at startup for a total of 600MB used.
In this PR I change it to use a VecDeque that can gradually grow up to
20MB as data is written. At least in my experiments it seems that this
caps overall usage at about 21MB perhaps because only one thread writes
very much usage data.
Since this is fixed overhead for everyone running Zed it seems like a
worthwhile gain.
This also folds duplicated code across platforms into the common gpui
profiler.
Before:
<img width="4804" height="2192" alt="Image"
src="https://github.com/user-attachments/assets/7060ee5b-ef80-49cb-b7be-de33e9a2e7a5"
/>
After:
<img width="5052" height="1858" alt="image"
src="https://github.com/user-attachments/assets/513494df-0974-4604-9796-15a12ef1c134"
/>
I got here from #35780 but I don't think this is tree-size related, it
seems to be fixed overhead.
Release Notes:
- Improved: Significantly less memory used to record internal profiling
information.
---------
Co-authored-by: MrSubidubi <finn@zed.dev>
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
MetalAtlas::remove() used tiles_by_key.get(key) to look up the texture
ID but only called tiles_by_key.remove(key) when the texture became
fully unreferenced. When a tile was removed while other tiles remained
on the same texture, the key stayed in tiles_by_key as a stale entry.
Once subsequent removals deleted the texture, get_or_insert_with could
return the stale tile referencing a now-deleted texture slot, causing an
unwrap panic in MetalAtlasState::texture().
Fix: change .get(key) to .remove(key) unconditionally, matching the WGPU
and DirectX atlas implementations which already do this correctly.
Closes ZED-5KV
Release Notes:
- N/A or Added/Fixed/Improved ...
## Fixes
Closes#28174
Closes #30393Closes#36610Closes#38616
Updates #31819
Updates #21136
## Context
There was an issue where CJK input could not be entered correctly when
certain keys used during IME composition conflicted with custom
keybindings while the CJK IME was enabled.
(In particular, in Vim mode, the `jj` keybinding in INSERT MODE could
not be entered correctly.)
This issue had already been fixed on Windows, but not on macOS (and
judging from the code, it is likely also present on Linux, although this
has not been verified).
In this change, we aligned the behavior with Windows.
Currently, on Windows, when the CJK ( or other ) IME is enabled, IME
input is prioritized.
Following this behavior, we updated macOS to also prioritize IME input.
| Input source | Source type | ASCII-capable | Result | Behavior |
|---|---|---|---|---|
| Japanese Hiragana | `KeyboardInputMode` | `false` | `true` | IME
handles key first |
| Japanese Romaji | `KeyboardInputMode` | `true` | `false` | Keybinding
matching first |
| Korean | `KeyboardInputMode` | `false` | `true` | IME handles key
first |
| Chinese Pinyin | `KeyboardInputMode` | `false` | `true` | IME handles
key first |
| Armenian | `KeyboardLayout` | `false` | `false` | Keybinding matching
first |
| Ukrainian | `KeyboardLayout` | `false` | `false` | Keybinding matching
first |
| English (ABC) | `KeyboardLayout` | `true` | `false` | Keybinding
matching first |
(Since similar approaches are used in tools like Vim and Neovim, we
consider this policy to be appropriate.)
## Videos
### before fix
https://github.com/user-attachments/assets/9b204220-d0de-4819-8dc4-00ba85169ef6
### after fix
https://github.com/user-attachments/assets/045cc808-8d29-42d2-9de5-f903fcb602db
## How to Review
This change modifies the gpui layer rather than Zed itself, so please
verify the behavior at the gpui level, not just within Zed.
## 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:
- Fixed IME composition on macOS in Vim insert mode with multi-stroke keybindings like `jj`
MacWindow methods like activate(), zoom(), toggle_fullscreen(),
resize(), prompt(), and titlebar_double_click() capture the raw
native_window pointer and spawn detached async tasks on the foreground
executor. If the window is closed between the spawn and execution (e.g.
the user clicks the close button), the task sends AppKit messages to a
closed NSWindow, which throws an ObjC exception in
_changeKeyAndMainLimitedOK: and aborts the process.
Add an isVisible check inside each deferred task before sending messages
to the native window. After [NSWindow close], isVisible returns NO, so
the guard prevents the crash. Both the check and the subsequent AppKit
call execute synchronously within the same main-thread task, so there is
no TOCTOU race.
For prompt(), the else branch releases the alert object to avoid leaking
it; the oneshot sender inside the completion block is dropped, which
cancels the channel and propagates as an error to the caller.
Closes ZED-5TN
Release Notes:
- N/A or Added/Fixed/Improved ...
Continue #39876 to add `disabled` state to `MenuItem`.
Make this change for #44047 ready to have disabled state.
1. Add `disabled` state to `MenuItem`.
2. Add some builder methods to `Menu` and `MenuItem`.
3. Improve `set_menus` method to receive a `impl IntoIterator<Item =
Menu>`.
Release Notes:
- N/A
--
<img width="294" height="204" alt="image"
src="https://github.com/user-attachments/assets/688e0db8-6c4e-4f9b-a832-8228db0e95d8"
/>
```bash
cargo run -p gpui --example set_menus
```
Part of #29026
## Summary
https://github.com/user-attachments/assets/35b4f969-1fcf-45f4-88cd-cbc27ad9696e
macOS Finder places file paths on the system pasteboard using
`NSFilenamesPboardType` when files are copied. Previously, the project
panel only supported its own internal clipboard for copy/cut/paste
operations and ignored system clipboard content entirely. This meant
that copying files in Finder and pasting them in Zed's project panel did
nothing.
This PR adds support for reading file paths from the macOS system
pasteboard, enabling a natural workflow where users can copy files in
Finder (or other file managers) and paste them directly into Zed's
project panel.
> **Note:** Pasting files from a system file manager currently only
works on macOS. The project panel changes are cross-platform, but the
clipboard reading of file paths (`ExternalPaths`) is only implemented in
the macOS pasteboard. Windows and Linux would need equivalent changes in
their respective platform clipboard implementations to support this.
Copying/cutting files from the project panel to the system clipboard as
plain text works on all platforms.
### Changes
**`crates/gpui/src/platform/mac/pasteboard.rs`**
- Read `NSFilenamesPboardType` from the system pasteboard and surface
file paths as `ClipboardEntry::ExternalPaths`
- Check for file paths before plain text, since Finder puts both types
on the pasteboard (without this priority, file paths would be returned
as plain text strings)
- Extract the string-reading logic into `read_string_from_pasteboard()`
to allow reuse
**`crates/project_panel/src/project_panel.rs`**
- On paste, check the system clipboard for external file paths and use
the existing `drop_external_files` mechanism to copy them into the
project
- On copy/cut, write the selected entries' absolute paths to the system
clipboard so other apps can consume them
- Update the "Paste" context menu item to also be enabled when the
system clipboard contains file paths, not just when the internal
clipboard has entries
## Test plan
- [ ] Copy one or more files in Finder, paste in the project panel —
files should be copied into the selected directory
- [ ] Copy files within the project panel, paste — existing internal
copy/paste behavior is preserved
- [ ] Cut files within the project panel, paste — existing internal
cut/paste behavior is preserved
- [ ] Copy files in the project panel, paste in Finder or another app —
paths are available as plain text
- [ ] Right-click context menu shows "Paste" enabled when system
clipboard has file paths
- [ ] Right-click context menu shows "Paste" disabled when both internal
and system clipboards are empty
Release Notes:
- Added support for pasting files from Finder (and other file managers)
into the project panel via the system clipboard (macOS only). Copying or
cutting files in the project panel now also writes their paths to the
system clipboard for use in other apps.
---------
Co-authored-by: Smit Barmase <heysmitbarmase@gmail.com>
Closes#50151
Before you mark this PR as ready for review, make sure that you have:
- [ ] Added a solid test coverage and/or screenshots from doing manual
testing
- [x] Done a self-review taking into account security and performance
aspects
- [ ] Aligned any UI changes with the [UI
checklist](https://github.com/zed-industries/zed/blob/main/CONTRIBUTING.md#uiux-checklist)
Release Notes:
- Fixed a deadlock that froze the entire app when opening a new window
from a PopUp window or switching focus between multiple windows on
macOS.
Closes#51297
On non-QWERTY layouts, all Cmd+key events are routed through the macOS
IME because `key_char` is always `None` when Cmd is held. For certain
characters (dead keys like backtick, and non-dead keys like ç), the IME
calls `insertText:` instead of `doCommandBySelector:`, consuming the
event before it reaches GPUI's keybinding system or macOS system
shortcuts.
This adds `!platform` to the IME-path condition in `handle_key_event` so
Cmd+key events bypass the IME (except when composing). GPUI handles them
if a binding matches, otherwise `performKeyEquivalent:` returns `NO` and
macOS handles them.
**This won't fully fix Cmd+backtick window cycling by itself** because
Zed's key_equivalents system maps default keybindings onto the physical
backtick key on various layouts. For example, `cmd-'`
(ToggleSelectedDiffHunks) maps to the backtick key on Spanish, `cmd-=`
(IncreaseBufferFontSize) on Scandinavian layouts, `cmd-"`
(ExpandAllDiffHunks) on German/Portuguese/Swiss, and `cmd-}`
(ActivateNextItem) on Spanish-ISO. These Zed bindings shadow the
backtick key and consume the event before macOS can cycle windows. I'd
appreciate guidance on the preferred approach to resolve these
keybinding conflicts -- IMO, Zed's default shortcuts should not be
interfering with Cmd+backtick for any layout.
Release Notes:
- Fixed Cmd+key shortcuts being consumed by the IME on non-QWERTY
keyboard layouts, preventing Zed keybindings and macOS system shortcuts
from working with special characters.