Files
zed/docs/src/development/macos.md
T
Kirill Bulatov 9be65a8dfe Strip local symbols from macOS and Linux release bundles (#63429)
Not sure if this PR is 100% good, since it removes symbols from local
traces, leaving addresses only — but this what Windows seem to do
already, and we have those symbols on Sentry to restore from, which were
needed to normally read Linux perf traces already (see `perf.zip` in
https://github.com/zed-industries/zed/issues/59689#issuecomment-5452720248)

On the upside, uncompressed binaries' are now ~100MB less, which is a
lot — hence decided to open the PR for the review

-------------------

Strips debug info and local symbols from shipped macOS and Linux
binaries, matching what Windows already does with PDBs: `bundle-mac` now
always runs `dsymutil` before a new `strip -x` step, and `bundle-linux`
adds `--discard-all` plus `zed.dbg`/`remote_server.dbg` extraction via
`--only-keep-debug`.

Sentry uploads are unchanged and precede stripping.

The macOS binary UUID and the GNU build id survive stripping, so
user-provided traces stay recoverable without rebuilding at the
reporter's commit: `sample` output resolves via `atos` against the
archived `zed.dwarf`, and `perf.data` via `perf buildid-cache` against
the Sentry-archived binary.

zed binary:
macOS (2026-08-29 nightly): 420478976 -> 316503984 bytes (-24.7%,
-104.0MB)
Linux (v1.17.2 aarch64): 439417448 -> 336967256 bytes (-23.3%, -102.5MB)
Downloads shrink far less, symbols compress ~7:1: the macOS DMG loses
only ~15MB.

Release Notes:

- Improved installed size on macOS and Linux by stripping debug symbols
from release binaries (roughly -25%)
2026-09-02 19:38:12 +00:00

232 lines
7.2 KiB
Markdown

---
title: Building Zed for macOS
description: "Guide to building zed for macos for Zed development."
---
# Building Zed for macOS
## Repository
Clone the [Zed repository](https://github.com/zed-industries/zed).
## Dependencies
- Install [rustup](https://www.rust-lang.org/tools/install)
- Install [Xcode](https://apps.apple.com/us/app/xcode/id497799835?mt=12) from the macOS App Store or from the [Apple Developer](https://developer.apple.com/download/all/) website. The Apple Developer download requires a developer account.
> Launch Xcode after installation and install the macOS components (the default option).
- Install [Xcode command line tools](https://developer.apple.com/xcode/resources/)
```sh
xcode-select --install
```
- Ensure that the Xcode command line tools are using your newly installed copy of Xcode:
```sh
sudo xcode-select --switch /Applications/Xcode.app/Contents/Developer
sudo xcodebuild -license accept
```
- Install `cmake` (required by [a dependency](https://docs.rs/wasmtime-c-api-impl/latest/wasmtime_c_api/))
```sh
brew install cmake
```
## Building Zed from Source
Once you have the dependencies installed, you can build Zed using [Cargo](https://doc.rust-lang.org/cargo/).
For a debug build:
```sh
cargo run
```
For a release build:
```sh
cargo run --release
```
And to run the tests:
```sh
cargo test --workspace
```
## Visual Regression Tests
Zed includes visual regression tests that capture screenshots of real Zed windows and compare them against baseline images. These tests require macOS with Screen Recording permission.
### Prerequisites
You must grant Screen Recording permission to your terminal:
1. Run the visual test runner once - macOS will prompt for permission
2. Or manually: System Settings > Privacy & Security > Screen Recording
3. Enable your terminal app (e.g., Terminal.app, iTerm2, Ghostty)
4. Restart your terminal after granting permission
### Running Visual Tests
```sh
cargo run -p zed --bin zed_visual_test_runner --features visual-tests
```
### Baseline Images
Baseline images are stored in `crates/zed/test_fixtures/visual_tests/` but are
**gitignored** to avoid bloating the repository. You must generate them locally
before running tests.
#### Initial Setup
Before making any UI changes, generate baseline images from a known-good state:
```sh
git checkout origin/main
UPDATE_BASELINE=1 cargo run -p zed --bin zed_visual_test_runner --features visual-tests
git checkout -
```
This creates baselines that reflect the current expected UI.
#### Updating Baselines
When UI changes are intentional, update the baseline images after your changes:
```sh
UPDATE_BASELINE=1 cargo run -p zed --bin zed_visual_test_runner --features visual-tests
```
> **Note:** In the future, baselines may be stored externally. For now, they
> remain local-only to keep the git repository lightweight.
## Sampling released builds
How to get a symbolicated CPU profile from a released (non-dev) Zed instance.
Use this when Zed is using a lot of CPU.
Released macOS binaries are stripped of local symbols, so `sample` and Instruments show raw addresses for most frames.
The debug symbols for every release are archived: `script/bundle-mac` uploads `zed.dwarf` to Sentry before stripping.
### During the incident
- Run `sample Zed 10 -f zed-sample.txt` (adjust the process name for Preview or Nightly).
- Get the exact build: type {#action zed::About} in the command palette and copy the version and commit.
The `zed-sample.txt` file can be sent to Zed together with the exact version.
### Later
This can be done by Zed staff.
- Find the binary UUID in the `Binary Images` section at the bottom of the sample output.
- Download the matching `zed.dwarf` from the Sentry project's Debug Files page by searching for that UUID.
- Resolve the addresses:
`atos -o zed.dwarf -l <load address> <address...>`
Each unresolved frame in the sample output prints its `load address` and absolute address.
To profile a released build on your own machine with full symbols, download the matching `zed.dwarf`, convert it into a `.dSYM` bundle Spotlight can index, and re-run `sample`:
```sh
mkdir -p Zed.dSYM/Contents/Resources/DWARF
cp zed.dwarf Zed.dSYM/Contents/Resources/DWARF/zed
```
Frames then resolve automatically, including file and line information.
## Troubleshooting
### Error compiling metal shaders
```sh
error: failed to run custom build command for gpui v0.1.0 (/Users/path/to/zed)`**
xcrun: error: unable to find utility "metal", not a developer tool or in PATH
```
Try `sudo xcode-select --switch /Applications/Xcode.app/Contents/Developer`
If you're on macOS 26, try `xcodebuild -downloadComponent MetalToolchain`.
If that command fails, run `xcodebuild -runFirstLaunch` and try downloading the toolchain again.
### Cargo errors claiming that a dependency is using unstable features
Try `cargo clean` and `cargo build`.
### Error: 'dispatch/dispatch.h' file not found
If you encounter an error similar to:
```sh
src/platform/mac/dispatch.h:1:10: fatal error: 'dispatch/dispatch.h' file not found
Caused by:
process didn't exit successfully
--- stdout
cargo:rustc-link-lib=framework=System
cargo:rerun-if-changed=src/platform/mac/dispatch.h
cargo:rerun-if-env-changed=TARGET
cargo:rerun-if-env-changed=BINDGEN_EXTRA_CLANG_ARGS_aarch64-apple-darwin
cargo:rerun-if-env-changed=BINDGEN_EXTRA_CLANG_ARGS_aarch64_apple_darwin
cargo:rerun-if-env-changed=BINDGEN_EXTRA_CLANG_ARGS
```
This file is part of Xcode. Make sure the Xcode command line tools are installed and the path is set correctly:
```sh
xcode-select --install
sudo xcode-select --switch /Applications/Xcode.app/Contents/Developer
```
Additionally, set the `BINDGEN_EXTRA_CLANG_ARGS` environment variable:
```sh
export BINDGEN_EXTRA_CLANG_ARGS="--sysroot=$(xcrun --show-sdk-path)"
```
Then clean and rebuild the project:
```sh
cargo clean
cargo run
```
### Tests failing due to `Too many open files (os error 24)`
This error seems to be caused by OS resource constraints. Installing and running tests with `cargo-nextest` should resolve the issue.
- `cargo install cargo-nextest --locked`
- `cargo nextest run --workspace --no-fail-fast`
## Tips & Tricks
### Avoiding continual rebuilds
If Zed continually rebuilds root crates, you may be opening the Zed codebase itself in your development build.
This causes problems because `cargo run` exports a bunch of environment
variables which are picked up by the `rust-analyzer` that runs in the development
build of Zed. These environment variables are in turn passed to `cargo check`, which
invalidates the build cache of some of the crates we depend on.
To avoid this, run the built binary against a different project, for example `cargo run ~/path/to/other/project`.
### Speeding up verification
If you build Zed frequently, macOS may keep verifying new builds, which can add a few seconds to each iteration.
To fix this, you can:
- Run `sudo spctl developer-mode enable-terminal` to enable the Developer Tools panel in System Settings.
- In System Settings, search for "Developer Tools" and add your terminal (e.g. iTerm or Ghostty) to the list under "Allow applications to use developer tools"
- Restart your terminal.
Thanks to the nextest developers for publishing [this](https://nexte.st/docs/installation/macos/#gatekeeper).