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