Files
zed/crates/gpui
0dea8c63d9 editor: Render point diagnostics without glyphs (#63933)
Closes #63084.

Zed already normalizes most empty and line-terminator-only diagnostic
ranges onto an adjacent character. A diagnostic can still remain a true
point when its position has no glyph, such as column zero of an empty
line or an empty file. The shaped-text path has no `TextRun` at that
position, so the diagnostic appears in diagnostic UI but has no editor
squiggle.

Render only diagnostics that remain zero-width after ingress as a one-em
wavy underline at their `DisplayPoint`. This keeps the stored LSP range
unchanged, uses the existing diagnostic underline policy and font
metrics, and also paints the decoration in a pinned sticky-header copy
when an anchored point survives an edit.

## Evidence

### Empty Go file with gopls

Before:

<img width="471" height="430" alt="Empty Go file before the fix:
diagnostic message without a squiggle"
src="https://github.com/user-attachments/assets/a7f29dd3-a16c-43ea-a53f-d0264efb4ce0"
/>

After:

<img width="471" height="430" alt="Empty Go file after the fix:
diagnostic message with a point squiggle"
src="https://github.com/user-attachments/assets/0546970a-e24e-4e15-a764-d548291eb623"
/>

`gopls` reports `expected ';', found 'EOF'` at `(0,0)..(0,0)` for the
empty file. The diagnostic message is present in both builds; only the
patched build paints the point squiggle.

Sticky-header behavior was also verified with a deterministic stdio LSP.
Before/after recordings are included in the review response below.

## Validation

- `cargo test -p editor point_diagnostic`
- `cargo test -p editor test_point_diagnostic_stays_in_edited_excerpt`
- `cargo test -p editor
test_point_diagnostics_follow_expanded_deletions`
- `cargo test -p project test_empty_diagnostic_ranges`
- `cargo test -p project test_diagnostic_range_spanning_line_terminator`
- `cargo fmt --all -- --check`
- `CCACHE_TEMPDIR=/tmp/zed-ccache-tmp ./script/clippy -p editor -p gpui
-p multi_buffer -p project`
- `git diff --check`
- Manual before/after verification with gopls on an empty Go file
- Manual before/after verification of a retained point diagnostic in a
sticky header
- Manual Fedora verification of physical overlap handling with
`.ZedMono` and proportional Jomolhari text

Regression coverage also includes retained point diagnostics across
edited excerpt boundaries and expanded deleted diff hunks at the
beginning, middle, and EOF, including an empty live buffer, plus
painted-span severity arbitration for point-vs-range and point-vs-point
overlaps.

Release Notes:

- Fixed missing editor underlines for language server diagnostics at
positions without underlying text.
- [GPUI] N/A

---------

Co-authored-by: Kirill Bulatov <kirill@zed.dev>
Co-authored-by: Kirill Bulatov <mail4score@gmail.com>
2026-09-16 16:04:28 +00:00
..
2026-02-26 18:36:50 +01:00

Welcome to GPUI!

GPUI is a hybrid immediate and retained mode, GPU accelerated, UI framework for Rust, designed to support a wide variety of applications.

Getting Started

GPUI is still in active development as we work on the Zed code editor, and is still pre-1.0. There will often be breaking changes between versions. You'll also need to use the latest version of stable Rust. Add gpui, and optionally gpui_platform, to your Cargo.toml:

gpui = { version = "*" }
gpui_platform = { version = "*", features = ["font-kit", "wayland", "x11"] }

Everything in a standalone GPUI app starts with an Application. You can create one with gpui_platform::application(), which picks the windowing and text backends for the host OS, and kick off your application by passing a callback to Application::run(). Inside this callback, you can create a new window with App::open_window() and register your first root view.

use gpui::*;

fn main() {
    gpui_platform::application().run(|cx: &mut App| {
        // ..
    });
}

gpui_platform

The features on gpui_platform are platform-specific, so the list above is a safe cross-platform default. If you build for a single platform, you can trim it:

  • macOS — Rendering uses Metal and is always available, but glyph rasterization needs font-kit. Without it, GPUI falls back to a placeholder text system that lays text out but renders no glyphs.

    gpui_platform = { version = "*", features = ["font-kit"] }
    
  • Linux / FreeBSD — enable at least one windowing backend for desktop windows: wayland, x11, or both. These features also compile the renderer and text system, so no separate text feature is needed.

    gpui_platform = { version = "*", features = ["wayland", "x11"] }
    
  • Windows — no features are required. Windowing uses Win32 and text uses DirectWrite. font-kit has no effect here.

Additional Topics

Dependencies

GPUI has various system dependencies that it needs in order to work.

macOS

On macOS, GPUI uses Metal for rendering. In order to use Metal, you need to do the following:

  • Install Xcode from the macOS App Store, or from the Apple Developer website. Note this requires a developer account.

Ensure you launch Xcode after installing, and install the macOS components, which is the default option.

  • Install Xcode command line tools

    xcode-select --install
    
  • Ensure that the Xcode command line tools are using your newly installed copy of Xcode:

    sudo xcode-select --switch /Applications/Xcode.app/Contents/Developer
    

The Big Picture

GPUI offers three different registers depending on your needs:

  • State management and communication with Entity's. Whenever you need to store application state that communicates between different parts of your application, you'll want to use GPUI's entities. Entities are owned by GPUI and are only accessible through an owned smart pointer similar to an Rc. See the app::context module for more information.

  • High level, declarative UI with views. All UI in GPUI starts with a view. A view is simply an Entity that can be rendered, by implementing the Render trait. At the start of each frame, GPUI will call this render method on the root view of a given window. Views build a tree of elements, lay them out and style them with a tailwind-style API, and then give them to GPUI to turn into pixels. See the div element for an all purpose swiss-army knife of rendering.

  • Low level, imperative UI with Elements. Elements are the building blocks of UI in GPUI, and they provide a nice wrapper around an imperative API that provides as much flexibility and control as you need. Elements have total control over how they and their child elements are rendered and can be used for making efficient views into large lists, implement custom layouting for a code editor, and anything else you can think of. See the element module for more information.

Each of these registers has one or more corresponding contexts that can be accessed from all GPUI services. This context is your main interface to GPUI, and is used extensively throughout the framework.

Other Resources

In addition to the systems above, GPUI provides a range of smaller services that are useful for building complex applications:

  • Actions are user-defined structs that are used for converting keystrokes into logical operations in your UI. Use this for implementing keyboard shortcuts, such as cmd-q. See the action module for more information.

  • Platform services, such as quit the app or open a URL are available as methods on the app::App.

  • An async executor that is integrated with the platform's event loop. See the executor module for more information.,

  • The [gpui::test] macro provides a convenient way to write tests for your GPUI applications. Tests also have their own kind of context, a TestAppContext which provides ways of simulating common platform input. See app::test_context and test modules for more details.

Currently, the best way to learn about these APIs is to read the Zed source code or drop a question in the Zed Discord. We're working on improving the documentation, creating more examples, and will be publishing more guides to GPUI on our blog.