## Problem A Sentry-reported crash on Windows (Intel Iris Xe Graphics, v1.0.1): ``` index out of bounds: the len is 1 but the index is 1 ``` panicking at `DirectXAtlasState::texture` in [`crates/gpui_windows/src/directx_atlas.rs`](https://github.com/zed-industries/zed/blob/main/crates/gpui_windows/src/directx_atlas.rs): ```rust AtlasTextureKind::Subpixel => { &self.subpixel_textures[id.index as usize].as_ref().unwrap() } ``` ## Root cause After a GPU device-lost recovery, GPUI's view cache replays stale `AtlasTile` references from the previous frame's `paint_operations` via `Scene::replay`. 1. **Atlas grows past one texture.** A long enough session pushes `subpixel_textures.textures.len() ≥ 2` (easy on Iris Xe at the default 1024×1024 atlas size). Top-level views in Zed use `cached(...)`, so their `AnyViewState.paint_range` records into `rendered_frame.scene.paint_operations`, referencing both index `0` and index `1`. 2. **Device lost.** `handle_device_lost` clears every `AtlasTextureList` (`textures.len() == 0`) and `tiles_by_key`, then sets `skip_draws = true`. 3. **`WM_GPUI_FORCE_UPDATE_WINDOW` arrives.** `mark_drawable()` flips `skip_draws` back to `false` and `request_frame` runs with `force_render: true`. 4. **The cache hit.** Inside `Window::draw`, `AnyView::prepaint`'s cache check (`!dirty_views.contains(...) && !window.refreshing`) succeeds for every cached view because the recovery doesn't touch invalidator state and `force_render` doesn't propagate into `Window`. `AnyView::paint` calls `window.reuse_paint` → `Scene::replay` → `primitive.clone()`, which (since `SubpixelSprite`/`AtlasTile` are `Copy`) verbatim copies a `Primitive::SubpixelSprite { tile: { texture_id: { index: 1, ... }, ... } }` into `next_frame.scene`. 5. **Atlas regrows to one.** Dirty/uncached parts of the same frame (caret, animations, anything that called `cx.notify`) fall through to `paint_glyph` → `get_or_insert_with` → `push_texture`, growing `subpixel_textures.textures` from `0` to **`1`** with index `0` valid. 6. **Panic.** After `mem::swap`, `rendered_frame.scene` contains a mix of fresh `index = 0` and replayed `index = 1` sprites. `Scene::batches` emits separate batches per `texture_id`; the `index = 1` batch reaches `atlas.get_texture_view` → `subpixel_textures[1]` → panic with `len = 1, index = 1`. The two earlier related fixes do not catch this: - **#52389 / c8f20c78** (`if force_render { mark_drawable }`) protects the 200 ms recovery sleep — pending `WM_PAINT`s carry `force_render = false` and so do not clear `skip_draws`. But `WM_GPUI_FORCE_UPDATE_WINDOW` carries `force_render = true`, so `mark_drawable` runs, then `Window::draw`'s `reuse_paint` still reproduces stale tiles. - The unmerged Windows draft `2e5d890e37` (`force_render_after_recovery`) similarly only forces the forced-render branch — it doesn't bypass the view cache. ## Fix Two parts: **1. Bypass the view cache on a forced draw (cross-platform).** In the platform-agnostic `request_frame` closure in `Window::new`, call `window.refresh()` whenever `RequestFrameOptions::force_render` is `true`. `Window::refresh` is the documented escape hatch for cached views (per the `AnyView::cached` docs: *"The one exception is when [Window::refresh] is called, in which case caching is ignored."*). With `refreshing = true` every `AnyView::prepaint` cache check fails, every cached view fully repaints, and `paint_glyph` allocates fresh tiles for every glyph, so `rendered_frame.scene` ends up free of stale `AtlasTile`s. **2. Add the `force_render_after_recovery` flag on Windows.** Mirror the Linux fix from #52389: a per-window `Cell<bool>` set after `WindowsWindowInner::handle_device_lost` succeeds and consumed at the top of `draw_window`. Together with the GPUI change above, the first frame after recovery (whether a stray `WM_PAINT` during the 200 ms recovery sleep or the explicit `WM_GPUI_FORCE_UPDATE_WINDOW`) is treated as a forced render that both clears `skip_draws` and bypasses the view cache. ## Testing - `script/clippy -p gpui` is clean. - I do not have a Windows toolchain available locally, so I have not cross-compiled `gpui_windows`. Reviewers with Windows access — please smoke-test on a machine where the device-lost path can be exercised (Intel iGPU, suspend/resume, or running a TDR-inducing test on a GPU driver). ## Related - Sentry issue ID 7457971403 (DirectX subpixel atlas crash, Intel Iris Xe). - Builds on / fixes the residual gap in #52389 (`gpui_linux: Force scene rebuild after GPU device recovery"). The GPUI change here also hardens the corresponding Linux path against the same `reuse_paint` mechanism. Release Notes: - Fixed a crash on Windows when the GPU device is lost and recovered during use (typically driver crash, suspend/resume, or display reconfiguration, most commonly on Intel iGPUs)
Zed
Welcome to Zed, a high-performance, multiplayer code editor from the creators of Atom and Tree-sitter.
Installation
On macOS, Linux, and Windows you can download Zed directly or install Zed via your local package manager (macOS/Linux/Windows).
Other platforms are not yet available:
- Web (tracking issue)
Developing Zed
Contributing
See CONTRIBUTING.md for ways you can contribute to Zed.
Also... we're hiring! Check out our jobs page for open roles.
Licensing
License information for third party dependencies must be correctly provided for CI to pass.
We use cargo-about to automatically comply with open source licenses. If CI is failing, check the following:
- Is it showing a
no license specifiederror for a crate you've created? If so, addpublish = falseunder[package]in your crate's Cargo.toml. - Is the error
failed to satisfy license requirementsfor a dependency? If so, first determine what license the project has and whether this system is sufficient to comply with this license's requirements. If you're unsure, ask a lawyer. Once you've verified that this system is acceptable add the license's SPDX identifier to theacceptedarray inscript/licenses/zed-licenses.toml. - Is
cargo-aboutunable to find the license for a dependency? If so, add a clarification field at the end ofscript/licenses/zed-licenses.toml, as specified in the cargo-about book.
Sponsorship
Zed is developed by Zed Industries, Inc., a for-profit company.
If you’d like to financially support the project, you can do so via GitHub Sponsors. Sponsorships go directly to Zed Industries and are used as general company revenue. There are no perks or entitlements associated with sponsorship.