Sometimes Cocoa calls app delegate methods (notably the display link)
while we're calling Cocoa methods. This causes a deadlock unless we
are careful to run cocao methods while we're not holding our internal
locks
Since our last measurements, startup time in Zed had regressed quite
significantly. This was due to several issues:
- We were loading IBMPlex, which we're not really using in the UI.
- Images were being parsed in the foreground, thus blocking the main
thread
- Language models (for semantic index and assistant) were being loaded
in the foreground, thus blocking the main thread
- Interaction with the keychain was blocking the main thread
In addition to these, with this pull request we will now deserialize the
items for a pane in parallel, as opposed to doing so sequentially.
All combined, when running the zed binary directly this brings startup
time from ~350ms to ~210ms on my machine.
Release Notes:
- Improved startup time.
We recently doubled the size of the `ELEMENT_ARENA` after someone ran
into a panic due to the arena running out of space.
This adds some logging so that we can hopefully develop a better
understanding of when the element area's allocation is elevated.
Release Notes:
- N/A
This fixes the performance problem we saw in
https://github.com/zed-industries/community/issues/2405.
In a trace we could see that if a font is missing we'd constantly look
it up and never cache that it's missing.
This changes that and does cache the font-is-missing result.
Drawback is that one would need to restart Zed after installing a
missing font that was configured in settings. That seems acceptable for
now, though.
Release Notes:
- Improved rendering performance when configured fonts are missing on
the system.
We recently doubled the size of the `ELEMENT_ARENA` after someone ran
into a panic due to the arena running out of space.
This adds some logging so that we can hopefully develop a better
understanding of when the element area's allocation is elevated.
Co-authored-by: Antonio <antonio@zed.dev>
This fixes the performance problem we saw in https://github.com/zed-industries/community/issues/2405.
In a trace we could see that if a font is missing we'd constantly look
it up and never cache that it's missing.
This changes that and does cache the font-is-missing result.
Drawback is that one would need to restart Zed after installing a
missing font that was configured in settings. That seems acceptable for
now, though.
Co-authored-by: Antonio <antonio@zed.dev>
This fixes a panic we just saw on nightly. It's the first time we
see this panic, so I think it's pretty safe to assume having twice as
much capacity will fix it.
This PR does some cleanup of the `gpui` docs, making sure we're linking
things appropriately and following good Rust documentation style.
Release Notes:
- N/A
This isn't my favorite idea of a fix, but it does work for now, and it
seems likely the terminal will need to configure other aspects of action
dispatch in the future.
In the future we should explore making it possible to do this via the
keymap, either by making disabling bindings more robust; or by having a
way to indicate immediate mode per binding.
Release Notes:
- Fixed a bug where cmd-k in terminal took 1s
This isn't my favorite idea of a fix, but it does work for now, and it
seems likely the terminal will need to configure other aspects of action
dispatch in the future.
In the future we should explore making it possible to do this via the
keymap, either by making disabling bindings more robust; or by having a
way to indicate immediate mode per binding.
This optimizes rendering time by saving computation of the layer_id and
comparison when inserting it into the `BTreeMaps`.
Co-authored-by: Antonio <antonio@zed.dev>
I was unable to run the collab tests locally because I would run out of
file descriptors.
From some digging it turned out that tokio allocates a new file
descriptor to do work on the CurrentThread using KQUEUE.
We create a new tokio Runtime with each database connection, and these
database connections were being retained by the Client, which is
retained by the Context.
Cleaning up our leaked contexts (and an unrelated retain cycle in the
UserStore) fixes the problem (though does make me
wonder if a different approach might be preferrable).
Release Notes:
- N/A
I was unable to run the collab tests locally because I would run out of
file descriptors.
From some digging it turned out that tokio allocates a new file
descriptor to do work on the CurrentThread using KQUEUE.
We create a new tokio Runtime with each database connection, and these
database connections were being retained by the Client, which is
retained by the Context.
Cleaning up our leaked contexts fixes the problem (though does make me
wonder if a different approach might be preferrable).
- it seems like layer.drawable_size() is 0,0 in metal_renderer.rs:189
- we set this in two places:
- in response to a CALayerDelegate setFrameSize: event
- in response to a CALayerDelegate viewDidChangeBackingProperties:
event.
- it looks like if we don't set it in either of these cases we get a
different failure mode: the view is zoomed just wrong.
- That said, I can reproduce the screenshot if .scale_factor() returns
0.
- This might happen if [nativeWindow screen] is nil, which happens when
the window is off screen.
- possible that zed started with offscreen window?
- I would expect that viewDidChangeBackingProperties would fire when
that changed.
- potential fix: default to 2.0
Release Notes:
- Fixed Zed occasionally rendering blank on laungh
([#2422](https://github.com/zed-industries/community/issues/2422)).
Add support for mapping `jk` to escape in vim mode.
This changes the behaviour of the keymatches when there are pending
matches.
Before: Even if there was a pending match, any complete matches would be
triggered and the pending state lost.
After: If there is a pending match, any complete matches are delayed by
1s, or until more keys are typed.
Release Notes:
- Added support for mapping `jk` in vim mode
([#2378](https://github.com/zed-industries/community/issues/2378)),
([#176](https://github.com/zed-industries/community/issues/176))
Before this change if you had a matching binding and a pending key,
the matching binding happened unconditionally.
Now we will wait a second before triggering that binding to give you
time to complete the action.
This matches Neovim behaviour by setting the mode to `Normal` when using
search while in visual mode.
Release Notes:
- Fixed Vim mode not switching to normal mode from visual mode when
using search (`/`) while in visual mode.
CGDisplayBounds returns data in "global display coordinates" (which are
the same as Zed's coordinates), different from the NS APIs which use
"screen coordinates" (which have the Y axis inverted)
Also remove some transmutes while we're at it
Fix a panic caused by toggleFullScreen on one window untoggling
full-screen on
another.
I managed to reproduce this only once, which makes me sad, but this
change
should fix it regardless.
https://zed-industries.slack.com/archives/C04S6T1T7TQ/p1705631681238979
Release Notes:
- Fixed an occasional panic when opening a new fullscreen window.
This PR updates the tenses used by the summary line of doc comments to
match the [Rust API documentation
conventions](https://rust-lang.github.io/rfcs/1574-more-api-documentation-conventions.html#summary-sentence).
Specifically:
> The summary line should be written in third person singular present
indicative form. Basically, this means write ‘Returns’ instead of
‘Return’.
I'm sure there are plenty occurrences that I missed.
Release Notes:
- N/A
This PR enables cursors for remote participants.
They are shown for 2 seconds when you focus a buffer, and then on hover.
Release Notes:
- Added usernames next to remote cursors
This PR renames the `overflow_hidden_x` and `overflow_hidden_y` methods
to `overflow_x_hidden` and `overflow_y_hidden`, respectively.
This provides consistency with our `overflow_x_scroll` /
`overflow_y_scroll` methods, as well as better matches Tailwind's
naming.
Release Notes:
- N/A
I'm not yet sure whether this is 100% correct, but it seems to alleviate
the following issue:
`When opening a dock, the panel doesn't appear right away. An empty dock
is briefly visible.`
Release Notes:
- Fixed panel layout being incorrect for a brief time after opening
(fixes https://github.com/zed-industries/community/issues/2415)
Also, some fun test helpers
Co-Authored-By: Mikayla <mikayla@zed.dev>
You can now use .debug_selector() to make it possible for tests to find
a given element,
and .debug_bounds() to find the coordinates of where it was painted.
Release Notes:
- (Added|Fixed|Improved) ...
([#<public_issue_number_if_exists>](https://github.com/zed-industries/community/issues/<public_issue_number_if_exists>)).
Adding the typos crate to our CI will take some doing, as we have
several tests which rely on typos in various ways (e.g. checking state
as the user types), but I thought I'd take a first stab at fixing what
it finds.
Release Notes:
- N/A
When the `List` element's state is `ListState::reset()`, it eagerly
trashes it's cached element heights in anticipation of a prompt render.
But, due to the recent `display_layer` changes, that re-render is not
always forthcoming. This is a problem for `ListState::scroll()`, which
depends on these cached elements to correctly calculate the new logical
scroll offset.
Solutions we attempted:
- Cache the element heights and continue the scroll calculation
- This was conceptually incorrect, reset should only be called when the
underlying data has been changed, making any calculation with the old
results meaningless.
- Lazily re-compute the element heights in scroll
- Beyond being a non-trivial refactor, this would probably also cause us
to double-render the list in a single frame, which is bad.
- Cache the scroll offset and only calculate it in paint
- This solution felt awkward to implement and meant we can't supply
synchronous list scroll events.
- Delay resetting until paint
- This means that all of the other APIs that `ListState` supplies would
give temporarily incorrect results, worsening the problem
Given these issues, we settled on the solution with the least
compromises: drop scroll events if the state has been `reset()` between
`paint()` and `scroll()`. This shifts the responsibility for the problem
out of the List element and into consumers of `List`, if you want
perfectly smooth scrolling then you need to use `reset()` judiciously
and prefer `splice()`.
That said, I tested this by aggressively scrolling the Collab panel, and
it seems to work as well as it did before.
This PR also includes some initial testing infrastructure for working
with input from the platform and rendered elements.
Release Notes:
- N/A
Before this change we wouldn't submit all possible primitives of the
same kind that are less-than the max order.
Result was that we would submit, say, 10 paths each in a separate batch
instead of actually batching them.
This was overly strict because even if the order of two different
primitives was the same, we could have still batched the 1st primitive
kind, if its implicit ordering was less than 2nd kind.
Example: say we have the following primitives and these orders
5x paths, order 3
2x sprites, order 3
Previously, we would submit 1 path, 1 path, 1 path, 1 path, 1 path, then
the sprites.
With this changes, we batch the 5 paths into one batch.
Co-authored-by: Antonio <antonio@zed.dev>
Previously, we were using `size_of` but passing the wrong type in
(MonochromeSprite instead of PathSprite). This caused us to read outside
of the `sprites` smallvec and triggered the segfault.
We're occasionally seeing a crash in MetalRenderer::draw.
Looking at the backtrace, it seems almost certainly to be happening in
the call to `ptr::copy_nonoverlapping` on line 604 (see `#Don't Panic!`
channel notes)
As we already have added bounds checking to the destination, it seems
most
likely (however improbable) that somehow we're getting an invalid Ptr
and
length from the SmallVec.
To try and make progress on this, let's try a Vec for a bit lest there
is a subtle issue in SmallVec (though I couldn't spot one).
Release Notes:
- (maybe) Fixes SEGFAULT in MetalRenderer::draw
According to Chromium source, `NSScreen::screens` should always get us
one display.
We made this change because we ran into panics caused by the previous
`unwrap()` when `CGGetActiveDisplayList` might return an empty list.
Previously we called CGGetActiveDisplayList twice: once to get the
number of displays and then to get the displays.
We saw a panic due to no displays being returned here. As a first
attempt to fix the panic, we're reducing the amount of calls to
CGGetActiveDisplayList and just do one with the trade-off being that we
pre-allocate 32 pointers in a Vec.
Now that views are cached, we need to explicitly `.notify()` text
editors when the buffer font size changes.
* [x] Notify editors when settings change, or adjusting buffer font size
* [x] Figure out why non-focused editors still do not re-render when
adjusting buffer font size
* [x] Reset buffer font size adjustment when the size is updated in the
user's settings
- Update chat panel with current channel
- Open chat panel for guests
- Open chat when joining a channel with guests
- Some tweaks for chat panels
- Don't lose focus on default panel state
- Make chat prettier (to my eyes at least)
- Fix multiple mentions in one message
- Show a border when scrolled in chat
- Fix re-docking chat panel
- Move settings subscription to dock
[[PR Description]]
Release Notes:
- Opens chat by default when joining a public channel
- Improves chat panel UI
Ensure we `panic()` instead of crash on graphics memory buffer overflow
Also bump the buffer size to 32Mb from 8Mb to make this rarer (but still
possible)
Release Notes: Fixes some crahes due to lack of graphics buffer spacae
During layout of EditorElement we use 'm' character from current font to calculate sizes, panicking with fonts that do not have that character (e.g. Arabic fonts). It's not really EditorElement's fault, as it assumes that the font it's dealing with is gonna have that character available.
To prevent a crash, I added validation while loading a family that a given font contains the glyphs we're gonna use down the line.
An old fix was ported over from gpui1, and the two fixes could not exist
side-by-side. Delete this code and let the keymap handle it
Release Notes:
- (Added|Fixed|Improved) ...
([#<public_issue_number_if_exists>](https://github.com/zed-industries/community/issues/<public_issue_number_if_exists>)).
Editors WrapMap could become desynchronised if user had an invalid font
specified in their config. Compared to Zed1, WrapMap ignored the
resolution failure instead of panicking. Now, if there's an invalid font
in the user config, we just fall back to an arbitrary default.
Release Notes:
- Fixed the editor panic in presence of invalid font name in the config
(fixes https://github.com/zed-industries/community/issues/2397)
---------
Co-authored-by: Conrad <conrad@zed.dev>
Co-authored-by: Conrad Irwin <conrad.irwin@gmail.com>
Also:
- Rename cx.on_blur to cx.on_focus_lost
- Fix a bug where notify calls in focus handlers were ignored
- Fix a bug where vim would get stuck in the wrong mode when switching
windows
Release Notes:
- (preview only) vim: fix switching between multiple windows
Also:
- Rename cx.on_blur to cx.on_focus_lost
- Fix a bug where notify calls in focus handlers were ignored
- Fix a bug where vim would get stuck in the wrong mode when switching
windows
This commit mostly fixes invalid URLs in docstrings. It also
encapsulates crates we reexport (serde stuff + linkme) into a public
module named "private" in order to reduce the API surfaced through docs.
Moreover, I fixed up a bunch of crates that were pulling serde_json in
through gpui explicitly instead of using Cargo manifest.
Release Notes:
- N/A
I essentially went through the publicly exported items and marked these
that are e.g. leaky reexports as pub(crate). I expect that'd be done on
Tuesday anyways.
Release Notes:
- N/A
* Fix an incorrect use of `Any::type_id` that prevented the disabling of
key bindings
* Restructured the representation of disabled key bindings so that they
handle context predicates correctly. Previously, to disable key binding,
you needed to supply the exact same context predicate (e.g. `Editor &&
mode == "full"`) as the binding that you are trying to disable. Now, the
context predicates of disabled key bindings are evaluated just like any
other context predicate (with the current context) to see if they apply.
Release Notes:
- Fixed an issue where disabling key bindings didn't work. To disable a
key binding, set it to `null` in your keymap.
This removes one of the path dependencies in gpui that's only really
needed by `workspace` (which can work around lack of these
implementations by itself). In theory it should also improve build
scheduling (as gpui doesn't have to wait for main dependency of sqlez -
libsqlite3 - to finish it's 25 seconds-long build in release), though in
practice I didn't notice a substantial improvement.
Moreover `sqlez` was unused by `settings` too, so that's removed
as well.
Release Notes:
- N/A
Adding guest roles led us down a rabbit hole where we'd have liked to
rely on a
side-effect of activating a window in tests; but the test window didn't
implement that.
Looking into that, I realized our TestWindow wasn't doing a great job of
emulating the MacWindow, so this makes the two more similar.
- `base_keymap` setting was not respected, now it is
- without a `~/.config/zed/keymap.json` file, we would fail to load the
*default* keymap
Co-authored-by: Marshall <marshall@zed.dev>
Previously it would both send the keydown *and then* the action, now
it send the action, and then because there was an action, does not send
the keydown
Co-Authored-By: Conrad Irwin <conrad@zed.dev>
This PR updates the font resolution for shaped text to use the new
`resolve_font` method on the text system.
This makes it so we use the fallback font if the desired font cannot be
found rather than rendering nothing.
Release Notes:
- Fixed an issue where nothing would render when the font set in
`ui_font_family` was not found.
This PR adjusts our font resolution code to attempt to use a fallback
font if the specified font cannot be found.
Right now our fallback font stack is `Zed Mono`, followed by `Helvetica`
(in practice we should always be able to resolve `Zed Mono` since we
bundle it with the app).
In the future we'll want to surface the ability to set the fallback font
stack from GPUI consumers, and potentially even support specifying font
stacks in the user settings (as opposed to a single font family).
Release Notes:
- Fixed a panic when trying to load a font that could not be found.
After implementing it a while ago, our previous interpolation scheme
didn't really make sense to me and was causing borders to be rendered
incorrectly. We don't really draw backgrounds and borders as part of
the same draw call anymore, but it seemed reasonable to have a correct
implementation in the shader anyway.
This commit uses Porter-Duff compositing (i.e., `over`) to produce
a color that is the result of superimposing the border on top of the
background. Then, we linearly interpolate towards the background color
as we slide out of the border and into the background.
**This PR also bumps wasmtime version from 0.38 to 2.0 as 0.38 does not
build with Rust 1.75**. I did not test the plugin runtime as (AFAIK) we
intend to deprecate it; also, wasmtime's most recent version is 16.0, so
it'd make sense to bump the version at some point anyways. I did not
bump the version to 16.0 straight away as that'd require code changes in
`plugin_runtime`.
Release Notes:
- N/A
Release Notes:
- Added documentation display for autocomplete items.
- Fixed autocomplete filtering blocking the Zed UI, causing hitches and
input delays with large completion lists.
- Fixed hover popup link not firing if the mouse moved a slight amount
while clicking.
- Added support for absolute path file links in hover popup and
autocomplete docs.
This PR mainlines the current state of new GPUI2-based UI from the
`gpui2-ui` branch.
Included in this is a performance improvement to make use of the
`TextLayoutCache` when calling `layout` for `Text` elements.
Release Notes:
- N/A
---------
Co-authored-by: Nate Butler <iamnbutler@gmail.com>
Co-authored-by: Antonio Scandurra <me@as-cii.com>
This PR improves the error message when `FontCache.load_family` attempts
to load a font that is not present on the system.
I ran into this while trying to run the `storybook` for the first time.
The error message indicated that a font family was not found, but did
not provide any information as to which font family was being loaded.
### Before
```
Compiling storybook v0.1.0 (/Users/maxdeviant/projects/zed/crates/storybook)
Finished dev [unoptimized + debuginfo] target(s) in 8.52s
Running `/Users/maxdeviant/projects/zed/target/debug/storybook`
thread 'main' panicked at 'called `Result::unwrap()` on an `Err` value: could not find a non-empty font family matching one of the given names', crates/theme/src/theme_settings.rs:132:18
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
libc++abi: terminating due to uncaught foreign exception
fish: Job 1, 'cargo run' terminated by signal SIGABRT (Abort)
```
### After
```
Compiling storybook v0.1.0 (/Users/maxdeviant/projects/zed/crates/storybook)
Finished dev [unoptimized + debuginfo] target(s) in 7.90s
Running `/Users/maxdeviant/projects/zed/target/debug/storybook`
thread 'main' panicked at 'called `Result::unwrap()` on an `Err` value: could not find a non-empty font family matching one of the given names: `Zed Mono`', crates/theme/src/theme_settings.rs:132:18
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
libc++abi: terminating due to uncaught foreign exception
fish: Job 1, 'cargo run' terminated by signal SIGABRT (Abort)
```
Release Notes:
- N/A
This PR puts the `Theme` returned from the `theme` function behind an
`Arc`.
### Motivation
While working on wiring up window focus events for the `TitleBar`
component we ran into issues where `theme` was holding an immutable
borrow to the `ViewContext` for the entirety of the `render` scope,
which prevented having mutable borrows in the same scope.
### Explanation
To avoid this, we can make `theme` return an `Arc<Theme>` to allow for
cheap clones and avoiding the issues with the borrow checker.
Release Notes:
- N/A
Co-authored-by: Piotr Osiewicz <24362066+osiewicz@users.noreply.github.com>