Zed Improved. Aiming to improve upon Zed and make a truly delightful code editor.
https://zed.dev
![]() Closes #25195 In Wayland, To create buffer size (`renderer.update_drawable_size`), we convert logical pixels to device pixels by taking the scale factor into account. Later, we also let the compositor know the logical pixels we want to use for our app (`viewport.set_destination`). Then, the compositor takes our buffer and tries to scale it to fit the viewport size we provided. If this is accurate, we see perfect rendering. If our buffer size is not accurate (off by 1px in this case), the compositor scales our buffer to fit the viewport size. This causes blur. To make sure we set correct buffer size for renderer as same as what compositor is going to use, we needs to use rounding instead of truncate when converting logical pixels to device pixels. It's not super clear from docs, what exact algorithm it uses but it says it uses rounding and seems to fix issue for me if we follow that for our buffer. From https://wayland.app/protocols/fractional-scale-v1: > If a surface has a surface-local size of 100 px by 50 px and wishes to submit buffers with a scale of 1.5, then a buffer of 150px by 75 px should be used and the wp_viewport destination rectangle should be 100 px by 50 px. > > For toplevel surfaces, the size is **rounded halfway away from zero**. The rounding algorithm for subsurface position and size is not defined. Tested on: - [x] Gnome - [x] KDE - [ ] ~Sway~ (Need to investigate this more for Sway) Release Notes: - Fixed blurry rendering on Wayland when using fractional scaling for Gnome and KDE. Co-authored-by: Julia Ryan p1n3appl3@users.noreply.github.com Co-authored-by: Antonio Scandurra me@as-cii.com |
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script | ||
tooling | ||
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Cargo.lock | ||
Cargo.toml | ||
CLAUDE.md | ||
clippy.toml | ||
CODE_OF_CONDUCT.md | ||
compose.yml | ||
CONTRIBUTING.md | ||
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debug.plist | ||
default.nix | ||
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flake.lock | ||
flake.nix | ||
LICENSE-AGPL | ||
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LICENSE-GPL | ||
livekit.yaml | ||
lychee.toml | ||
Procfile | ||
Procfile.postgrest | ||
README.md | ||
renovate.json | ||
rust-toolchain.toml | ||
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Zed
Welcome to Zed, a high-performance, multiplayer code editor from the creators of Atom and Tree-sitter.
Installation
On macOS and Linux you can download Zed directly or install Zed via your local package manager.
Other platforms are not yet available:
- Windows (tracking issue)
- Web (tracking issue)
Developing Zed
- Building Zed for macOS
- Building Zed for Linux
- Building Zed for Windows
- Running Collaboration Locally
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 specified
error for a crate you've created? If so, addpublish = false
under[package]
in your crate's Cargo.toml. - Is the error
failed to satisfy license requirements
for 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 theaccepted
array inscript/licenses/zed-licenses.toml
. - Is
cargo-about
unable 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.