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Zed editor switching graphics lib from blade to wgpu

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Re: Zed editor switching graphics lib from blade to wgpu

#81

I hope this can somehow improve the font situation. Even on a 1440p monitor, the fonts in Zed are much blurrier than any other editor I've used. I Can't even use bitmap fonts like VSCode.

From what I see wgpu isn’t using the same font stack as chromium. I think the Rust community would be against those dependencies.

You can just convert bitmap fonts, supporting them doesn’t make sense in 2026.

Re: Zed editor switching graphics lib from blade to wgpu

#82
post #4

Rust GUI is in a tough spot right now with critical dependencies under-staffed and lots of projects half implemented. I think the advent of LLMs has been timed perfectly to set the ecosystem back for a few more years. I wrote about it, and how it affected our development yesterday: https://tritium.legal/blog/desktop

Honestly I think all native GUI is in a tough spot right now. The desktop market has matured so there aren't any large companies willing to put a ton of money into new fully featured GUI libraries. What corporate investment we do see into new technologies (Electron, SwiftUI, React Native) is mainly to allow developers to reuse work from other platforms like web and mobile in order to cut costs on desktop development. Without that corporate investment I don't think we'll ever see any new native GUI libraries become as fully featured as Win32 or Qt Widgets.

Re: Zed editor switching graphics lib from blade to wgpu

#83
post #30

Earlier quoted context omitted.

I'd love to read a writeup of the state of Rust GUI and the ecosystem if you could point me at one.

https://www.boringcactus.com/2025/04/13/2025-survey-of-rust-... I started writing a program that needed to have a table with 1 million rows. This means it needs to be virtualised. Pretty common in GUI libraries. The only Rust GUI library I found that could do this easily was gpui-component ( https://github.com/longbridge/gpui-component ). It also renders text crisply (rules out egui), looks nice with the default styl…

I wouldn't bother watching Makepad. They're in the process of rewriting the entire thing with AI and (it seems to me) destroying any value they has accumulated. And I also suspect Xilem will never be finished.

Beyond egui/Iced/Slint, I'd say the "ones to watch" are:

* Freya

* Floem

* Vizia

I think all three of those offer virtualized lists.

Dioxus Native, the non-webview version of Dioxus is also nearing readiness.

Re: Zed editor switching graphics lib from blade to wgpu

#84
post #70
post #21

Earlier quoted context omitted.

Interesting read, however as someone from the same age group as Casey Muratori, this does not make much sense. > The "immediate mode" GUI was conceived by Casey Muratori in a talk over 20 years ago. Maybe he might have made it known to people not old enough to have lived through the old days, however this is how we used to program GUIs in 8 and 16 bit home computers, and has always been a thing in game consoles.

> Maybe he might have made it known to people Yes, he coined the term rather than invent the technique

He definitely did not name it. IRIS GL was termed “immediate mode” back in the 80’s.

Re: Zed editor switching graphics lib from blade to wgpu

#85
post #47
post #4

Rust GUI is in a tough spot right now with critical dependencies under-staffed and lots of projects half implemented. I think the advent of LLMs has been timed perfectly to set the ecosystem back for a few more years. I wrote about it, and how it affected our development yesterday: https://tritium.legal/blog/desktop

> Rust GUI is in a tough spot right now with critical dependencies under-staffed and lots of projects half implemented. Down the stack, low-level 3D acceleration is in a rough spot too unfortunately. The canonical Rust Vulkan wrapper (Ash) hasn't cut a release for nearly two years, and even git main is far behind the latest spec updates.

The canonical Vulkan wrapper is wgpu.

Re: Zed editor switching graphics lib from blade to wgpu

#86

An interesting side effect of moving to wgpu is that in theory with some additional work, this could allow you to run Zed in a web browser similarly to how some folks run VSCode as a remote interface to the backend running on a server.

Rendering in the browser has nothing to do with being able to do remote editing like you can in VSCode - you would just be able to edit files accessible to the browser. Just like you can hook up local VS code native up to a random server via SSH, browser rendering is just a convenience for client distribution. You would need a full client/server editor architecture that VS code has.

Zed already has a client/server editor architecture: https://zed.dev/docs/remote-development

Re: Zed editor switching graphics lib from blade to wgpu

#87
post #21

Earlier quoted context omitted.

Interesting read, however as someone from the same age group as Casey Muratori, this does not make much sense. > The "immediate mode" GUI was conceived by Casey Muratori in a talk over 20 years ago. Maybe he might have made it known to people not old enough to have lived through the old days, however this is how we used to program GUIs in 8 and 16 bit home computers, and has always been a thing in game consoles.

It's like the common claim that data-oriented programming came out of game development. It's ahistorical, but a common belief. People can't see past their heroes (Casey Muratori, Jonathon Blow) or the past decade or two of work.

I partly agree, but I think you're overcorrecting. Game developers didn't invent data-oriented design or performance-first thinking. But there's a reason the loudest voices advocating for them in the 2020s come from games: we work in one of the few domains where you literally cannot ship if you ignore cache lines and data layout. Our users notice a 5ms frame hitch- While web developers can add another React wrapper and still ship.

Computing left game development behind. Whilst the rest of the industry built shared abstractions, we worked in isolation with closed tooling. We stayed close to the metal because there was nothing else.

When Casey and Jon advocate for these principles, they're reintroducing ideas the broader industry genuinely forgot, because for two decades those ideas weren't economically necessary elsewhere. We didn't preserve sacred knowledge. We just never had the luxury of forgetting performance mattered, whilst the rest of computing spent 20 years learning it didn't.

Re: Zed editor switching graphics lib from blade to wgpu

#88
post #47

Earlier quoted context omitted.

> Rust GUI is in a tough spot right now with critical dependencies under-staffed and lots of projects half implemented. Down the stack, low-level 3D acceleration is in a rough spot too unfortunately. The canonical Rust Vulkan wrapper (Ash) hasn't cut a release for nearly two years, and even git main is far behind the latest spec updates.

The canonical Vulkan wrapper is wgpu.

WGPU is a much higher level abstraction layer which itself depends on Ash for Vulkan FFI.

https://github.com/gfx-rs/wgpu/blob/trunk/Cargo.toml#L264

Re: Zed editor switching graphics lib from blade to wgpu

#89
post #34

Earlier quoted context omitted.

> they felt their native renderer on those platforms was better and less memory intensive This definitely would be worth some profiling. I don't think it's a given that their custom stacks are going to beat wgpu in a meaningful way.

Please elaborate, I am curious to why would you think WebGPU would meaningfully beat their Metal/DirectX renderers.

I don't think it would, but I don't think it's a given that their homegrown renderer is wildly more performant either - people tend to overestimate the performance of naive renderers

Re: Zed editor switching graphics lib from blade to wgpu

#90
post #88

Earlier quoted context omitted.

The canonical Vulkan wrapper is wgpu.

WGPU is a much higher level abstraction layer which itself depends on Ash for Vulkan FFI. https://github.com/gfx-rs/wgpu/blob/trunk/Cargo.toml#L264

Thank you I didn’t know that. I assume it is well maintained then? Are there outstanding issues?
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