From 098adf3bdd9b875b8dcf360888d1aa0068265005 Mon Sep 17 00:00:00 2001 From: Marco Mihai Condrache <52580954+marcocondrache@users.noreply.github.com> Date: Thu, 18 Dec 2025 17:29:25 +0100 Subject: [PATCH] gpui: Enable direct-to-display optimization for metal (#44334) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit When profiling Zed with Instruments, a warning appears indicating that surfaces cannot be pushed directly to the display as they are non-opaque. This happens because the metal layer is currently marked as non-opaque by default, even though the window itself is not transparent. image Metal on macOS can bypass compositing and present frames directly to the display when several conditions are met. One of those conditions is that the backing layer must be declared opaque. Apple’s documentation notes that marking layers as opaque allows the system to avoid unnecessary compositing work, reducing GPU load and improving frame pacing Ref: https://developer.apple.com/documentation/metal/managing-your-game-window-for-metal-in-macos This PR updates the Metal renderer to mark the layer as opaque whenever the window does not use transparency. This makes Zed eligible for macOS’s direct-to-display optimization in scenarios where the system can apply it. Release Notes: - gpui: Mark metal layers opaque for non-transparent windows to allow direct-to-display when supported --------- Signed-off-by: Marco Mihai Condrache <52580954+marcocondrache@users.noreply.github.com> --- crates/gpui/src/platform/mac/metal_renderer.rs | 17 +++++++++++------ 1 file changed, 11 insertions(+), 6 deletions(-) diff --git a/crates/gpui/src/platform/mac/metal_renderer.rs b/crates/gpui/src/platform/mac/metal_renderer.rs index 550041a0ccb4cd39bc7a86317d9540e806af2a28..66f54e5ba0c66a508f9db73d5ad8f84cb52d0d69 100644 --- a/crates/gpui/src/platform/mac/metal_renderer.rs +++ b/crates/gpui/src/platform/mac/metal_renderer.rs @@ -46,9 +46,9 @@ pub unsafe fn new_renderer( _native_window: *mut c_void, _native_view: *mut c_void, _bounds: crate::Size, - _transparent: bool, + transparent: bool, ) -> Renderer { - MetalRenderer::new(context) + MetalRenderer::new(context, transparent) } pub(crate) struct InstanceBufferPool { @@ -128,7 +128,7 @@ pub struct PathRasterizationVertex { } impl MetalRenderer { - pub fn new(instance_buffer_pool: Arc>) -> Self { + pub fn new(instance_buffer_pool: Arc>, transparent: bool) -> Self { // Prefer low‐power integrated GPUs on Intel Mac. On Apple // Silicon, there is only ever one GPU, so this is equivalent to // `metal::Device::system_default()`. @@ -152,8 +152,13 @@ impl MetalRenderer { let layer = metal::MetalLayer::new(); layer.set_device(&device); layer.set_pixel_format(MTLPixelFormat::BGRA8Unorm); - layer.set_opaque(false); + // Support direct-to-display rendering if the window is not transparent + // https://developer.apple.com/documentation/metal/managing-your-game-window-for-metal-in-macos + layer.set_opaque(!transparent); layer.set_maximum_drawable_count(3); + // We already present at display sync with the display link + // This allows to use direct-to-display even in window mode + layer.set_display_sync_enabled(false); unsafe { let _: () = msg_send![&*layer, setAllowsNextDrawableTimeout: NO]; let _: () = msg_send![&*layer, setNeedsDisplayOnBoundsChange: YES]; @@ -352,8 +357,8 @@ impl MetalRenderer { } } - pub fn update_transparency(&self, _transparent: bool) { - // todo(mac)? + pub fn update_transparency(&self, transparent: bool) { + self.layer.set_opaque(!transparent); } pub fn destroy(&self) {