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In this episode of Zed Decoded, Thorsten talks to Mikayla, who's been leading the effort to Zed working on Linux, about the Zed's Linux version and how it's taking shape

As I mentioned above: on macOS we use the Metal APIs to talk to the GPU and when you follow the definitions there, you'll end up at a fn draw, implemented on MetalRenderer, that contains nearly the complete saga as told in our 120FPS blog post: setting up a rendering pipeline, triple-buffering, syncing up with the OS and the display, all of that. Blade uses Vulkan under the hood, a graphics API that's similar to Metal in the level of abstraction it offers, to talk to the GPU and render Zed. After the alpha, we'll need to add support for audio calls, drag & drop, storing of credentials, make sure the performance is consistently high, increase stability, and so on.

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