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cranpose_app_shell/
shell_frame.rs

1use super::*;
2
3const DEV_OVERLAY_PADDING: f32 = 8.0;
4const DEV_OVERLAY_FONT_SIZE: f32 = 14.0;
5const DEV_OVERLAY_CHAR_WIDTH: f32 = 7.0;
6const DEV_OVERLAY_REFRESH_INTERVAL: std::time::Duration = std::time::Duration::from_millis(250);
7const DEFAULT_FRAME_STAGE_TELEMETRY_THRESHOLD_MS: f64 = 4.0;
8
9#[derive(Copy, Clone)]
10enum DispatchInvalidationKind {
11    Pointer,
12    Focus,
13}
14
15fn frame_stage_telemetry_threshold_ms() -> Option<f64> {
16    static THRESHOLD_MS: std::sync::OnceLock<Option<f64>> = std::sync::OnceLock::new();
17    *THRESHOLD_MS.get_or_init(|| {
18        let explicit = std::env::var("CRANPOSE_FRAME_STAGE_TELEMETRY_MS")
19            .ok()
20            .and_then(|value| value.parse::<f64>().ok())
21            .filter(|value| value.is_finite() && *value >= 0.0);
22        explicit.or_else(|| {
23            std::env::var_os("CRANPOSE_FRAME_STAGE_TELEMETRY")
24                .is_some()
25                .then_some(DEFAULT_FRAME_STAGE_TELEMETRY_THRESHOLD_MS)
26        })
27    })
28}
29
30fn log_frame_stage_telemetry(
31    frame_start: Instant,
32    after_initial_layout: Instant,
33    after_layout: Instant,
34    after_dispatch: Instant,
35    after_render: Instant,
36) {
37    let Some(threshold_ms) = frame_stage_telemetry_threshold_ms() else {
38        return;
39    };
40
41    let total_ms = after_render.duration_since(frame_start).as_secs_f64() * 1000.0;
42    if total_ms < threshold_ms {
43        return;
44    }
45
46    let layout_ms = after_layout.duration_since(frame_start).as_secs_f64() * 1000.0;
47    let initial_layout_ms = after_initial_layout
48        .duration_since(frame_start)
49        .as_secs_f64()
50        * 1000.0;
51    let post_layout_ms = after_layout
52        .duration_since(after_initial_layout)
53        .as_secs_f64()
54        * 1000.0;
55    let dispatch_ms = after_dispatch.duration_since(after_layout).as_secs_f64() * 1000.0;
56    let scene_ms = after_render.duration_since(after_dispatch).as_secs_f64() * 1000.0;
57    log::warn!(
58        "[frame-stage-telemetry] total_ms={total_ms:.2} layout_ms={layout_ms:.2} initial_layout_ms={initial_layout_ms:.2} post_layout_ms={post_layout_ms:.2} dispatch_ms={dispatch_ms:.2} scene_ms={scene_ms:.2}",
59    );
60}
61
62fn render_phase_dirty_diagnostics_enabled() -> bool {
63    cranpose_core::env_flag!("CRANPOSE_RENDER_PHASE_DIRTY_DIAG")
64}
65
66struct RenderPhaseDirtyDiagnostics<'a> {
67    render_dirty: bool,
68    pointer_dirty: bool,
69    scene_dirty: bool,
70    draw_repass_pending: bool,
71    draw_dirty_nodes: usize,
72    layout_dirty_nodes: usize,
73    structural_dirty_nodes: usize,
74    partial_dirty_nodes: usize,
75    dirty_node_ids: Option<String>,
76    render_only_dirty: bool,
77    recomposed_this_frame: bool,
78    path: &'a str,
79}
80
81fn log_render_phase_dirty_diagnostics(diagnostics: RenderPhaseDirtyDiagnostics<'_>) {
82    if !render_phase_dirty_diagnostics_enabled() {
83        return;
84    }
85
86    let RenderPhaseDirtyDiagnostics {
87        render_dirty,
88        pointer_dirty,
89        scene_dirty,
90        draw_repass_pending,
91        draw_dirty_nodes,
92        layout_dirty_nodes,
93        structural_dirty_nodes,
94        partial_dirty_nodes,
95        dirty_node_ids,
96        render_only_dirty,
97        recomposed_this_frame,
98        path,
99    } = diagnostics;
100    if let Some(dirty_node_ids) = dirty_node_ids {
101        log::warn!(
102            "[render-phase-dirty] path={path} render_dirty={render_dirty} pointer_dirty={pointer_dirty} scene_dirty={scene_dirty} draw_repass_pending={draw_repass_pending} draw_dirty_nodes={draw_dirty_nodes} layout_dirty_nodes={layout_dirty_nodes} structural_dirty_nodes={structural_dirty_nodes} partial_dirty_nodes={partial_dirty_nodes} render_only_dirty={render_only_dirty} recomposed_this_frame={recomposed_this_frame} ids={dirty_node_ids}",
103        );
104    } else {
105        log::warn!(
106            "[render-phase-dirty] path={path} render_dirty={render_dirty} pointer_dirty={pointer_dirty} scene_dirty={scene_dirty} draw_repass_pending={draw_repass_pending} draw_dirty_nodes={draw_dirty_nodes} layout_dirty_nodes={layout_dirty_nodes} structural_dirty_nodes={structural_dirty_nodes} partial_dirty_nodes={partial_dirty_nodes} render_only_dirty={render_only_dirty} recomposed_this_frame={recomposed_this_frame}",
107        );
108    }
109}
110
111impl<R> AppShell<R>
112where
113    R: Renderer,
114    R::Error: Debug,
115{
116    pub fn set_semantics_enabled(&mut self, enabled: bool) {
117        if self.semantics_enabled == enabled {
118            return;
119        }
120        self.semantics_enabled = enabled;
121        self.semantics_snapshot_revision = self.semantics_snapshot_revision.wrapping_add(1);
122        if enabled {
123            self.request_forced_layout_pass();
124            self.mark_dirty();
125        } else {
126            self.semantics_tree = None;
127        }
128    }
129
130    /// Sets how the platform should vote the display's frame rate for this
131    /// app. The default, [`FrameRatePreference::Auto`], mirrors Compose: the
132    /// panel's fastest rate while frames are being produced, no preference
133    /// when the scene is still.
134    pub fn set_frame_rate_preference(&mut self, preference: crate::FrameRatePreference) {
135        self.frame_rate_preference = preference;
136    }
137
138    /// The app's current display frame-rate preference. Read by platform
139    /// backends each frame; the vote itself is applied by the backend that
140    /// owns the native window.
141    pub fn frame_rate_preference(&self) -> crate::FrameRatePreference {
142        self.frame_rate_preference
143    }
144
145    pub(crate) fn process_frame(&mut self) -> FrameUpdateResult {
146        let app_context = Rc::clone(&self.app_context);
147        app_context.enter(|| self.process_frame_in_context(false))
148    }
149
150    pub(crate) fn process_frame_in_context(
151        &mut self,
152        recomposed_before_frame: bool,
153    ) -> FrameUpdateResult {
154        let frame_start = Instant::now();
155
156        self.run_layout_phase();
157        let after_initial_layout = Instant::now();
158
159        let recomposed_this_frame = recomposed_before_frame || self.run_post_layout_recomposition();
160
161        let after_layout = Instant::now();
162
163        self.run_dispatch_queues();
164
165        let after_dispatch = Instant::now();
166
167        clear_transient_scroll_motion_contexts();
168
169        let result = self.run_render_phase_with_recomposition_state(recomposed_this_frame);
170        let after_render = Instant::now();
171        log_frame_stage_telemetry(
172            frame_start,
173            after_initial_layout,
174            after_layout,
175            after_dispatch,
176            after_render,
177        );
178        result
179    }
180
181    pub(crate) fn run_layout_phase(&mut self) {
182        let app_context = Rc::clone(&self.app_context);
183        app_context.enter(|| self.run_layout_phase_in_context());
184    }
185
186    fn run_layout_phase_in_context(&mut self) {
187        // Both scoped layout repasses (re-placement) and scoped measure repasses
188        // (re-sizing, e.g. a collapsing swipe-dismissed row) drive a layout pass.
189        let has_scoped_repasses = cranpose_ui::has_pending_layout_repasses()
190            || cranpose_ui::has_pending_measure_repasses();
191        // Both kinds carry the node they were scheduled for, and the scene
192        // phase scopes its graph update to exactly those nodes. Collecting only
193        // the layout ids silently dropped the measure ones, which is the path a
194        // scrolling `LazyColumn` takes: the scene phase then saw an empty dirty
195        // set with the scene marked dirty, read that as "everything changed",
196        // and rebuilt the graph from the composition root on every scrolled
197        // frame.
198        let mut scoped_layout_nodes = if cranpose_ui::has_pending_layout_repasses() {
199            cranpose_ui::pending_layout_repass_nodes_snapshot()
200        } else {
201            Vec::new()
202        };
203        if cranpose_ui::has_pending_measure_repasses() {
204            for node in cranpose_ui::pending_measure_repass_nodes_snapshot() {
205                if !scoped_layout_nodes.contains(&node) {
206                    scoped_layout_nodes.push(node);
207                }
208            }
209        }
210
211        // Global layout invalidation is reserved for app-wide inputs such as
212        // viewport, density, font-scale, or debug layout changes. Normal node
213        // updates should arrive through scoped repasses.
214        let invalidation_requested = take_layout_invalidation();
215        let global_layout_invalidation = invalidation_requested && !has_scoped_repasses;
216        let force_layout_pass = self.force_layout_pass;
217
218        if invalidation_requested && !has_scoped_repasses {
219            cranpose_ui::layout::invalidate_all_layout_caches();
220
221            // Mark root as needing layout AND measure so tree_needs_layout() returns true
222            // and intrinsic sizes are recalculated (e.g., text field resizing on content change)
223            if let Some(root) = self.composition.root() {
224                let mut applier = self.composition.applier_mut();
225                match applier.with_node::<LayoutNode, _>(root, |node| {
226                    node.mark_needs_measure();
227                    node.mark_needs_layout();
228                }) {
229                    Ok(()) | Err(NodeError::Missing { .. }) => {}
230                    Err(NodeError::TypeMismatch { .. }) => {
231                        let _ = applier.with_node::<SubcomposeLayoutNode, _>(root, |node| {
232                            node.mark_needs_measure();
233                            node.mark_needs_layout_flag();
234                        });
235                    }
236                    Err(_) => {}
237                }
238            }
239            self.request_forced_layout_pass();
240        } else if invalidation_requested || has_scoped_repasses {
241            self.request_layout_pass();
242        }
243
244        if !self.layout_requested {
245            return;
246        }
247
248        let viewport_size = Size {
249            width: self.viewport.0,
250            height: self.viewport.1,
251        };
252        if let Some(root) = self.composition.root() {
253            let handle = self.composition.runtime_handle();
254            let mut applier = self.composition.applier_mut();
255            applier.set_runtime_handle(handle);
256
257            let tree_needs_layout_check = cranpose_ui::tree_needs_layout(&mut *applier, root)
258                .unwrap_or_else(|err| {
259                    log::warn!(
260                        "Cannot check layout dirty status for root #{}: {}",
261                        root,
262                        err
263                    );
264                    true // Assume dirty on error
265                });
266
267            let needs_layout =
268                self.force_layout_pass || has_scoped_repasses || tree_needs_layout_check;
269
270            if !needs_layout {
271                log::trace!("Skipping layout: tree is clean");
272                self.layout_requested = false;
273                self.force_layout_pass = false;
274                applier.clear_runtime_handle();
275                return;
276            }
277
278            self.layout_requested = false;
279            self.force_layout_pass = false;
280
281            // Ensure slots exist and borrow mutably (handled inside measure_layout via MemoryApplier)
282            match cranpose_ui::measure_layout_with_options(
283                &mut applier,
284                root,
285                viewport_size,
286                MeasureLayoutOptions {
287                    collect_semantics: false,
288                    build_layout_tree: false,
289                },
290            ) {
291                Ok(_measurements) => {
292                    self.layout_tree = None;
293                    self.semantics_snapshot_revision =
294                        self.semantics_snapshot_revision.wrapping_add(1);
295                    if self.semantics_enabled {
296                        self.semantics_tree = None;
297                    }
298                    // A frame runs this phase more than once — the initial pass
299                    // and again after post-layout recomposition — and the scene
300                    // phase consumes the ids once, at the end. Assigning here
301                    // let a later pass with nothing pending wipe the ids an
302                    // earlier one recorded, which is how a scrolling
303                    // `LazyColumn` reached the scene phase with an empty dirty
304                    // set and got a full rebuild. Accumulate instead; only an
305                    // app-wide relayout, where scoping means nothing, clears.
306                    if global_layout_invalidation || force_layout_pass {
307                        self.scoped_layout_scene_nodes.clear();
308                    } else if has_scoped_repasses {
309                        for node in scoped_layout_nodes {
310                            if !self.scoped_layout_scene_nodes.contains(&node) {
311                                self.scoped_layout_scene_nodes.push(node);
312                            }
313                        }
314                    }
315                    self.scene_dirty = true;
316                }
317                Err(err) => {
318                    log::error!("failed to compute layout: {err}");
319                    self.layout_tree = None;
320                    self.semantics_tree = None;
321                    self.semantics_snapshot_revision =
322                        self.semantics_snapshot_revision.wrapping_add(1);
323                    self.scoped_layout_scene_nodes.clear();
324                    self.scene_dirty = true;
325                }
326            }
327            applier.clear_runtime_handle();
328        } else {
329            self.layout_tree = None;
330            self.semantics_tree = None;
331            self.semantics_snapshot_revision = self.semantics_snapshot_revision.wrapping_add(1);
332            self.scoped_layout_scene_nodes.clear();
333            self.scene_dirty = true;
334            self.layout_requested = false;
335            self.force_layout_pass = false;
336        }
337    }
338
339    fn run_post_layout_recomposition(&mut self) -> bool {
340        if !self.composition.should_recompose() {
341            return false;
342        }
343
344        let Some(root_key) = self.composition.root_key() else {
345            return false;
346        };
347
348        match self.composition.reconcile(root_key, &mut *self.content) {
349            Ok(changed) => {
350                if !changed {
351                    return false;
352                }
353                self.fps_monitor.record_recomposition();
354                if self.composition_tree_needs_layout() {
355                    self.request_layout_pass();
356                    self.run_layout_phase_in_context();
357                }
358                request_render_invalidation();
359                true
360            }
361            Err(NodeError::Missing { id }) => {
362                log::debug!(
363                    "Post-layout recomposition skipped: node {} no longer exists",
364                    id
365                );
366                self.request_layout_pass();
367                request_render_invalidation();
368                true
369            }
370            Err(err) => {
371                log::error!("post-layout recomposition failed: {err}");
372                self.request_layout_pass();
373                request_render_invalidation();
374                true
375            }
376        }
377    }
378
379    fn run_dispatch_queues(&mut self) {
380        // Process pointer input repasses
381        // Similar to Jetpack Compose's pointer input invalidation processing,
382        // we service nodes that need pointer input state updates without forcing layout/draw
383        if has_pending_pointer_repasses() {
384            let mut applier = self.composition.applier_mut();
385            process_pointer_repasses(|node_id| {
386                match clear_dispatch_invalidation(
387                    &mut applier,
388                    node_id,
389                    DispatchInvalidationKind::Pointer,
390                ) {
391                    Ok(true) => {
392                        log::trace!("Cleared pointer repass flag for node #{}", node_id);
393                    }
394                    Ok(false) => {}
395                    Err(err) => {
396                        log::debug!(
397                            "Could not process pointer repass for node #{}: {}",
398                            node_id,
399                            err
400                        );
401                    }
402                }
403            });
404        }
405
406        // Process focus invalidations
407        // Mirrors Jetpack Compose's FocusInvalidationManager.invalidateNodes(),
408        // processing nodes that need focus state synchronization
409        if has_pending_focus_invalidations() {
410            let mut applier = self.composition.applier_mut();
411            process_focus_invalidations(|node_id| {
412                match clear_dispatch_invalidation(
413                    &mut applier,
414                    node_id,
415                    DispatchInvalidationKind::Focus,
416                ) {
417                    Ok(true) => {
418                        log::trace!("Cleared focus sync flag for node #{}", node_id);
419                    }
420                    Ok(false) => {}
421                    Err(err) => {
422                        log::debug!(
423                            "Could not process focus invalidation for node #{}: {}",
424                            node_id,
425                            err
426                        );
427                    }
428                }
429            });
430        }
431
432        // Process semantics invalidations raised from outside composition.
433        //
434        // Mirrors Compose's `SemanticsModifierNode.invalidateSemantics()`: an
435        // app whose recorder reads state the composition does not observe says
436        // so here, and the flag is bubbled to the root because
437        // `tree_needs_semantics` reads the root alone. Without this a screen
438        // that never relays out — a game drawn on one `Canvas` — publishes its
439        // semantics once and then keeps publishing that same stale tree.
440        if has_pending_semantics_invalidations() {
441            let mut applier = self.composition.applier_mut();
442            process_semantics_invalidations(|node_id| {
443                cranpose_core::bubble_semantics_dirty(&mut *applier, node_id);
444            });
445        }
446    }
447
448    fn refresh_draw_repasses(&mut self) -> Vec<NodeId> {
449        let dirty_nodes = take_draw_repass_nodes();
450        if dirty_nodes.is_empty() {
451            return dirty_nodes;
452        }
453        self.refresh_draw_nodes(dirty_nodes)
454    }
455
456    fn refresh_retained_redraw_nodes(&mut self) -> Vec<NodeId> {
457        let Some(root) = self.composition.root() else {
458            return Vec::new();
459        };
460        let mut dirty_nodes = Vec::new();
461        {
462            let mut applier = self.composition.applier_mut();
463            collect_retained_redraw_nodes(&mut applier, root, &mut dirty_nodes);
464        }
465        if dirty_nodes.is_empty() {
466            return dirty_nodes;
467        }
468        self.refresh_draw_nodes(dirty_nodes)
469    }
470
471    fn refresh_draw_nodes(&mut self, dirty_nodes: Vec<NodeId>) -> Vec<NodeId> {
472        let Some(layout_tree) = self.layout_tree.as_mut() else {
473            return dirty_nodes;
474        };
475
476        let dirty_set: HashSet<NodeId> = dirty_nodes.into_iter().collect();
477        let mut applier = self.composition.applier_mut();
478        let refresh_scope = build_draw_refresh_scope(&mut applier, &dirty_set);
479        refresh_layout_box_data(
480            &mut applier,
481            layout_tree.root_mut(),
482            &refresh_scope,
483            &dirty_set,
484        );
485        dirty_set.into_iter().collect()
486    }
487
488    #[cfg(test)]
489    pub(crate) fn run_render_phase(&mut self) -> FrameUpdateResult {
490        let app_context = Rc::clone(&self.app_context);
491        app_context.enter(|| self.run_render_phase_in_context(false))
492    }
493
494    fn run_render_phase_with_recomposition_state(
495        &mut self,
496        recomposed_this_frame: bool,
497    ) -> FrameUpdateResult {
498        let app_context = Rc::clone(&self.app_context);
499        app_context.enter(|| self.run_render_phase_in_context(recomposed_this_frame))
500    }
501
502    fn run_render_phase_in_context(&mut self, recomposed_this_frame: bool) -> FrameUpdateResult {
503        // Tick cursor blink before the dirty sets are drained: a visibility
504        // flip schedules a scoped draw repass on the focused field plus a
505        // render invalidation, and both must land in THIS frame's take.
506        cranpose_ui::tick_cursor_blink();
507        let render_dirty = take_render_invalidation();
508        let pointer_dirty = take_pointer_invalidation();
509        take_focus_invalidation();
510        let draw_repass_pending = cranpose_ui::has_pending_draw_repasses();
511        let mut draw_dirty_nodes = self.refresh_draw_repasses();
512        if render_dirty && !draw_repass_pending && draw_dirty_nodes.is_empty() {
513            draw_dirty_nodes = self.refresh_retained_redraw_nodes();
514        }
515        let layout_dirty_nodes = std::mem::take(&mut self.scoped_layout_scene_nodes);
516        // Parents whose child lists changed structurally this frame. A scoped
517        // scene update patches only the dirty subtrees, so every structural
518        // parent must be in scope or a removed subtree's layers stay in the
519        // persistent render graph and keep compositing (the cross-tab ghost).
520        let structural_parents = if cranpose_core::env_flag!("CRANPOSE_DISABLE_STRUCTURAL_DIRT") {
521            Vec::new()
522        } else if let Some(root) = self.composition.root() {
523            self.composition
524                .applier_mut()
525                .take_structural_change_parents_attached_to(root)
526        } else {
527            Vec::new()
528        };
529        let structural_dirty = !structural_parents.is_empty();
530        let mut partial_dirty_nodes = draw_dirty_nodes.clone();
531        partial_dirty_nodes.extend(layout_dirty_nodes.iter().copied());
532        partial_dirty_nodes.extend(structural_parents.iter().copied());
533        partial_dirty_nodes.sort_unstable();
534        partial_dirty_nodes.dedup();
535        let draw_dirty_node_count = draw_dirty_nodes.len();
536        let layout_dirty_node_count = layout_dirty_nodes.len();
537        let structural_dirty_node_count = structural_parents.len();
538        let partial_dirty_node_count = partial_dirty_nodes.len();
539        // Detect a focused text field that left the composition this frame:
540        // the check clears the stale focus entry and asks the platform to
541        // hide its soft keyboard (no-op while focus is live or when no
542        // keyboard was requested).
543        let _ = cranpose_ui::has_focused_field();
544
545        // A render invalidation with every tracked dirty set empty is a
546        // frame REQUEST, not a scene change: everything that alters recorded
547        // draws names its node (draw observations for snapshot reads, scoped
548        // repasses for caret/focus/press state). The retained scene is
549        // re-presented; nothing is re-recorded.
550        let render_only_dirty = render_dirty
551            && partial_dirty_nodes.is_empty()
552            && !draw_repass_pending
553            && !structural_dirty;
554        let scene_dirty = self.scene_dirty;
555        let draw_only_partial_dirty = !draw_dirty_nodes.is_empty()
556            && layout_dirty_nodes.is_empty()
557            && !pointer_dirty
558            && !recomposed_this_frame
559            && !structural_dirty;
560        let scoped_scene_dirty = scene_dirty && !layout_dirty_nodes.is_empty();
561        let full_scene_dirty = scene_dirty && !scoped_scene_dirty && !draw_only_partial_dirty;
562        let partial_scene_dirty = !partial_dirty_nodes.is_empty();
563        let needs_scene_rebuild = full_scene_dirty
564            || scoped_scene_dirty
565            || partial_scene_dirty
566            || draw_repass_pending
567            || structural_dirty;
568
569        if !needs_scene_rebuild {
570            log_render_phase_dirty_diagnostics(RenderPhaseDirtyDiagnostics {
571                render_dirty,
572                pointer_dirty,
573                scene_dirty,
574                draw_repass_pending,
575                draw_dirty_nodes: draw_dirty_node_count,
576                layout_dirty_nodes: layout_dirty_node_count,
577                structural_dirty_nodes: structural_dirty_node_count,
578                partial_dirty_nodes: partial_dirty_node_count,
579                dirty_node_ids: render_phase_dirty_diagnostics_enabled().then(|| {
580                    format!(
581                        "draw={:?} layout={:?} structural={:?} partial={:?}",
582                        draw_dirty_nodes,
583                        layout_dirty_nodes,
584                        structural_parents,
585                        partial_dirty_nodes
586                    )
587                }),
588                render_only_dirty,
589                recomposed_this_frame,
590                path: if render_only_dirty {
591                    "present-retained"
592                } else {
593                    "skip"
594                },
595            });
596            self.scoped_layout_scene_nodes = layout_dirty_nodes;
597            // A pure frame request still presents: encode re-runs against the
598            // retained scene with fresh per-frame inputs (animated motion
599            // contexts, shader time), it just records no draws. The dev
600            // overlay must keep counting through such streams — an animation
601            // that never dirties a node would otherwise freeze its numbers.
602            if render_only_dirty && self.dev_options.fps_counter {
603                let viewport_size = Size {
604                    width: self.viewport.0,
605                    height: self.viewport.1,
606                };
607                self.refresh_dev_overlay_text_for_frame_at(viewport_size, Instant::now());
608                let text = self.dev_overlay_text.as_str();
609                self.renderer.draw_dev_overlay(text, viewport_size);
610            }
611            return FrameUpdateResult {
612                visual_changed: render_only_dirty,
613                structure_changed: false,
614            };
615        }
616        self.scene_dirty = false;
617        let viewport_size = Size {
618            width: self.viewport.0,
619            height: self.viewport.1,
620        };
621        let visual_update_only =
622            draw_only_partial_dirty && !partial_dirty_nodes.is_empty() && !full_scene_dirty;
623        let structure_changed = !render_only_dirty && !visual_update_only;
624
625        // Use new direct traversal rendering
626        if let Some(root) = self.composition.root() {
627            let mut applier = self.composition.applier_mut();
628            let use_partial_update =
629                !partial_dirty_nodes.is_empty() && !render_only_dirty && !full_scene_dirty;
630            let use_visual_update = use_partial_update && draw_only_partial_dirty;
631            log_render_phase_dirty_diagnostics(RenderPhaseDirtyDiagnostics {
632                render_dirty,
633                pointer_dirty,
634                scene_dirty,
635                draw_repass_pending,
636                draw_dirty_nodes: draw_dirty_node_count,
637                layout_dirty_nodes: layout_dirty_node_count,
638                structural_dirty_nodes: structural_dirty_node_count,
639                partial_dirty_nodes: partial_dirty_node_count,
640                dirty_node_ids: render_phase_dirty_diagnostics_enabled().then(|| {
641                    format!(
642                        "draw={:?} layout={:?} structural={:?} partial={:?}",
643                        draw_dirty_nodes,
644                        layout_dirty_nodes,
645                        structural_parents,
646                        partial_dirty_nodes
647                    )
648                }),
649                render_only_dirty,
650                recomposed_this_frame,
651                path: if use_visual_update {
652                    "visual-update"
653                } else if use_partial_update {
654                    "update"
655                } else {
656                    "rebuild"
657                },
658            });
659            let rebuild_result = if use_visual_update {
660                self.renderer.update_visual_scene_from_applier(
661                    &mut applier,
662                    root,
663                    viewport_size,
664                    &partial_dirty_nodes,
665                )
666            } else if use_partial_update {
667                self.renderer.update_scene_from_applier(
668                    &mut applier,
669                    root,
670                    viewport_size,
671                    &partial_dirty_nodes,
672                )
673            } else {
674                self.renderer
675                    .rebuild_scene_from_applier(&mut applier, root, viewport_size)
676            };
677            if let Err(err) = rebuild_result {
678                // Fallback to clearing scene on error
679                log::error!("renderer rebuild failed: {err:?}");
680                self.renderer.scene_mut().clear();
681            }
682        } else {
683            self.renderer.scene_mut().clear();
684        }
685        if let Some(retained_nodes) = self.renderer.scene().retained_visual_observation_nodes() {
686            cranpose_ui::prune_draw_observations_to_nodes(&retained_nodes);
687        }
688
689        // Draw FPS overlay if enabled (directly by renderer, no composition)
690        if self.dev_options.fps_counter {
691            self.refresh_dev_overlay_text_for_frame_at(viewport_size, Instant::now());
692            let renderer = &mut self.renderer;
693            let text = self.dev_overlay_text.as_str();
694            renderer.draw_dev_overlay(text, viewport_size);
695        }
696
697        FrameUpdateResult {
698            visual_changed: true,
699            structure_changed,
700        }
701    }
702
703    fn refresh_dev_overlay_text_for_frame_at(&mut self, viewport_size: Size, now: Instant) {
704        if !self.dev_overlay_text_needs_refresh(viewport_size, now) {
705            return;
706        }
707        self.dev_overlay_text = self.build_dev_overlay_text(viewport_size);
708        self.dev_overlay_last_refresh = Some(now);
709        self.dev_overlay_viewport = Some(viewport_size);
710    }
711
712    fn dev_overlay_text_needs_refresh(&self, viewport_size: Size, now: Instant) -> bool {
713        if self.dev_overlay_text.is_empty() || self.dev_overlay_viewport != Some(viewport_size) {
714            return true;
715        }
716
717        self.dev_overlay_last_refresh
718            .map(|last| {
719                now.checked_duration_since(last).unwrap_or_default() >= DEV_OVERLAY_REFRESH_INTERVAL
720            })
721            .unwrap_or(true)
722    }
723
724    fn build_dev_overlay_text(&mut self, viewport_size: Size) -> String {
725        self.dev_overlay_controls.clear();
726
727        let stats = self.fps_monitor.stats();
728        let mut text = format!(
729            "{:.0} FPS | avg {:.1}ms | p95 {:.1}ms | max {:.1}ms | work {:.1}ms | {} recomp/s",
730            stats.fps,
731            stats.avg_ms,
732            stats.p95_ms,
733            stats.max_ms,
734            stats.work_avg_ms,
735            stats.recomps_per_second
736        );
737
738        if !self.dev_options.frame_pacing_controls {
739            return text;
740        }
741
742        text.push_str(" | ");
743        let mut controls = Vec::with_capacity(FramePacingMode::ALL.len());
744        for (index, mode) in FramePacingMode::ALL.into_iter().enumerate() {
745            if index > 0 {
746                text.push(' ');
747            }
748            let start = text.len();
749            if mode == self.dev_options.frame_pacing_mode {
750                text.push('[');
751                text.push_str(mode.label());
752                text.push(']');
753            } else {
754                text.push_str(mode.label());
755            }
756            controls.push((start, text.len(), mode));
757        }
758
759        let overlay_width = text.len() as f32 * DEV_OVERLAY_CHAR_WIDTH;
760        let overlay_x = (viewport_size.width - overlay_width - DEV_OVERLAY_PADDING * 2.0)
761            .max(DEV_OVERLAY_PADDING);
762        let overlay_y = DEV_OVERLAY_PADDING;
763        let text_x = overlay_x + DEV_OVERLAY_PADDING / 2.0;
764        let text_y = overlay_y + DEV_OVERLAY_PADDING / 4.0;
765        let text_height = DEV_OVERLAY_FONT_SIZE * 1.4;
766
767        self.dev_overlay_controls = controls
768            .into_iter()
769            .map(|(start, end, mode)| DevOverlayControl {
770                bounds: Rect {
771                    x: text_x + start as f32 * DEV_OVERLAY_CHAR_WIDTH - 3.0,
772                    y: text_y - 3.0,
773                    width: (end - start) as f32 * DEV_OVERLAY_CHAR_WIDTH + 6.0,
774                    height: text_height + 6.0,
775                },
776                mode,
777            })
778            .collect();
779
780        text
781    }
782}
783
784fn clear_dispatch_invalidation(
785    applier: &mut MemoryApplier,
786    node_id: NodeId,
787    invalidation: DispatchInvalidationKind,
788) -> Result<bool, NodeError> {
789    match invalidation {
790        DispatchInvalidationKind::Pointer => {
791            match applier.with_node::<LayoutNode, _>(node_id, |node| {
792                let needs_pointer_pass = node.needs_pointer_pass();
793                if needs_pointer_pass {
794                    node.clear_needs_pointer_pass();
795                }
796                needs_pointer_pass
797            }) {
798                Ok(cleared) => Ok(cleared),
799                Err(NodeError::TypeMismatch { .. }) => applier
800                    .with_node::<SubcomposeLayoutNode, _>(node_id, |node| {
801                        let needs_pointer_pass = node.needs_pointer_pass();
802                        if needs_pointer_pass {
803                            node.clear_needs_pointer_pass();
804                        }
805                        needs_pointer_pass
806                    }),
807                Err(err) => Err(err),
808            }
809        }
810        DispatchInvalidationKind::Focus => {
811            match applier.with_node::<LayoutNode, _>(node_id, |node| {
812                let needs_focus_sync = node.needs_focus_sync();
813                if needs_focus_sync {
814                    node.clear_needs_focus_sync();
815                }
816                needs_focus_sync
817            }) {
818                Ok(cleared) => Ok(cleared),
819                Err(NodeError::TypeMismatch { .. }) => applier
820                    .with_node::<SubcomposeLayoutNode, _>(node_id, |node| {
821                        let needs_focus_sync = node.needs_focus_sync();
822                        if needs_focus_sync {
823                            node.clear_needs_focus_sync();
824                        }
825                        needs_focus_sync
826                    }),
827                Err(err) => Err(err),
828            }
829        }
830    }
831}
832
833pub(crate) fn build_draw_refresh_scope(
834    applier: &mut MemoryApplier,
835    dirty_nodes: &HashSet<NodeId>,
836) -> HashSet<NodeId> {
837    let mut refresh_scope = HashSet::with_capacity(dirty_nodes.len());
838    for &dirty_node in dirty_nodes {
839        let mut current = Some(dirty_node);
840        while let Some(node_id) = current {
841            if !refresh_scope.insert(node_id) {
842                break;
843            }
844            current = applier.get_mut(node_id).ok().and_then(|node| node.parent());
845        }
846    }
847    refresh_scope
848}
849
850fn collect_retained_redraw_nodes(
851    applier: &mut MemoryApplier,
852    node_id: NodeId,
853    dirty_nodes: &mut Vec<NodeId>,
854) {
855    let children = match applier.get_mut(node_id) {
856        Ok(node) => node.children(),
857        Err(_) => return,
858    };
859
860    let redraw = match applier.with_node::<LayoutNode, _>(node_id, |node| {
861        let needs_redraw = node.needs_redraw();
862        if needs_redraw {
863            node.clear_needs_redraw();
864        }
865        needs_redraw
866    }) {
867        Ok(needs_redraw) => needs_redraw,
868        Err(NodeError::TypeMismatch { .. }) => applier
869            .with_node::<SubcomposeLayoutNode, _>(node_id, |node| {
870                let needs_redraw = node.needs_redraw();
871                if needs_redraw {
872                    node.clear_needs_redraw();
873                }
874                needs_redraw
875            })
876            .unwrap_or(false),
877        Err(_) => false,
878    };
879    if redraw {
880        dirty_nodes.push(node_id);
881    }
882
883    for child in children {
884        collect_retained_redraw_nodes(applier, child, dirty_nodes);
885    }
886}
887
888fn refresh_layout_box_data(
889    applier: &mut MemoryApplier,
890    layout: &mut cranpose_ui::layout::LayoutBox,
891    refresh_scope: &HashSet<NodeId>,
892    dirty_nodes: &HashSet<NodeId>,
893) {
894    if !refresh_scope.contains(&layout.node_id) {
895        return;
896    }
897
898    if dirty_nodes.contains(&layout.node_id) {
899        if let Ok((modifier, resolved_modifiers, slices)) =
900            applier.with_node::<LayoutNode, _>(layout.node_id, |node| {
901                node.clear_needs_redraw();
902                (
903                    node.modifier.clone(),
904                    node.resolved_modifiers(),
905                    node.modifier_slices_snapshot(),
906                )
907            })
908        {
909            layout.node_data.modifier = modifier;
910            layout.node_data.resolved_modifiers = resolved_modifiers;
911            layout.node_data.modifier_slices = slices;
912        } else if let Ok((modifier, resolved_modifiers)) = applier
913            .with_node::<SubcomposeLayoutNode, _>(layout.node_id, |node| {
914                node.clear_needs_redraw();
915                (node.modifier(), node.resolved_modifiers())
916            })
917        {
918            layout.node_data.modifier = modifier.clone();
919            layout.node_data.resolved_modifiers = resolved_modifiers;
920            layout.node_data.modifier_slices =
921                std::rc::Rc::new(cranpose_ui::collect_slices_from_modifier(&modifier));
922        }
923    }
924
925    for child in &mut layout.children {
926        refresh_layout_box_data(applier, child, refresh_scope, dirty_nodes);
927    }
928}