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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
111#[derive(Clone, Copy)]
112struct FrameDirt {
113    render_dirty: bool,
114    pointer_dirty: bool,
115    attributed: bool,
116    recomposed_this_frame: bool,
117}
118
119struct SurfaceDirt {
120    draw_dirty_nodes: Vec<NodeId>,
121    layout_dirty_nodes: Vec<NodeId>,
122    structural_parents: Vec<NodeId>,
123    partial_dirty_nodes: Vec<NodeId>,
124    draw_repass_pending: bool,
125    render_only_dirty: bool,
126    draw_only_partial_dirty: bool,
127    full_scene_dirty: bool,
128    needs_scene_rebuild: bool,
129}
130
131impl SurfaceDirt {
132    fn classify(
133        frame: &FrameDirt,
134        scene_dirty: bool,
135        draw_repass_pending: bool,
136        draw_dirty_nodes: Vec<NodeId>,
137        layout_dirty_nodes: Vec<NodeId>,
138        structural_parents: Vec<NodeId>,
139    ) -> Self {
140        let structural_dirty = !structural_parents.is_empty();
141        let mut partial_dirty_nodes = draw_dirty_nodes.clone();
142        partial_dirty_nodes.extend(layout_dirty_nodes.iter().copied());
143        partial_dirty_nodes.extend(structural_parents.iter().copied());
144        partial_dirty_nodes.sort_unstable();
145        partial_dirty_nodes.dedup();
146
147        let render_only_dirty = frame.render_dirty
148            && !frame.attributed
149            && partial_dirty_nodes.is_empty()
150            && !draw_repass_pending
151            && !structural_dirty;
152        let draw_only_partial_dirty = !draw_dirty_nodes.is_empty()
153            && layout_dirty_nodes.is_empty()
154            && !frame.pointer_dirty
155            && !frame.recomposed_this_frame
156            && !structural_dirty;
157        let scoped_scene_dirty = scene_dirty && !layout_dirty_nodes.is_empty();
158        let full_scene_dirty = scene_dirty && !scoped_scene_dirty && !draw_only_partial_dirty;
159        let partial_scene_dirty = !partial_dirty_nodes.is_empty();
160        let needs_scene_rebuild = full_scene_dirty
161            || scoped_scene_dirty
162            || partial_scene_dirty
163            || draw_repass_pending
164            || structural_dirty;
165        Self {
166            draw_dirty_nodes,
167            layout_dirty_nodes,
168            structural_parents,
169            partial_dirty_nodes,
170            draw_repass_pending,
171            render_only_dirty,
172            draw_only_partial_dirty,
173            full_scene_dirty,
174            needs_scene_rebuild,
175        }
176    }
177
178    fn use_partial_update(&self) -> bool {
179        !self.partial_dirty_nodes.is_empty() && !self.render_only_dirty && !self.full_scene_dirty
180    }
181
182    fn use_visual_update(&self) -> bool {
183        self.use_partial_update() && self.draw_only_partial_dirty
184    }
185
186    fn visual_update_only(&self) -> bool {
187        self.draw_only_partial_dirty
188            && !self.partial_dirty_nodes.is_empty()
189            && !self.full_scene_dirty
190    }
191
192    fn rebuild_path(&self) -> &'static str {
193        if self.use_visual_update() {
194            "visual-update"
195        } else if self.use_partial_update() {
196            "update"
197        } else {
198            "rebuild"
199        }
200    }
201
202    fn log(&self, frame: &FrameDirt, scene_dirty: bool, path: &str) {
203        log_render_phase_dirty_diagnostics(RenderPhaseDirtyDiagnostics {
204            render_dirty: frame.render_dirty,
205            pointer_dirty: frame.pointer_dirty,
206            scene_dirty,
207            draw_repass_pending: self.draw_repass_pending,
208            draw_dirty_nodes: self.draw_dirty_nodes.len(),
209            layout_dirty_nodes: self.layout_dirty_nodes.len(),
210            structural_dirty_nodes: self.structural_parents.len(),
211            partial_dirty_nodes: self.partial_dirty_nodes.len(),
212            dirty_node_ids: render_phase_dirty_diagnostics_enabled().then(|| {
213                format!(
214                    "draw={:?} layout={:?} structural={:?} partial={:?}",
215                    self.draw_dirty_nodes,
216                    self.layout_dirty_nodes,
217                    self.structural_parents,
218                    self.partial_dirty_nodes,
219                )
220            }),
221            render_only_dirty: self.render_only_dirty,
222            recomposed_this_frame: frame.recomposed_this_frame,
223            path,
224        });
225    }
226}
227
228struct SurfaceFrame {
229    result: FrameUpdateResult,
230    rebuilt: bool,
231}
232
233fn pending_repass_nodes() -> Vec<NodeId> {
234    let mut nodes = if cranpose_ui::has_pending_layout_repasses() {
235        cranpose_ui::pending_layout_repass_nodes_snapshot()
236    } else {
237        Vec::new()
238    };
239    if cranpose_ui::has_pending_measure_repasses() {
240        for node in cranpose_ui::pending_measure_repass_nodes_snapshot() {
241            if !nodes.contains(&node) {
242                nodes.push(node);
243            }
244        }
245    }
246    nodes
247}
248
249fn mark_root_for_layout(applier: &mut MemoryApplier, root: NodeId) {
250    match applier.with_node::<LayoutNode, _>(root, |node| {
251        node.mark_needs_measure();
252        node.mark_needs_layout();
253    }) {
254        Ok(()) | Err(NodeError::Missing { .. }) => {}
255        Err(NodeError::TypeMismatch { .. }) => {
256            let _ = applier.with_node::<SubcomposeLayoutNode, _>(root, |node| {
257                node.mark_needs_measure();
258                node.mark_needs_layout_flag();
259            });
260        }
261        Err(_) => {}
262    }
263}
264
265impl<R> AppShell<R>
266where
267    R: Renderer,
268    R::Error: Debug,
269{
270    pub fn set_semantics_enabled(&mut self, enabled: bool) {
271        if self.app.semantics_enabled == enabled {
272            return;
273        }
274        self.app.semantics_enabled = enabled;
275        self.app.semantics_snapshot_revision = self.app.semantics_snapshot_revision.wrapping_add(1);
276        if enabled {
277            self.app.request_forced_layout_pass();
278            self.mark_all_dirty();
279        } else {
280            for surface in &mut self.surfaces {
281                surface.semantics_tree = None;
282            }
283        }
284    }
285
286    /// Sets how the platform should vote the display's frame rate for this
287    /// app. The default, [`FrameRatePreference::Auto`], mirrors Compose: the
288    /// panel's fastest rate while frames are being produced, no preference
289    /// when the scene is still.
290    pub fn set_frame_rate_preference(&mut self, preference: crate::FrameRatePreference) {
291        self.surfaces[0].frame_rate_preference = preference;
292    }
293
294    /// The app's current display frame-rate preference. Read by platform
295    /// backends each frame; the vote itself is applied by the backend that
296    /// owns the native window.
297    pub fn frame_rate_preference(&self) -> crate::FrameRatePreference {
298        self.surfaces[0].frame_rate_preference
299    }
300
301    pub(crate) fn process_frame(&mut self) -> FrameUpdateResult {
302        let app_context = Rc::clone(&self.app.app_context);
303        app_context.enter(|| self.process_frame_in_context(false))
304    }
305
306    pub(crate) fn process_frame_in_context(
307        &mut self,
308        recomposed_before_frame: bool,
309    ) -> FrameUpdateResult {
310        let frame_start = Instant::now();
311
312        self.sync_window_roots_in_context();
313        self.run_layout_phase_in_context();
314        let after_initial_layout = Instant::now();
315
316        let recomposed_this_frame = recomposed_before_frame || self.run_post_layout_recomposition();
317
318        let after_layout = Instant::now();
319
320        self.run_dispatch_queues();
321        self.update_modal_focus();
322        self.reveal_new_focus();
323
324        let after_dispatch = Instant::now();
325
326        clear_transient_scroll_motion_contexts();
327
328        let result = self.run_render_phase_in_context(recomposed_this_frame);
329        let after_render = Instant::now();
330        log_frame_stage_telemetry(
331            frame_start,
332            after_initial_layout,
333            after_layout,
334            after_dispatch,
335            after_render,
336        );
337        result
338    }
339
340    #[cfg(test)]
341    pub(crate) fn run_layout_phase(&mut self) {
342        let app_context = Rc::clone(&self.app.app_context);
343        app_context.enter(|| self.run_layout_phase_in_context());
344    }
345
346    pub(crate) fn run_layout_phase_in_context(&mut self) {
347        let has_scoped_repasses = cranpose_ui::has_pending_layout_repasses()
348            || cranpose_ui::has_pending_measure_repasses();
349        let scoped_layout_nodes = pending_repass_nodes();
350
351        let invalidation_requested = take_layout_invalidation();
352        let global_layout_invalidation = invalidation_requested && !has_scoped_repasses;
353        let force_layout_pass = self.app.force_layout_pass;
354
355        if global_layout_invalidation {
356            cranpose_ui::layout::invalidate_all_layout_caches();
357            if let Some(root) = self.app.composition.root() {
358                mark_root_for_layout(&mut self.app.composition.applier_mut(), root);
359            }
360            self.app.request_forced_layout_pass();
361        } else if invalidation_requested || has_scoped_repasses {
362            self.app.request_layout_pass();
363        }
364
365        if !self.app.layout_requested {
366            return;
367        }
368
369        let Some(root) = self.app.composition.root() else {
370            self.reset_layout_snapshots();
371            return;
372        };
373        let viewport_size = self.surfaces[0].viewport_size();
374        let handle = self.app.composition.runtime_handle();
375        let mut applier = self.app.composition.applier_mut();
376        applier.set_runtime_handle(handle);
377
378        let tree_needs_layout_check = cranpose_ui::tree_needs_layout(&mut *applier, root)
379            .unwrap_or_else(|err| {
380                log::warn!(
381                    "Cannot check layout dirty status for root #{}: {}",
382                    root,
383                    err
384                );
385                true
386            });
387        let needs_layout =
388            self.app.force_layout_pass || has_scoped_repasses || tree_needs_layout_check;
389        self.app.layout_requested = false;
390        self.app.force_layout_pass = false;
391
392        if !needs_layout {
393            log::trace!("Skipping layout: tree is clean");
394            applier.clear_runtime_handle();
395            return;
396        }
397
398        let measured = cranpose_ui::measure_layout_with_options(
399            &mut applier,
400            root,
401            viewport_size,
402            MeasureLayoutOptions {
403                collect_semantics: false,
404                build_layout_tree: false,
405            },
406        );
407        applier.clear_runtime_handle();
408        drop(applier);
409        match measured {
410            Ok(_measurements) => {
411                self.forget_frame_snapshots();
412                self.record_layout_scene_nodes(
413                    global_layout_invalidation || force_layout_pass,
414                    has_scoped_repasses,
415                    scoped_layout_nodes,
416                );
417            }
418            Err(err) => {
419                log::error!("failed to compute layout: {err}");
420                self.reset_layout_snapshots();
421            }
422        }
423    }
424
425    fn forget_frame_snapshots(&mut self) {
426        self.app.semantics_snapshot_revision = self.app.semantics_snapshot_revision.wrapping_add(1);
427        for surface in &mut self.surfaces {
428            surface.forget_snapshots();
429        }
430    }
431
432    fn reset_layout_snapshots(&mut self) {
433        self.forget_frame_snapshots();
434        for surface in &mut self.surfaces {
435            surface.scoped_layout_scene_nodes.clear();
436            surface.scene_dirty = true;
437        }
438        let _ = cranpose_ui::take_geometry_scene_nodes();
439        self.app.layout_requested = false;
440        self.app.force_layout_pass = false;
441    }
442
443    fn record_layout_scene_nodes(
444        &mut self,
445        global: bool,
446        has_scoped_repasses: bool,
447        scoped_layout_nodes: Vec<NodeId>,
448    ) {
449        if global {
450            for surface in &mut self.surfaces {
451                surface.scoped_layout_scene_nodes.clear();
452                surface.scene_dirty = true;
453            }
454            let _ = cranpose_ui::take_geometry_scene_nodes();
455            return;
456        }
457        let mut nodes = if has_scoped_repasses {
458            scoped_layout_nodes
459        } else {
460            Vec::new()
461        };
462        if let Some(root) = self.app.composition.root() {
463            let mut applier = self.app.composition.applier_mut();
464            for node in cranpose_ui::take_geometry_scene_nodes() {
465                if let Some(node) = applier.scene_node_attached_to(node, root) {
466                    nodes.push(node);
467                }
468            }
469        }
470        let buckets = partition_nodes_by_surface(&mut self.app, &self.surfaces, nodes);
471        let mut any_named = false;
472        for (surface, bucket) in self.surfaces.iter_mut().zip(buckets) {
473            if bucket.is_empty() {
474                continue;
475            }
476            any_named = true;
477            surface.scene_dirty = true;
478            let mut seen: HashSet<NodeId> =
479                surface.scoped_layout_scene_nodes.iter().copied().collect();
480            for node in bucket {
481                if seen.insert(node) {
482                    surface.scoped_layout_scene_nodes.push(node);
483                }
484            }
485        }
486        if !any_named {
487            for surface in &mut self.surfaces {
488                surface.scene_dirty = true;
489            }
490        }
491    }
492
493    fn run_post_layout_recomposition(&mut self) -> bool {
494        if !self.app.composition.should_recompose() {
495            return false;
496        }
497
498        let Some(root_key) = self.app.composition.root_key() else {
499            return false;
500        };
501
502        match self
503            .app
504            .composition
505            .reconcile(root_key, &mut *self.app.content)
506        {
507            Ok(changed) => {
508                if !changed {
509                    return false;
510                }
511                self.app.fps_monitor.record_recomposition();
512                self.sync_window_roots_in_context();
513                if self.app.composition_tree_needs_layout() {
514                    self.app.request_layout_pass();
515                    self.run_layout_phase_in_context();
516                }
517                request_render_invalidation();
518                true
519            }
520            Err(NodeError::Missing { id }) => {
521                log::debug!(
522                    "Post-layout recomposition skipped: node {} no longer exists",
523                    id
524                );
525                self.app.request_layout_pass();
526                request_render_invalidation();
527                true
528            }
529            Err(err) => {
530                log::error!("post-layout recomposition failed: {err}");
531                self.app.request_layout_pass();
532                request_render_invalidation();
533                true
534            }
535        }
536    }
537
538    fn run_dispatch_queues(&mut self) {
539        if has_pending_pointer_repasses() {
540            let mut applier = self.app.composition.applier_mut();
541            process_pointer_repasses(|node_id| {
542                match clear_dispatch_invalidation(
543                    &mut applier,
544                    node_id,
545                    DispatchInvalidationKind::Pointer,
546                ) {
547                    Ok(true) => {
548                        log::trace!("Cleared pointer repass flag for node #{}", node_id);
549                    }
550                    Ok(false) => {}
551                    Err(err) => {
552                        log::debug!(
553                            "Could not process pointer repass for node #{}: {}",
554                            node_id,
555                            err
556                        );
557                    }
558                }
559            });
560        }
561
562        if has_pending_focus_invalidations() {
563            let mut applier = self.app.composition.applier_mut();
564            process_focus_invalidations(|node_id| {
565                match clear_dispatch_invalidation(
566                    &mut applier,
567                    node_id,
568                    DispatchInvalidationKind::Focus,
569                ) {
570                    Ok(true) => {
571                        log::trace!("Cleared focus sync flag for node #{}", node_id);
572                    }
573                    Ok(false) => {}
574                    Err(err) => {
575                        log::debug!(
576                            "Could not process focus invalidation for node #{}: {}",
577                            node_id,
578                            err
579                        );
580                    }
581                }
582            });
583        }
584
585        if has_pending_semantics_invalidations() {
586            let mut applier = self.app.composition.applier_mut();
587            process_semantics_invalidations(|node_id| {
588                cranpose_core::bubble_semantics_dirty(&mut *applier, node_id);
589            });
590        }
591    }
592
593    fn take_structural_change_parents(&mut self) -> Vec<NodeId> {
594        if cranpose_core::env_flag!("CRANPOSE_DISABLE_STRUCTURAL_DIRT") {
595            return Vec::new();
596        }
597        let Some(root) = self.app.composition.root() else {
598            return Vec::new();
599        };
600        self.app
601            .composition
602            .applier_mut()
603            .take_structural_change_parents_attached_to(root)
604    }
605
606    #[cfg(test)]
607    pub(crate) fn run_render_phase(&mut self) -> FrameUpdateResult {
608        let app_context = Rc::clone(&self.app.app_context);
609        app_context.enter(|| self.run_render_phase_in_context(false))
610    }
611
612    fn run_render_phase_in_context(&mut self, recomposed_this_frame: bool) -> FrameUpdateResult {
613        let inspector_revision = if self.app.inspector_projector.is_some()
614            && self
615                .surfaces
616                .iter()
617                .any(|surface| surface.inspector.state.open)
618        {
619            self.semantics_snapshot_revision()
620        } else {
621            0
622        };
623        cranpose_ui::tick_cursor_blink();
624        let render_dirty = take_render_invalidation();
625        let pointer_dirty = take_pointer_invalidation();
626        take_focus_invalidation();
627        let draw_dirty =
628            partition_nodes_by_surface(&mut self.app, &self.surfaces, take_draw_repass_nodes());
629        let structural = self.take_structural_change_parents();
630        let structural = partition_nodes_by_surface(&mut self.app, &self.surfaces, structural);
631        let _ = cranpose_ui::has_focused_field();
632        let attributed = draw_dirty
633            .iter()
634            .chain(structural.iter())
635            .any(|nodes| !nodes.is_empty())
636            || self
637                .surfaces
638                .iter()
639                .any(|surface| !surface.scoped_layout_scene_nodes.is_empty());
640        let frame = FrameDirt {
641            render_dirty,
642            pointer_dirty,
643            attributed,
644            recomposed_this_frame,
645        };
646
647        let mut result = FrameUpdateResult::default();
648        let mut retained_visual_nodes = HashSet::new();
649        let mut prune_observations = false;
650        for ((surface, draw_dirty), structural) in
651            self.surfaces.iter_mut().zip(draw_dirty).zip(structural)
652        {
653            let mut frame = render_surface(&mut self.app, surface, &frame, draw_dirty, structural);
654            frame.result.visual_changed |=
655                crate::inspector::refresh(&mut self.app, surface, inspector_revision);
656            surface.last_update = frame.result;
657            surface.frame_owed |= frame.result.visual_changed;
658            result.visual_changed |= frame.result.visual_changed;
659            result.structure_changed |= frame.result.structure_changed;
660            if frame.rebuilt
661                && surface
662                    .renderer
663                    .scene()
664                    .collect_retained_visual_observation_nodes(&mut surface.retained_visual_nodes)
665            {
666                prune_observations = true;
667            }
668            retained_visual_nodes.extend(surface.retained_visual_nodes.iter().copied());
669        }
670        if prune_observations {
671            cranpose_ui::prune_draw_observations_to_nodes(&retained_visual_nodes);
672        }
673        result
674    }
675}
676
677fn render_surface<R>(
678    app: &mut ShellApp,
679    surface: &mut RootSurface<R>,
680    frame: &FrameDirt,
681    draw_dirty_nodes: Vec<NodeId>,
682    structural_parents: Vec<NodeId>,
683) -> SurfaceFrame
684where
685    R: Renderer,
686    R::Error: Debug,
687{
688    let draw_repass_pending = !draw_dirty_nodes.is_empty();
689    let mut draw_dirty_nodes = refresh_draw_nodes(app, surface, draw_dirty_nodes);
690    if frame.render_dirty && !draw_repass_pending {
691        draw_dirty_nodes = refresh_retained_redraw_nodes(app, surface);
692    }
693    let layout_dirty_nodes = std::mem::take(&mut surface.scoped_layout_scene_nodes);
694    let scene_dirty = surface.scene_dirty;
695    let dirt = SurfaceDirt::classify(
696        frame,
697        scene_dirty,
698        draw_repass_pending,
699        draw_dirty_nodes,
700        layout_dirty_nodes,
701        structural_parents,
702    );
703
704    if !dirt.needs_scene_rebuild {
705        dirt.log(
706            frame,
707            scene_dirty,
708            if dirt.render_only_dirty {
709                "present-retained"
710            } else {
711                "skip"
712            },
713        );
714        surface.scoped_layout_scene_nodes = dirt.layout_dirty_nodes;
715        if dirt.render_only_dirty && app.dev_options.fps_counter {
716            draw_dev_overlay(app, surface);
717        }
718        return SurfaceFrame {
719            result: FrameUpdateResult {
720                visual_changed: dirt.render_only_dirty,
721                structure_changed: false,
722            },
723            rebuilt: false,
724        };
725    }
726
727    surface.scene_dirty = false;
728    let structure_changed = !dirt.render_only_dirty && !dirt.visual_update_only();
729    rebuild_surface_scene(app, surface, frame, scene_dirty, &dirt);
730    if dev_overlay_belongs_on(surface.id, app.dev_options.fps_counter) {
731        draw_dev_overlay(app, surface);
732    }
733    SurfaceFrame {
734        result: FrameUpdateResult {
735            visual_changed: true,
736            structure_changed,
737        },
738        rebuilt: true,
739    }
740}
741
742fn rebuild_surface_scene<R>(
743    app: &mut ShellApp,
744    surface: &mut RootSurface<R>,
745    frame: &FrameDirt,
746    scene_dirty: bool,
747    dirt: &SurfaceDirt,
748) where
749    R: Renderer,
750    R::Error: Debug,
751{
752    let viewport_size = surface.viewport_size();
753    let Some(root) = surface.root_node(app) else {
754        surface.renderer.scene_mut().clear();
755        return;
756    };
757    let mut applier = app.composition.applier_mut();
758    dirt.log(frame, scene_dirty, dirt.rebuild_path());
759    let rebuild_result = if dirt.use_visual_update() {
760        surface.renderer.update_visual_scene_from_applier(
761            &mut applier,
762            root,
763            viewport_size,
764            &dirt.partial_dirty_nodes,
765        )
766    } else if dirt.use_partial_update() {
767        surface.renderer.update_scene_from_applier(
768            &mut applier,
769            root,
770            viewport_size,
771            &dirt.partial_dirty_nodes,
772        )
773    } else {
774        surface
775            .renderer
776            .rebuild_scene_from_applier(&mut applier, root, viewport_size)
777    };
778    if let Err(err) = rebuild_result {
779        log::error!("renderer rebuild failed: {err:?}");
780        surface.renderer.scene_mut().clear();
781    }
782}
783
784fn dev_overlay_belongs_on(id: RootId, fps_counter: bool) -> bool {
785    fps_counter && matches!(id, RootId::Primary)
786}
787
788fn draw_dev_overlay<R: Renderer>(app: &ShellApp, surface: &mut RootSurface<R>) {
789    let viewport_size = surface.viewport_size();
790    surface.refresh_dev_overlay_text_for_frame_at(app, viewport_size, Instant::now());
791    surface
792        .renderer
793        .draw_dev_overlay(surface.dev_overlay_text.as_str(), viewport_size);
794}
795
796fn refresh_draw_nodes<R: Renderer>(
797    app: &mut ShellApp,
798    surface: &mut RootSurface<R>,
799    dirty_nodes: Vec<NodeId>,
800) -> Vec<NodeId> {
801    if dirty_nodes.is_empty() {
802        return dirty_nodes;
803    }
804    let Some(layout_tree) = surface.layout_tree.as_mut() else {
805        return dirty_nodes;
806    };
807
808    let dirty_set: HashSet<NodeId> = dirty_nodes.into_iter().collect();
809    let mut applier = app.composition.applier_mut();
810    let refresh_scope = build_draw_refresh_scope(&mut applier, &dirty_set);
811    refresh_layout_box_data(
812        &mut applier,
813        layout_tree.root_mut(),
814        &refresh_scope,
815        &dirty_set,
816    );
817    dirty_set.into_iter().collect()
818}
819
820fn refresh_retained_redraw_nodes<R: Renderer>(
821    app: &mut ShellApp,
822    surface: &mut RootSurface<R>,
823) -> Vec<NodeId> {
824    let Some(root) = surface.root_node(app) else {
825        return Vec::new();
826    };
827    let mut dirty_nodes = Vec::new();
828    {
829        let mut applier = app.composition.applier_mut();
830        collect_retained_redraw_nodes(&mut applier, root, &mut dirty_nodes);
831    }
832    refresh_draw_nodes(app, surface, dirty_nodes)
833}
834
835impl<R: Renderer> RootSurface<R> {
836    fn refresh_dev_overlay_text_for_frame_at(
837        &mut self,
838        app: &ShellApp,
839        viewport_size: Size,
840        now: Instant,
841    ) {
842        if !self.dev_overlay_text_needs_refresh(viewport_size, now) {
843            return;
844        }
845        self.dev_overlay_text = self.build_dev_overlay_text(app, viewport_size);
846        self.dev_overlay_last_refresh = Some(now);
847        self.dev_overlay_viewport = Some(viewport_size);
848    }
849
850    fn dev_overlay_text_needs_refresh(&self, viewport_size: Size, now: Instant) -> bool {
851        if self.dev_overlay_text.is_empty() || self.dev_overlay_viewport != Some(viewport_size) {
852            return true;
853        }
854
855        self.dev_overlay_last_refresh
856            .map(|last| {
857                now.checked_duration_since(last).unwrap_or_default() >= DEV_OVERLAY_REFRESH_INTERVAL
858            })
859            .unwrap_or(true)
860    }
861
862    fn build_dev_overlay_text(&mut self, app: &ShellApp, viewport_size: Size) -> String {
863        self.dev_overlay_controls.clear();
864
865        let stats = app.fps_monitor.stats();
866        let mut text = format!(
867            "{:.0} FPS | avg {:.1}ms | p95 {:.1}ms | max {:.1}ms | work {:.1}ms | {} recomp/s",
868            stats.fps,
869            stats.avg_ms,
870            stats.p95_ms,
871            stats.max_ms,
872            stats.work_avg_ms,
873            stats.recomps_per_second
874        );
875
876        if !app.dev_options.frame_pacing_controls {
877            return text;
878        }
879
880        text.push_str(" | ");
881        let mut controls = Vec::with_capacity(FramePacingMode::ALL.len());
882        for (index, mode) in FramePacingMode::ALL.into_iter().enumerate() {
883            if index > 0 {
884                text.push(' ');
885            }
886            let start = text.len();
887            if mode == app.dev_options.frame_pacing_mode {
888                text.push('[');
889                text.push_str(mode.label());
890                text.push(']');
891            } else {
892                text.push_str(mode.label());
893            }
894            controls.push((start, text.len(), mode));
895        }
896
897        let overlay_width = text.len() as f32 * DEV_OVERLAY_CHAR_WIDTH;
898        let overlay_x = (viewport_size.width - overlay_width - DEV_OVERLAY_PADDING * 2.0)
899            .max(DEV_OVERLAY_PADDING);
900        let overlay_y = DEV_OVERLAY_PADDING;
901        let text_x = overlay_x + DEV_OVERLAY_PADDING / 2.0;
902        let text_y = overlay_y + DEV_OVERLAY_PADDING / 4.0;
903        let text_height = DEV_OVERLAY_FONT_SIZE * 1.4;
904
905        self.dev_overlay_controls = controls
906            .into_iter()
907            .map(|(start, end, mode)| DevOverlayControl {
908                bounds: Rect {
909                    x: text_x + start as f32 * DEV_OVERLAY_CHAR_WIDTH - 3.0,
910                    y: text_y - 3.0,
911                    width: (end - start) as f32 * DEV_OVERLAY_CHAR_WIDTH + 6.0,
912                    height: text_height + 6.0,
913                },
914                mode,
915            })
916            .collect();
917
918        text
919    }
920}
921
922fn clear_dispatch_invalidation(
923    applier: &mut MemoryApplier,
924    node_id: NodeId,
925    invalidation: DispatchInvalidationKind,
926) -> Result<bool, NodeError> {
927    match invalidation {
928        DispatchInvalidationKind::Pointer => {
929            match applier.with_node::<LayoutNode, _>(node_id, |node| {
930                let needs_pointer_pass = node.needs_pointer_pass();
931                if needs_pointer_pass {
932                    node.clear_needs_pointer_pass();
933                }
934                needs_pointer_pass
935            }) {
936                Ok(cleared) => Ok(cleared),
937                Err(NodeError::TypeMismatch { .. }) => applier
938                    .with_node::<SubcomposeLayoutNode, _>(node_id, |node| {
939                        let needs_pointer_pass = node.needs_pointer_pass();
940                        if needs_pointer_pass {
941                            node.clear_needs_pointer_pass();
942                        }
943                        needs_pointer_pass
944                    }),
945                Err(err) => Err(err),
946            }
947        }
948        DispatchInvalidationKind::Focus => {
949            match applier.with_node::<LayoutNode, _>(node_id, |node| {
950                let needs_focus_sync = node.needs_focus_sync();
951                if needs_focus_sync {
952                    node.clear_needs_focus_sync();
953                }
954                needs_focus_sync
955            }) {
956                Ok(cleared) => Ok(cleared),
957                Err(NodeError::TypeMismatch { .. }) => applier
958                    .with_node::<SubcomposeLayoutNode, _>(node_id, |node| {
959                        let needs_focus_sync = node.needs_focus_sync();
960                        if needs_focus_sync {
961                            node.clear_needs_focus_sync();
962                        }
963                        needs_focus_sync
964                    }),
965                Err(err) => Err(err),
966            }
967        }
968    }
969}
970
971pub(crate) fn build_draw_refresh_scope(
972    applier: &mut MemoryApplier,
973    dirty_nodes: &HashSet<NodeId>,
974) -> HashSet<NodeId> {
975    let mut refresh_scope = HashSet::with_capacity(dirty_nodes.len());
976    for &dirty_node in dirty_nodes {
977        let mut current = Some(dirty_node);
978        while let Some(node_id) = current {
979            if !refresh_scope.insert(node_id) {
980                break;
981            }
982            current = applier.get_mut(node_id).ok().and_then(|node| node.parent());
983        }
984    }
985    refresh_scope
986}
987
988fn take_needs_redraw(applier: &mut MemoryApplier, node_id: NodeId) -> bool {
989    match applier.with_node::<LayoutNode, _>(node_id, |node| {
990        let needs_redraw = node.needs_redraw();
991        if needs_redraw {
992            node.clear_needs_redraw();
993        }
994        needs_redraw
995    }) {
996        Ok(needs_redraw) => needs_redraw,
997        Err(NodeError::TypeMismatch { .. }) => applier
998            .with_node::<SubcomposeLayoutNode, _>(node_id, |node| {
999                let needs_redraw = node.needs_redraw();
1000                if needs_redraw {
1001                    node.clear_needs_redraw();
1002                }
1003                needs_redraw
1004            })
1005            .unwrap_or(false),
1006        Err(_) => false,
1007    }
1008}
1009
1010fn collect_retained_redraw_nodes(
1011    applier: &mut MemoryApplier,
1012    root: NodeId,
1013    dirty_nodes: &mut Vec<NodeId>,
1014) {
1015    let mut children = Default::default();
1016    match applier.get_mut(root) {
1017        Ok(node) => node.collect_children_into(&mut children),
1018        Err(_) => return,
1019    }
1020
1021    if take_needs_redraw(applier, root) {
1022        dirty_nodes.push(root);
1023    }
1024
1025    for child in children {
1026        if cranpose_ui::is_window_root(applier, child) {
1027            continue;
1028        }
1029        collect_retained_redraw_nodes(applier, child, dirty_nodes);
1030    }
1031}
1032
1033fn refresh_layout_box_data(
1034    applier: &mut MemoryApplier,
1035    layout: &mut cranpose_ui::layout::LayoutBox,
1036    refresh_scope: &HashSet<NodeId>,
1037    dirty_nodes: &HashSet<NodeId>,
1038) {
1039    if !refresh_scope.contains(&layout.node_id) {
1040        return;
1041    }
1042
1043    if dirty_nodes.contains(&layout.node_id) {
1044        if let Ok((modifier, resolved_modifiers, slices)) =
1045            applier.with_node::<LayoutNode, _>(layout.node_id, |node| {
1046                node.clear_needs_redraw();
1047                (
1048                    node.modifier.clone(),
1049                    node.resolved_modifiers(),
1050                    node.modifier_slices_snapshot(),
1051                )
1052            })
1053        {
1054            layout.node_data.modifier = modifier;
1055            layout.node_data.resolved_modifiers = resolved_modifiers;
1056            layout.node_data.modifier_slices = slices;
1057        } else if let Ok((modifier, resolved_modifiers)) = applier
1058            .with_node::<SubcomposeLayoutNode, _>(layout.node_id, |node| {
1059                node.clear_needs_redraw();
1060                (node.modifier(), node.resolved_modifiers())
1061            })
1062        {
1063            layout.node_data.modifier = modifier.clone();
1064            layout.node_data.resolved_modifiers = resolved_modifiers;
1065            layout.node_data.modifier_slices =
1066                std::rc::Rc::new(cranpose_ui::collect_slices_from_modifier(&modifier));
1067        }
1068    }
1069
1070    for child in &mut layout.children {
1071        refresh_layout_box_data(applier, child, refresh_scope, dirty_nodes);
1072    }
1073}
1074
1075#[cfg(test)]
1076#[path = "tests/shell_frame_tests.rs"]
1077mod tests;