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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    layer_property_nodes: usize,
73    layout_dirty_nodes: usize,
74    moved_nodes: usize,
75    structural_dirty_nodes: usize,
76    partial_dirty_nodes: usize,
77    dirty_node_ids: Option<String>,
78    render_only_dirty: bool,
79    recomposed_this_frame: bool,
80    path: &'a str,
81}
82
83fn log_render_phase_dirty_diagnostics(diagnostics: RenderPhaseDirtyDiagnostics<'_>) {
84    if !render_phase_dirty_diagnostics_enabled() {
85        return;
86    }
87
88    let RenderPhaseDirtyDiagnostics {
89        render_dirty,
90        pointer_dirty,
91        scene_dirty,
92        draw_repass_pending,
93        draw_dirty_nodes,
94        layer_property_nodes,
95        layout_dirty_nodes,
96        moved_nodes,
97        structural_dirty_nodes,
98        partial_dirty_nodes,
99        dirty_node_ids,
100        render_only_dirty,
101        recomposed_this_frame,
102        path,
103    } = diagnostics;
104    if let Some(dirty_node_ids) = dirty_node_ids {
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} layer_property_nodes={layer_property_nodes} layout_dirty_nodes={layout_dirty_nodes} moved_nodes={moved_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}",
107        );
108    } else {
109        log::warn!(
110            "[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} layer_property_nodes={layer_property_nodes} layout_dirty_nodes={layout_dirty_nodes} moved_nodes={moved_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}",
111        );
112    }
113}
114
115#[derive(Clone, Copy)]
116struct FrameDirt {
117    render_dirty: bool,
118    pointer_dirty: bool,
119    attributed: bool,
120    layer_properties_pending: bool,
121    recomposed_this_frame: bool,
122}
123
124struct SurfaceDirt {
125    draw_dirty_nodes: Vec<NodeId>,
126    layer_property_nodes: Vec<NodeId>,
127    layout_dirty_nodes: Vec<NodeId>,
128    moved_nodes: Vec<NodeId>,
129    structural_parents: Vec<NodeId>,
130    partial_dirty_nodes: Vec<NodeId>,
131    draw_repass_pending: bool,
132    render_only_dirty: bool,
133    visual_only_partial_dirty: bool,
134    full_scene_dirty: bool,
135    needs_scene_rebuild: bool,
136}
137
138struct ScopedVisualNodes {
139    draw: Vec<NodeId>,
140    layers: Vec<NodeId>,
141}
142
143impl SurfaceDirt {
144    fn classify(
145        frame: &FrameDirt,
146        scene_dirty: bool,
147        draw_repass_pending: bool,
148        visual_nodes: ScopedVisualNodes,
149        layout: cranpose_ui::GeometrySceneNodes,
150        structural_parents: Vec<NodeId>,
151        mut partial_dirty_nodes: Vec<NodeId>,
152    ) -> Self {
153        let ScopedVisualNodes {
154            draw: draw_dirty_nodes,
155            layers: layer_property_nodes,
156        } = visual_nodes;
157        let cranpose_ui::GeometrySceneNodes {
158            reshaped: layout_dirty_nodes,
159            moved: moved_nodes,
160        } = layout;
161        let structural_dirty = !structural_parents.is_empty();
162        partial_dirty_nodes.clear();
163        partial_dirty_nodes.extend(draw_dirty_nodes.iter().copied());
164        partial_dirty_nodes.extend(layout_dirty_nodes.iter().copied());
165        partial_dirty_nodes.extend(structural_parents.iter().copied());
166        partial_dirty_nodes.sort_unstable();
167        partial_dirty_nodes.dedup();
168
169        // Moved nodes are not part of the partial list: the scene moves them.
170        let layout_changed = !layout_dirty_nodes.is_empty() || !moved_nodes.is_empty();
171        let partial_scene_dirty = !partial_dirty_nodes.is_empty() || !moved_nodes.is_empty();
172        let render_only_dirty = frame.render_dirty
173            && !frame.attributed
174            && !partial_scene_dirty
175            && layer_property_nodes.is_empty()
176            && !draw_repass_pending
177            && !structural_dirty;
178        let visual_only_partial_dirty = (!draw_dirty_nodes.is_empty()
179            || !layer_property_nodes.is_empty())
180            && !layout_changed
181            && !frame.pointer_dirty
182            && !frame.recomposed_this_frame
183            && !structural_dirty;
184        let scoped_scene_dirty = scene_dirty && layout_changed;
185        let full_scene_dirty = scene_dirty && !scoped_scene_dirty && !visual_only_partial_dirty;
186        // A scoped scene change always has nodes, so `partial_scene_dirty`
187        // covers it.
188        let needs_scene_rebuild = full_scene_dirty
189            || partial_scene_dirty
190            || !layer_property_nodes.is_empty()
191            || draw_repass_pending
192            || structural_dirty;
193        Self {
194            draw_dirty_nodes,
195            layer_property_nodes,
196            layout_dirty_nodes,
197            moved_nodes,
198            structural_parents,
199            partial_dirty_nodes,
200            draw_repass_pending,
201            render_only_dirty,
202            visual_only_partial_dirty,
203            full_scene_dirty,
204            needs_scene_rebuild,
205        }
206    }
207
208    fn use_partial_update(&self) -> bool {
209        (!self.partial_dirty_nodes.is_empty()
210            || !self.layer_property_nodes.is_empty()
211            || !self.moved_nodes.is_empty())
212            && !self.render_only_dirty
213            && !self.full_scene_dirty
214    }
215
216    fn use_visual_update(&self) -> bool {
217        self.use_partial_update() && self.visual_only_partial_dirty
218    }
219
220    fn rebuild_path(&self) -> &'static str {
221        if self.use_visual_update() {
222            "visual-update"
223        } else if self.use_partial_update() {
224            "update"
225        } else {
226            "rebuild"
227        }
228    }
229
230    fn log(&self, frame: &FrameDirt, scene_dirty: bool, path: &str) {
231        log_render_phase_dirty_diagnostics(RenderPhaseDirtyDiagnostics {
232            render_dirty: frame.render_dirty,
233            pointer_dirty: frame.pointer_dirty,
234            scene_dirty,
235            draw_repass_pending: self.draw_repass_pending,
236            draw_dirty_nodes: self.draw_dirty_nodes.len(),
237            layer_property_nodes: self.layer_property_nodes.len(),
238            layout_dirty_nodes: self.layout_dirty_nodes.len(),
239            moved_nodes: self.moved_nodes.len(),
240            structural_dirty_nodes: self.structural_parents.len(),
241            partial_dirty_nodes: self.partial_dirty_nodes.len(),
242            dirty_node_ids: render_phase_dirty_diagnostics_enabled().then(|| {
243                format!(
244                    "draw={:?} layers={:?} layout={:?} moved={:?} structural={:?} partial={:?}",
245                    self.draw_dirty_nodes,
246                    self.layer_property_nodes,
247                    self.layout_dirty_nodes,
248                    self.moved_nodes,
249                    self.structural_parents,
250                    self.partial_dirty_nodes,
251                )
252            }),
253            render_only_dirty: self.render_only_dirty,
254            recomposed_this_frame: frame.recomposed_this_frame,
255            path,
256        });
257    }
258}
259
260struct SurfaceFrame {
261    result: FrameUpdateResult,
262    rebuilt: bool,
263}
264
265fn pending_repass_nodes() -> Vec<NodeId> {
266    let mut nodes = if cranpose_ui::has_pending_layout_repasses() {
267        cranpose_ui::pending_layout_repass_nodes_snapshot()
268    } else {
269        Vec::new()
270    };
271    if cranpose_ui::has_pending_measure_repasses() {
272        for node in cranpose_ui::pending_measure_repass_nodes_snapshot() {
273            if !nodes.contains(&node) {
274                nodes.push(node);
275            }
276        }
277    }
278    nodes
279}
280
281fn mark_root_for_layout(applier: &mut MemoryApplier, root: NodeId) {
282    match applier.with_node::<LayoutNode, _>(root, |node| {
283        node.mark_needs_measure();
284        node.mark_needs_layout();
285    }) {
286        Ok(()) | Err(NodeError::Missing { .. }) => {}
287        Err(NodeError::TypeMismatch { .. }) => {
288            let _ = applier.with_node::<SubcomposeLayoutNode, _>(root, |node| {
289                node.mark_needs_measure();
290                node.mark_needs_layout_flag();
291            });
292        }
293        Err(_) => {}
294    }
295}
296
297pub(crate) const IDLE_PREFETCH_MAX_PASSES: usize = 4;
298
299impl<R> AppShell<R>
300where
301    R: Renderer,
302    R::Error: Debug,
303{
304    pub fn set_semantics_enabled(&mut self, enabled: bool) {
305        if self.app.semantics_enabled == enabled {
306            return;
307        }
308        self.app.semantics_enabled = enabled;
309        self.app.semantics_snapshot_revision = self.app.semantics_snapshot_revision.wrapping_add(1);
310        if enabled {
311            self.app.request_forced_layout_pass();
312            self.mark_all_dirty();
313        } else {
314            for surface in &mut self.surfaces {
315                surface.semantics_tree = None;
316            }
317        }
318    }
319
320    /// Sets how the platform should vote the display's frame rate for this
321    /// app. The default, [`FrameRatePreference::Auto`], mirrors Compose: the
322    /// panel's fastest rate while frames are being produced, no preference
323    /// when the scene is still.
324    pub fn set_frame_rate_preference(&mut self, preference: crate::FrameRatePreference) {
325        self.surfaces[0].frame_rate_preference = preference;
326    }
327
328    /// The app's current display frame-rate preference. Read by platform
329    /// backends each frame; the vote itself is applied by the backend that
330    /// owns the native window.
331    pub fn frame_rate_preference(&self) -> crate::FrameRatePreference {
332        self.surfaces[0].frame_rate_preference
333    }
334
335    pub(crate) fn process_frame(&mut self) -> FrameUpdateResult {
336        let app_context = Rc::clone(&self.app.app_context);
337        app_context.enter(|| self.process_frame_in_context(false))
338    }
339
340    pub(crate) fn process_frame_in_context(
341        &mut self,
342        recomposed_before_frame: bool,
343    ) -> FrameUpdateResult {
344        let frame_start = Instant::now();
345
346        self.sync_window_roots_in_context();
347        self.run_layout_phase_in_context();
348        let after_initial_layout = Instant::now();
349
350        let recomposed_this_frame = recomposed_before_frame || self.run_post_layout_recomposition();
351
352        let after_layout = Instant::now();
353
354        self.run_dispatch_queues();
355        self.update_modal_focus();
356        self.reveal_new_focus();
357
358        let after_dispatch = Instant::now();
359
360        clear_transient_scroll_motion_contexts();
361
362        let result = self.run_render_phase_in_context(recomposed_this_frame);
363        let after_render = Instant::now();
364        log_frame_stage_telemetry(
365            frame_start,
366            after_initial_layout,
367            after_layout,
368            after_dispatch,
369            after_render,
370        );
371        result
372    }
373
374    /// Composes lazy list items that frames left beyond their viewports for
375    /// later, in layout passes, at most four of them. A pass runs while
376    /// `deadline`, if any, still leaves room for the recent cost of one full pass
377    /// and `frame_can_start`, asked before each pass, says the next frame
378    /// cannot start yet.
379    /// Call it while waiting for the next frame. Returns whether a pass ran.
380    pub fn run_idle_prefetch(
381        &mut self,
382        deadline: Option<Instant>,
383        mut frame_can_start: impl FnMut(&mut R) -> bool,
384    ) -> bool {
385        let app_context = Rc::clone(&self.app.app_context);
386        app_context.enter(|| {
387            let mut passes = 0;
388            while passes < IDLE_PREFETCH_MAX_PASSES
389                && cranpose_ui::has_lazy_prefetch_requests()
390                && deadline.is_none_or(|deadline| {
391                    Instant::now() + cranpose_ui::lazy_prefetch_pass_cost() <= deadline
392                })
393                && !frame_can_start(self.renderer())
394            {
395                cranpose_ui::with_lazy_prefetch_pass(|| {
396                    cranpose_ui::drain_lazy_prefetch_requests(cranpose_ui::schedule_measure_repass);
397                    self.run_layout_phase_in_context();
398                    cranpose_ui::warm_prefetched_slices(&mut self.app.composition.applier_mut());
399                });
400                passes += 1;
401            }
402            passes > 0
403        })
404    }
405
406    #[cfg(test)]
407    pub(crate) fn run_layout_phase(&mut self) {
408        let app_context = Rc::clone(&self.app.app_context);
409        app_context.enter(|| self.run_layout_phase_in_context());
410    }
411
412    pub(crate) fn run_layout_phase_in_context(&mut self) {
413        let has_scoped_repasses = cranpose_ui::has_pending_layout_repasses()
414            || cranpose_ui::has_pending_measure_repasses();
415        let scoped_layout_nodes = pending_repass_nodes();
416
417        let global_layout_invalidation = take_layout_invalidation();
418        let force_layout_pass = self.app.force_layout_pass;
419
420        if global_layout_invalidation {
421            cranpose_ui::layout::invalidate_all_layout_caches();
422            if let Some(root) = self.app.composition.root() {
423                mark_root_for_layout(&mut self.app.composition.applier_mut(), root);
424            }
425            self.app.request_forced_layout_pass();
426        } else if has_scoped_repasses {
427            self.app.request_layout_pass();
428        }
429
430        if !self.app.layout_requested {
431            return;
432        }
433
434        let Some(root) = self.app.composition.root() else {
435            self.reset_layout_snapshots();
436            return;
437        };
438        let viewport_size = self.surfaces[0].viewport_size();
439        let handle = self.app.composition.runtime_handle();
440        let mut applier = self.app.composition.applier_mut();
441        applier.set_runtime_handle(handle);
442
443        let tree_needs_layout_check = cranpose_ui::tree_needs_layout(&mut *applier, root)
444            .unwrap_or_else(|err| {
445                log::warn!("Cannot check layout dirty status for root #{root}: {err}");
446                true
447            });
448        let needs_layout =
449            self.app.force_layout_pass || has_scoped_repasses || tree_needs_layout_check;
450        self.app.layout_requested = false;
451        self.app.force_layout_pass = false;
452
453        if !needs_layout {
454            log::trace!("Skipping layout: tree is clean");
455            applier.clear_runtime_handle();
456            return;
457        }
458
459        let measured = cranpose_ui::measure_layout_with_options(
460            &mut applier,
461            root,
462            viewport_size,
463            MeasureLayoutOptions {
464                collect_semantics: false,
465                build_layout_tree: false,
466            },
467        );
468        applier.clear_runtime_handle();
469        drop(applier);
470        match measured {
471            Ok(_measurements) => {
472                self.forget_frame_snapshots();
473                self.record_layout_scene_nodes(
474                    global_layout_invalidation || force_layout_pass,
475                    has_scoped_repasses,
476                    scoped_layout_nodes,
477                );
478            }
479            Err(err) => {
480                log::error!("failed to compute layout: {err}");
481                self.reset_layout_snapshots();
482            }
483        }
484    }
485
486    fn forget_frame_snapshots(&mut self) {
487        self.app.semantics_snapshot_revision = self.app.semantics_snapshot_revision.wrapping_add(1);
488        for surface in &mut self.surfaces {
489            surface.forget_snapshots();
490        }
491    }
492
493    fn reset_layout_snapshots(&mut self) {
494        self.forget_frame_snapshots();
495        for surface in &mut self.surfaces {
496            surface.invalidate_scene_root(surface.root_node(&self.app));
497        }
498        let _ = cranpose_ui::take_geometry_scene_nodes();
499        self.app.layout_requested = false;
500        self.app.force_layout_pass = false;
501    }
502
503    fn record_layout_scene_nodes(
504        &mut self,
505        global: bool,
506        has_scoped_repasses: bool,
507        scoped_layout_nodes: Vec<NodeId>,
508    ) {
509        cranpose_ui::take_geometry_scene_nodes_into(&mut self.geometry_scene_nodes);
510        self.app.content_moved |= !self.geometry_scene_nodes.is_empty();
511        if global {
512            for surface in &mut self.surfaces {
513                surface.invalidate_scene_root(surface.root_node(&self.app));
514            }
515        }
516        // The scene updates the root of a global pass in place and keeps the
517        // layers below it, so the nodes the pass reshaped or moved go to the
518        // scene too: a padding that grew moves its node's children although
519        // no child moved in its parent.
520        let scoped = (has_scoped_repasses && !global)
521            .then_some(scoped_layout_nodes)
522            .into_iter()
523            .flatten();
524        route_nodes_by_surface(
525            &mut self.app,
526            &mut self.surfaces,
527            scoped.chain(self.geometry_scene_nodes.reshaped.iter().copied()),
528            SurfaceDirtyLane::Layout,
529            &mut self.routing_scratch,
530        );
531        route_nodes_by_surface(
532            &mut self.app,
533            &mut self.surfaces,
534            self.geometry_scene_nodes.moved.iter().copied(),
535            SurfaceDirtyLane::Moved,
536            &mut self.routing_scratch,
537        );
538    }
539
540    fn run_post_layout_recomposition(&mut self) -> bool {
541        if !self.app.composition.should_recompose() {
542            return false;
543        }
544
545        let Some(root_key) = self.app.composition.root_key() else {
546            return false;
547        };
548
549        match self
550            .app
551            .composition
552            .reconcile(root_key, &mut *self.app.content)
553        {
554            Ok(changed) => {
555                if !changed {
556                    return false;
557                }
558                self.app.fps_monitor.record_recomposition();
559                self.sync_window_roots_in_context();
560                if self.app.composition_tree_needs_layout() {
561                    self.app.request_layout_pass();
562                    self.run_layout_phase_in_context();
563                }
564                request_render_invalidation();
565                true
566            }
567            Err(NodeError::Missing { id }) => {
568                log::debug!("Post-layout recomposition skipped: node {id} no longer exists");
569                self.app.request_layout_pass();
570                request_render_invalidation();
571                true
572            }
573            Err(err) => {
574                log::error!("post-layout recomposition failed: {err}");
575                self.app.request_layout_pass();
576                request_render_invalidation();
577                true
578            }
579        }
580    }
581
582    fn run_dispatch_queues(&mut self) {
583        if has_pending_pointer_repasses() {
584            let mut applier = self.app.composition.applier_mut();
585            process_pointer_repasses(|node_id| {
586                match clear_dispatch_invalidation(
587                    &mut applier,
588                    node_id,
589                    DispatchInvalidationKind::Pointer,
590                ) {
591                    Ok(true) => {
592                        log::trace!("Cleared pointer repass flag for node #{node_id}");
593                    }
594                    Ok(false) => {}
595                    Err(err) => {
596                        log::debug!("Could not process pointer repass for node #{node_id}: {err}");
597                    }
598                }
599            });
600        }
601
602        if has_pending_focus_invalidations() {
603            let mut applier = self.app.composition.applier_mut();
604            process_focus_invalidations(|node_id| {
605                match clear_dispatch_invalidation(
606                    &mut applier,
607                    node_id,
608                    DispatchInvalidationKind::Focus,
609                ) {
610                    Ok(true) => {
611                        log::trace!("Cleared focus sync flag for node #{node_id}");
612                    }
613                    Ok(false) => {}
614                    Err(err) => {
615                        log::debug!(
616                            "Could not process focus invalidation for node #{node_id}: {err}"
617                        );
618                    }
619                }
620            });
621        }
622
623        self.app.flush_semantics_invalidations();
624    }
625
626    fn take_structural_change_parents(&mut self) {
627        self.pending_dirty_nodes.clear();
628        if cranpose_core::env_flag!("CRANPOSE_DISABLE_STRUCTURAL_DIRT") {
629            return;
630        }
631        if self.app.composition.root().is_none() {
632            return;
633        }
634        self.app
635            .composition
636            .applier_mut()
637            .take_structural_change_parents_into(&mut self.pending_dirty_nodes);
638    }
639
640    #[cfg(test)]
641    pub(crate) fn run_render_phase(&mut self) -> FrameUpdateResult {
642        let app_context = Rc::clone(&self.app.app_context);
643        app_context.enter(|| self.run_render_phase_in_context(false))
644    }
645
646    fn run_render_phase_in_context(&mut self, recomposed_this_frame: bool) -> FrameUpdateResult {
647        let inspector_revision = if self.app.inspector_projector.is_some()
648            && self
649                .surfaces
650                .iter()
651                .any(|surface| surface.inspector.state.open)
652        {
653            self.semantics_snapshot_revision()
654        } else {
655            0
656        };
657        cranpose_ui::tick_cursor_blink();
658        let render_dirty = take_render_invalidation();
659        let pointer_dirty = take_pointer_invalidation();
660        take_focus_invalidation();
661        for surface in &mut self.surfaces {
662            surface.scoped_draw_nodes.clear();
663            surface.scoped_layer_property_nodes.clear();
664            surface.structural_scene_nodes.clear();
665        }
666        cranpose_ui::take_draw_repass_nodes_into(&mut self.pending_dirty_nodes);
667        route_nodes_by_surface(
668            &mut self.app,
669            &mut self.surfaces,
670            self.pending_dirty_nodes.iter().copied(),
671            SurfaceDirtyLane::Draw,
672            &mut self.routing_scratch,
673        );
674        cranpose_ui::take_layer_property_repass_nodes_into(&mut self.pending_layer_property_nodes);
675        route_nodes_by_surface(
676            &mut self.app,
677            &mut self.surfaces,
678            self.pending_layer_property_nodes.iter().copied(),
679            SurfaceDirtyLane::LayerProperties,
680            &mut self.routing_scratch,
681        );
682        self.take_structural_change_parents();
683        route_nodes_by_surface(
684            &mut self.app,
685            &mut self.surfaces,
686            self.pending_dirty_nodes.iter().copied(),
687            SurfaceDirtyLane::Structural,
688            &mut self.routing_scratch,
689        );
690        self.pending_dirty_nodes.clear();
691        self.pending_layer_property_nodes.clear();
692        let _ = cranpose_ui::has_focused_field();
693        let attributed = self.surfaces.iter().any(|surface| {
694            !surface.scoped_draw_nodes.is_empty()
695                || !surface.scoped_layer_property_nodes.is_empty()
696                || !surface.structural_scene_nodes.is_empty()
697        }) || self.surfaces.iter().any(|surface| {
698            !surface.scoped_layout_scene_nodes.is_empty()
699                || !surface.scoped_moved_scene_nodes.is_empty()
700        });
701        let layer_properties_pending = self
702            .surfaces
703            .iter()
704            .any(|surface| !surface.scoped_layer_property_nodes.is_empty());
705        let frame = FrameDirt {
706            render_dirty,
707            pointer_dirty,
708            attributed,
709            layer_properties_pending,
710            recomposed_this_frame,
711        };
712
713        let mut result = FrameUpdateResult::default();
714        for surface in &mut self.surfaces {
715            let mut frame = render_surface(&mut self.app, surface, &frame);
716            frame.result.visual_changed |=
717                crate::inspector::refresh(&mut self.app, surface, inspector_revision);
718            surface.last_update = frame.result;
719            surface.frame_owed |= frame.result.visual_changed;
720            result.visual_changed |= frame.result.visual_changed;
721            result.structure_changed |= frame.result.structure_changed;
722            result.content_redrawn |= frame.rebuilt;
723        }
724        if result.content_redrawn {
725            self.prune_stale_draw_observations();
726        }
727        result.content_moved = std::mem::take(&mut self.app.content_moved);
728        result
729    }
730
731    /// Drops the draw observations of nodes no surface's render graph holds
732    /// any more, once every [`OBSERVATION_PRUNE_INTERVAL`] rebuilt frames:
733    /// finding them walks every node of every graph, and an observation
734    /// left behind in between costs no more than a redraw request for a
735    /// node nothing draws.
736    fn prune_stale_draw_observations(&mut self) {
737        self.app.rebuilt_frames_since_observation_prune += 1;
738        if self.app.rebuilt_frames_since_observation_prune < OBSERVATION_PRUNE_INTERVAL {
739            return;
740        }
741        self.app.rebuilt_frames_since_observation_prune = 0;
742        let mut retained_visual_nodes = HashSet::default();
743        let mut any_graph = false;
744        for surface in &mut self.surfaces {
745            any_graph |= surface
746                .renderer
747                .scene()
748                .collect_retained_visual_observation_nodes(&mut surface.retained_visual_nodes);
749            retained_visual_nodes.extend(surface.retained_visual_nodes.iter().copied());
750        }
751        if any_graph {
752            cranpose_ui::prune_draw_observations_to_nodes(&retained_visual_nodes);
753        }
754    }
755}
756
757/// Rebuilt frames between prunes of stale draw observations: once a second
758/// at 60 Hz.
759pub(crate) const OBSERVATION_PRUNE_INTERVAL: u32 = 60;
760
761fn render_surface<R>(
762    app: &mut ShellApp,
763    surface: &mut RootSurface<R>,
764    frame: &FrameDirt,
765) -> SurfaceFrame
766where
767    R: Renderer,
768    R::Error: Debug,
769{
770    let draw_dirty_nodes = std::mem::take(&mut surface.scoped_draw_nodes);
771    let layer_property_nodes = std::mem::take(&mut surface.scoped_layer_property_nodes);
772    let structural_parents = std::mem::take(&mut surface.structural_scene_nodes);
773    let draw_repass_pending = !draw_dirty_nodes.is_empty();
774    let mut draw_dirty_nodes = refresh_draw_nodes(app, surface, draw_dirty_nodes);
775    if frame.render_dirty && !frame.layer_properties_pending && !draw_repass_pending {
776        draw_dirty_nodes = refresh_retained_redraw_nodes(app, surface, draw_dirty_nodes);
777    }
778    let layout = cranpose_ui::GeometrySceneNodes {
779        reshaped: std::mem::take(&mut surface.scoped_layout_scene_nodes),
780        moved: std::mem::take(&mut surface.scoped_moved_scene_nodes),
781    };
782    let partial_dirty_nodes = std::mem::take(&mut surface.partial_scene_nodes);
783    let scene_dirty = surface.scene_dirty;
784    let mut dirt = SurfaceDirt::classify(
785        frame,
786        scene_dirty,
787        draw_repass_pending,
788        ScopedVisualNodes {
789            draw: draw_dirty_nodes,
790            layers: layer_property_nodes,
791        },
792        layout,
793        structural_parents,
794        partial_dirty_nodes,
795    );
796
797    if !dirt.needs_scene_rebuild {
798        dirt.log(
799            frame,
800            scene_dirty,
801            if dirt.render_only_dirty {
802                "present-retained"
803            } else {
804                "skip"
805            },
806        );
807        surface.scoped_layout_scene_nodes = dirt.layout_dirty_nodes;
808        surface.scoped_moved_scene_nodes = dirt.moved_nodes;
809        surface.scoped_draw_nodes = dirt.draw_dirty_nodes;
810        surface.scoped_layer_property_nodes = dirt.layer_property_nodes;
811        surface.structural_scene_nodes = dirt.structural_parents;
812        surface.partial_scene_nodes = dirt.partial_dirty_nodes;
813        if dirt.render_only_dirty && app.dev_options.fps_counter {
814            draw_dev_overlay(app, surface);
815        }
816        return SurfaceFrame {
817            result: FrameUpdateResult {
818                visual_changed: dirt.render_only_dirty,
819                ..FrameUpdateResult::default()
820            },
821            rebuilt: false,
822        };
823    }
824
825    surface.scene_dirty = false;
826    let structure_changed = !dirt.render_only_dirty && !dirt.use_visual_update();
827    rebuild_surface_scene(app, surface, frame, scene_dirty, &dirt);
828    if dev_overlay_belongs_on(surface.id, app.dev_options.fps_counter) {
829        draw_dev_overlay(app, surface);
830    }
831    dirt.layout_dirty_nodes.clear();
832    dirt.moved_nodes.clear();
833    surface.scoped_moved_scene_nodes = dirt.moved_nodes;
834    surface.scoped_draw_nodes = dirt.draw_dirty_nodes;
835    surface.scoped_layer_property_nodes = dirt.layer_property_nodes;
836    surface.structural_scene_nodes = dirt.structural_parents;
837    surface.partial_scene_nodes = dirt.partial_dirty_nodes;
838    surface.scoped_layout_scene_nodes = dirt.layout_dirty_nodes;
839    SurfaceFrame {
840        result: FrameUpdateResult {
841            visual_changed: true,
842            structure_changed,
843            ..FrameUpdateResult::default()
844        },
845        rebuilt: true,
846    }
847}
848
849fn rebuild_surface_scene<R>(
850    app: &mut ShellApp,
851    surface: &mut RootSurface<R>,
852    frame: &FrameDirt,
853    scene_dirty: bool,
854    dirt: &SurfaceDirt,
855) where
856    R: Renderer,
857    R::Error: Debug,
858{
859    let viewport_size = surface.viewport_size();
860    let Some(root) = surface.root_node(app) else {
861        surface.renderer.scene_mut().clear();
862        return;
863    };
864    let mut applier = app.composition.applier_mut();
865    dirt.log(frame, scene_dirty, dirt.rebuild_path());
866    let rebuild_result = if dirt.use_visual_update() {
867        surface.renderer.update_visual_scene_from_applier(
868            &mut applier,
869            root,
870            viewport_size,
871            SceneUpdates {
872                content: &dirt.partial_dirty_nodes,
873                layers: &dirt.layer_property_nodes,
874                moved: &dirt.moved_nodes,
875            },
876        )
877    } else if dirt.use_partial_update() {
878        surface.renderer.update_scene_from_applier(
879            &mut applier,
880            root,
881            viewport_size,
882            SceneUpdates {
883                content: &dirt.partial_dirty_nodes,
884                layers: &dirt.layer_property_nodes,
885                moved: &dirt.moved_nodes,
886            },
887        )
888    } else {
889        surface
890            .renderer
891            .rebuild_scene_from_applier(&mut applier, root, viewport_size)
892    };
893    if let Err(err) = rebuild_result {
894        log::error!("renderer rebuild failed: {err:?}");
895        surface.renderer.scene_mut().clear();
896    }
897}
898
899fn dev_overlay_belongs_on(id: RootId, fps_counter: bool) -> bool {
900    fps_counter && matches!(id, RootId::Primary)
901}
902
903fn draw_dev_overlay<R: Renderer>(app: &ShellApp, surface: &mut RootSurface<R>) {
904    let viewport_size = surface.viewport_size();
905    surface.refresh_dev_overlay_text_for_frame_at(app, viewport_size, Instant::now());
906    surface
907        .renderer
908        .draw_dev_overlay(surface.dev_overlay_text.as_str(), viewport_size);
909}
910
911fn refresh_draw_nodes<R: Renderer>(
912    app: &mut ShellApp,
913    surface: &mut RootSurface<R>,
914    mut dirty_nodes: Vec<NodeId>,
915) -> Vec<NodeId> {
916    if dirty_nodes.is_empty() {
917        return dirty_nodes;
918    }
919    let Some(layout_tree) = surface.layout_tree.as_mut() else {
920        return dirty_nodes;
921    };
922
923    dirty_nodes.sort_unstable();
924    dirty_nodes.dedup();
925    let dirty_set: HashSet<NodeId> = dirty_nodes.iter().copied().collect();
926    let mut applier = app.composition.applier_mut();
927    let refresh_scope = build_draw_refresh_scope(&mut applier, &dirty_set);
928    refresh_layout_box_data(
929        &mut applier,
930        layout_tree.root_mut(),
931        &refresh_scope,
932        &dirty_set,
933    );
934    dirty_nodes
935}
936
937fn refresh_retained_redraw_nodes<R: Renderer>(
938    app: &mut ShellApp,
939    surface: &mut RootSurface<R>,
940    mut dirty_nodes: Vec<NodeId>,
941) -> Vec<NodeId> {
942    dirty_nodes.clear();
943    let Some(root) = surface.root_node(app) else {
944        return dirty_nodes;
945    };
946    {
947        let mut applier = app.composition.applier_mut();
948        collect_retained_redraw_nodes(&mut applier, root, &mut dirty_nodes);
949    }
950    refresh_draw_nodes(app, surface, dirty_nodes)
951}
952
953impl<R: Renderer> RootSurface<R> {
954    fn refresh_dev_overlay_text_for_frame_at(
955        &mut self,
956        app: &ShellApp,
957        viewport_size: Size,
958        now: Instant,
959    ) {
960        if !self.dev_overlay_text_needs_refresh(viewport_size, now) {
961            return;
962        }
963        self.dev_overlay_text = self.build_dev_overlay_text(app, viewport_size);
964        self.dev_overlay_last_refresh = Some(now);
965        self.dev_overlay_viewport = Some(viewport_size);
966    }
967
968    fn dev_overlay_text_needs_refresh(&self, viewport_size: Size, now: Instant) -> bool {
969        if self.dev_overlay_text.is_empty() || self.dev_overlay_viewport != Some(viewport_size) {
970            return true;
971        }
972
973        self.dev_overlay_last_refresh.is_none_or(|last| {
974            now.checked_duration_since(last).unwrap_or_default() >= DEV_OVERLAY_REFRESH_INTERVAL
975        })
976    }
977
978    fn build_dev_overlay_text(&mut self, app: &ShellApp, viewport_size: Size) -> String {
979        self.dev_overlay_controls.clear();
980
981        let stats = app.fps_monitor.stats();
982        let mut text = format!(
983            "{:.0} FPS | avg {:.1}ms | p95 {:.1}ms | max {:.1}ms | work {:.1}ms | {} recomp/s",
984            stats.fps,
985            stats.avg_ms,
986            stats.p95_ms,
987            stats.max_ms,
988            stats.work_avg_ms,
989            stats.recomps_per_second
990        );
991
992        if !app.dev_options.frame_pacing_controls {
993            return text;
994        }
995
996        text.push_str(" | ");
997        let mut controls = Vec::with_capacity(FramePacingMode::ALL.len());
998        for (index, mode) in FramePacingMode::ALL.into_iter().enumerate() {
999            if index > 0 {
1000                text.push(' ');
1001            }
1002            let start = text.len();
1003            if mode == app.dev_options.frame_pacing_mode {
1004                text.push('[');
1005                text.push_str(mode.label());
1006                text.push(']');
1007            } else {
1008                text.push_str(mode.label());
1009            }
1010            controls.push((start, text.len(), mode));
1011        }
1012
1013        let overlay_width = text.len() as f32 * DEV_OVERLAY_CHAR_WIDTH;
1014        let overlay_x = (viewport_size.width - overlay_width - DEV_OVERLAY_PADDING * 2.0)
1015            .max(DEV_OVERLAY_PADDING);
1016        let overlay_y = DEV_OVERLAY_PADDING;
1017        let text_x = overlay_x + DEV_OVERLAY_PADDING / 2.0;
1018        let text_y = overlay_y + DEV_OVERLAY_PADDING / 4.0;
1019        let text_height = DEV_OVERLAY_FONT_SIZE * 1.4;
1020
1021        self.dev_overlay_controls = controls
1022            .into_iter()
1023            .map(|(start, end, mode)| DevOverlayControl {
1024                bounds: Rect {
1025                    x: text_x + start as f32 * DEV_OVERLAY_CHAR_WIDTH - 3.0,
1026                    y: text_y - 3.0,
1027                    width: (end - start) as f32 * DEV_OVERLAY_CHAR_WIDTH + 6.0,
1028                    height: text_height + 6.0,
1029                },
1030                mode,
1031            })
1032            .collect();
1033
1034        text
1035    }
1036}
1037
1038fn clear_dispatch_invalidation(
1039    applier: &mut MemoryApplier,
1040    node_id: NodeId,
1041    invalidation: DispatchInvalidationKind,
1042) -> Result<bool, NodeError> {
1043    match invalidation {
1044        DispatchInvalidationKind::Pointer => {
1045            match applier.with_node::<LayoutNode, _>(node_id, |node| {
1046                let needs_pointer_pass = node.needs_pointer_pass();
1047                if needs_pointer_pass {
1048                    node.clear_needs_pointer_pass();
1049                }
1050                needs_pointer_pass
1051            }) {
1052                Ok(cleared) => Ok(cleared),
1053                Err(NodeError::TypeMismatch { .. }) => applier
1054                    .with_node::<SubcomposeLayoutNode, _>(node_id, |node| {
1055                        let needs_pointer_pass = node.needs_pointer_pass();
1056                        if needs_pointer_pass {
1057                            node.clear_needs_pointer_pass();
1058                        }
1059                        needs_pointer_pass
1060                    }),
1061                Err(err) => Err(err),
1062            }
1063        }
1064        DispatchInvalidationKind::Focus => {
1065            match applier.with_node::<LayoutNode, _>(node_id, |node| {
1066                let needs_focus_sync = node.needs_focus_sync();
1067                if needs_focus_sync {
1068                    node.clear_needs_focus_sync();
1069                }
1070                needs_focus_sync
1071            }) {
1072                Ok(cleared) => Ok(cleared),
1073                Err(NodeError::TypeMismatch { .. }) => applier
1074                    .with_node::<SubcomposeLayoutNode, _>(node_id, |node| {
1075                        let needs_focus_sync = node.needs_focus_sync();
1076                        if needs_focus_sync {
1077                            node.clear_needs_focus_sync();
1078                        }
1079                        needs_focus_sync
1080                    }),
1081                Err(err) => Err(err),
1082            }
1083        }
1084    }
1085}
1086
1087pub(crate) fn build_draw_refresh_scope(
1088    applier: &mut MemoryApplier,
1089    dirty_nodes: &HashSet<NodeId>,
1090) -> HashSet<NodeId> {
1091    let mut refresh_scope =
1092        HashSet::with_capacity_and_hasher(dirty_nodes.len(), Default::default());
1093    for &dirty_node in dirty_nodes {
1094        let mut current = Some(dirty_node);
1095        while let Some(node_id) = current {
1096            if !refresh_scope.insert(node_id) {
1097                break;
1098            }
1099            current = applier.get_mut(node_id).ok().and_then(|node| node.parent());
1100        }
1101    }
1102    refresh_scope
1103}
1104
1105fn take_needs_redraw(applier: &mut MemoryApplier, node_id: NodeId) -> bool {
1106    match applier.with_node::<LayoutNode, _>(node_id, |node| {
1107        let needs_redraw = node.needs_redraw();
1108        if needs_redraw {
1109            node.clear_needs_redraw();
1110        }
1111        needs_redraw
1112    }) {
1113        Ok(needs_redraw) => needs_redraw,
1114        Err(NodeError::TypeMismatch { .. }) => applier
1115            .with_node::<SubcomposeLayoutNode, _>(node_id, |node| {
1116                let needs_redraw = node.needs_redraw();
1117                if needs_redraw {
1118                    node.clear_needs_redraw();
1119                }
1120                needs_redraw
1121            })
1122            .unwrap_or(false),
1123        Err(_) => false,
1124    }
1125}
1126
1127fn collect_retained_redraw_nodes(
1128    applier: &mut MemoryApplier,
1129    root: NodeId,
1130    dirty_nodes: &mut Vec<NodeId>,
1131) {
1132    let mut children = Default::default();
1133    match applier.get_mut(root) {
1134        Ok(node) => node.collect_children_into(&mut children),
1135        Err(_) => return,
1136    }
1137
1138    if take_needs_redraw(applier, root) {
1139        dirty_nodes.push(root);
1140    }
1141
1142    for child in children {
1143        if cranpose_ui::is_window_root(applier, child) {
1144            continue;
1145        }
1146        collect_retained_redraw_nodes(applier, child, dirty_nodes);
1147    }
1148}
1149
1150fn refresh_layout_box_data(
1151    applier: &mut MemoryApplier,
1152    layout: &mut cranpose_ui::layout::LayoutBox,
1153    refresh_scope: &HashSet<NodeId>,
1154    dirty_nodes: &HashSet<NodeId>,
1155) {
1156    if !refresh_scope.contains(&layout.node_id) {
1157        return;
1158    }
1159
1160    if dirty_nodes.contains(&layout.node_id) {
1161        let refreshed = applier
1162            .with_node::<LayoutNode, _>(layout.node_id, |node| {
1163                node.clear_needs_redraw();
1164                (
1165                    node.modifier.clone(),
1166                    node.resolved_modifiers(),
1167                    node.modifier_slices_snapshot(),
1168                    node.semantics_configuration(),
1169                )
1170            })
1171            .or_else(|_| {
1172                applier.with_node::<SubcomposeLayoutNode, _>(layout.node_id, |node| {
1173                    node.clear_needs_redraw();
1174                    (
1175                        node.modifier(),
1176                        node.resolved_modifiers(),
1177                        node.modifier_slices_snapshot(),
1178                        node.semantics_configuration(),
1179                    )
1180                })
1181            });
1182        if let Ok((modifier, resolved_modifiers, slices, semantics)) = refreshed {
1183            layout.node_data.modifier = modifier;
1184            layout.node_data.resolved_modifiers = resolved_modifiers;
1185            layout.node_data.modifier_slices = slices;
1186            layout.node_data.semantics = semantics.map(std::rc::Rc::new);
1187        }
1188    }
1189
1190    for child in &mut layout.children {
1191        refresh_layout_box_data(applier, child, refresh_scope, dirty_nodes);
1192    }
1193}
1194
1195#[cfg(test)]
1196#[path = "tests/shell_frame_tests.rs"]
1197mod tests;