Skip to main content

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_SEPARATOR: &str = " | ";
7const DEV_OVERLAY_REFRESH_INTERVAL: std::time::Duration = std::time::Duration::from_millis(250);
8const DEFAULT_FRAME_STAGE_TELEMETRY_THRESHOLD_MS: f64 = 4.0;
9
10#[derive(Copy, Clone)]
11enum DispatchInvalidationKind {
12    Pointer,
13    Focus,
14}
15
16fn frame_stage_telemetry_threshold_ms() -> Option<f64> {
17    static THRESHOLD_MS: std::sync::OnceLock<Option<f64>> = std::sync::OnceLock::new();
18    *THRESHOLD_MS.get_or_init(|| {
19        let explicit = std::env::var("CRANPOSE_FRAME_STAGE_TELEMETRY_MS")
20            .ok()
21            .and_then(|value| value.parse::<f64>().ok())
22            .filter(|value| value.is_finite() && *value >= 0.0);
23        explicit.or_else(|| {
24            std::env::var_os("CRANPOSE_FRAME_STAGE_TELEMETRY")
25                .is_some()
26                .then_some(DEFAULT_FRAME_STAGE_TELEMETRY_THRESHOLD_MS)
27        })
28    })
29}
30
31fn log_frame_stage_telemetry(
32    frame_start: Instant,
33    after_initial_layout: Instant,
34    after_layout: Instant,
35    after_dispatch: Instant,
36    after_render: Instant,
37) {
38    let Some(threshold_ms) = frame_stage_telemetry_threshold_ms() else {
39        return;
40    };
41
42    let total_ms = after_render.duration_since(frame_start).as_secs_f64() * 1000.0;
43    if total_ms < threshold_ms {
44        return;
45    }
46
47    let layout_ms = after_layout.duration_since(frame_start).as_secs_f64() * 1000.0;
48    let initial_layout_ms = after_initial_layout
49        .duration_since(frame_start)
50        .as_secs_f64()
51        * 1000.0;
52    let post_layout_ms = after_layout
53        .duration_since(after_initial_layout)
54        .as_secs_f64()
55        * 1000.0;
56    let dispatch_ms = after_dispatch.duration_since(after_layout).as_secs_f64() * 1000.0;
57    let scene_ms = after_render.duration_since(after_dispatch).as_secs_f64() * 1000.0;
58    log::warn!(
59        "[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}",
60    );
61}
62
63fn render_phase_dirty_diagnostics_enabled() -> bool {
64    cranpose_core::env_flag!("CRANPOSE_RENDER_PHASE_DIRTY_DIAG")
65}
66
67struct RenderPhaseDirtyDiagnostics<'a> {
68    render_dirty: bool,
69    pointer_dirty: bool,
70    scene_dirty: bool,
71    draw_repass_pending: bool,
72    draw_dirty_nodes: usize,
73    layer_property_nodes: usize,
74    layout_dirty_nodes: usize,
75    moved_nodes: usize,
76    structural_dirty_nodes: usize,
77    partial_dirty_nodes: usize,
78    dirty_node_ids: Option<String>,
79    render_only_dirty: bool,
80    recomposed_this_frame: bool,
81    path: &'a str,
82}
83
84fn log_render_phase_dirty_diagnostics(diagnostics: RenderPhaseDirtyDiagnostics<'_>) {
85    if !render_phase_dirty_diagnostics_enabled() {
86        return;
87    }
88
89    let RenderPhaseDirtyDiagnostics {
90        render_dirty,
91        pointer_dirty,
92        scene_dirty,
93        draw_repass_pending,
94        draw_dirty_nodes,
95        layer_property_nodes,
96        layout_dirty_nodes,
97        moved_nodes,
98        structural_dirty_nodes,
99        partial_dirty_nodes,
100        dirty_node_ids,
101        render_only_dirty,
102        recomposed_this_frame,
103        path,
104    } = diagnostics;
105    if let Some(dirty_node_ids) = dirty_node_ids {
106        log::warn!(
107            "[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}",
108        );
109    } else {
110        log::warn!(
111            "[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}",
112        );
113    }
114}
115
116#[derive(Clone, Copy)]
117struct FrameDirt {
118    render_dirty: bool,
119    pointer_dirty: bool,
120    attributed: bool,
121    layer_properties_pending: bool,
122    recomposed_this_frame: bool,
123}
124
125struct SurfaceDirt {
126    draw_dirty_nodes: Vec<NodeId>,
127    layer_property_nodes: Vec<NodeId>,
128    layout_dirty_nodes: Vec<NodeId>,
129    moved_nodes: Vec<NodeId>,
130    structural_parents: Vec<NodeId>,
131    partial_dirty_nodes: Vec<NodeId>,
132    draw_repass_pending: bool,
133    render_only_dirty: bool,
134    visual_only_partial_dirty: bool,
135    full_scene_dirty: bool,
136    needs_scene_rebuild: bool,
137}
138
139struct ScopedVisualNodes {
140    draw: Vec<NodeId>,
141    layers: Vec<NodeId>,
142}
143
144impl SurfaceDirt {
145    fn classify(
146        frame: &FrameDirt,
147        scene_dirty: bool,
148        draw_repass_pending: bool,
149        visual_nodes: ScopedVisualNodes,
150        layout: cranpose_ui::GeometrySceneNodes,
151        structural_parents: Vec<NodeId>,
152        mut partial_dirty_nodes: Vec<NodeId>,
153    ) -> Self {
154        let ScopedVisualNodes {
155            draw: draw_dirty_nodes,
156            layers: layer_property_nodes,
157        } = visual_nodes;
158        let cranpose_ui::GeometrySceneNodes {
159            reshaped: layout_dirty_nodes,
160            moved: moved_nodes,
161        } = layout;
162        let structural_dirty = !structural_parents.is_empty();
163        partial_dirty_nodes.clear();
164        partial_dirty_nodes.extend(draw_dirty_nodes.iter().copied());
165        partial_dirty_nodes.extend(layout_dirty_nodes.iter().copied());
166        partial_dirty_nodes.extend(structural_parents.iter().copied());
167        partial_dirty_nodes.sort_unstable();
168        partial_dirty_nodes.dedup();
169
170        // Moved nodes are not part of the partial list: the scene moves them.
171        let layout_changed = !layout_dirty_nodes.is_empty() || !moved_nodes.is_empty();
172        let partial_scene_dirty = !partial_dirty_nodes.is_empty() || !moved_nodes.is_empty();
173        let render_only_dirty = frame.render_dirty
174            && !frame.attributed
175            && !partial_scene_dirty
176            && layer_property_nodes.is_empty()
177            && !draw_repass_pending
178            && !structural_dirty;
179        let visual_only_partial_dirty = (!draw_dirty_nodes.is_empty()
180            || !layer_property_nodes.is_empty())
181            && !layout_changed
182            && !frame.pointer_dirty
183            && !frame.recomposed_this_frame
184            && !structural_dirty;
185        let scoped_scene_dirty = scene_dirty && layout_changed;
186        let full_scene_dirty = scene_dirty && !scoped_scene_dirty && !visual_only_partial_dirty;
187        // A scoped scene change always has nodes, so `partial_scene_dirty`
188        // covers it.
189        let needs_scene_rebuild = full_scene_dirty
190            || partial_scene_dirty
191            || !layer_property_nodes.is_empty()
192            || draw_repass_pending
193            || structural_dirty;
194        Self {
195            draw_dirty_nodes,
196            layer_property_nodes,
197            layout_dirty_nodes,
198            moved_nodes,
199            structural_parents,
200            partial_dirty_nodes,
201            draw_repass_pending,
202            render_only_dirty,
203            visual_only_partial_dirty,
204            full_scene_dirty,
205            needs_scene_rebuild,
206        }
207    }
208
209    fn use_partial_update(&self) -> bool {
210        (!self.partial_dirty_nodes.is_empty()
211            || !self.layer_property_nodes.is_empty()
212            || !self.moved_nodes.is_empty())
213            && !self.render_only_dirty
214            && !self.full_scene_dirty
215    }
216
217    fn use_visual_update(&self) -> bool {
218        self.use_partial_update() && self.visual_only_partial_dirty
219    }
220
221    fn rebuild_path(&self) -> &'static str {
222        if self.use_visual_update() {
223            "visual-update"
224        } else if self.use_partial_update() {
225            "update"
226        } else {
227            "rebuild"
228        }
229    }
230
231    fn log(&self, frame: &FrameDirt, scene_dirty: bool, path: &str) {
232        log_render_phase_dirty_diagnostics(RenderPhaseDirtyDiagnostics {
233            render_dirty: frame.render_dirty,
234            pointer_dirty: frame.pointer_dirty,
235            scene_dirty,
236            draw_repass_pending: self.draw_repass_pending,
237            draw_dirty_nodes: self.draw_dirty_nodes.len(),
238            layer_property_nodes: self.layer_property_nodes.len(),
239            layout_dirty_nodes: self.layout_dirty_nodes.len(),
240            moved_nodes: self.moved_nodes.len(),
241            structural_dirty_nodes: self.structural_parents.len(),
242            partial_dirty_nodes: self.partial_dirty_nodes.len(),
243            dirty_node_ids: render_phase_dirty_diagnostics_enabled().then(|| {
244                format!(
245                    "draw={:?} layers={:?} layout={:?} moved={:?} structural={:?} partial={:?}",
246                    self.draw_dirty_nodes,
247                    self.layer_property_nodes,
248                    self.layout_dirty_nodes,
249                    self.moved_nodes,
250                    self.structural_parents,
251                    self.partial_dirty_nodes,
252                )
253            }),
254            render_only_dirty: self.render_only_dirty,
255            recomposed_this_frame: frame.recomposed_this_frame,
256            path,
257        });
258    }
259}
260
261struct SurfaceFrame {
262    result: FrameUpdateResult,
263    rebuilt: bool,
264}
265
266fn pending_repass_nodes() -> Vec<NodeId> {
267    let mut nodes = if cranpose_ui::has_pending_layout_repasses() {
268        cranpose_ui::pending_layout_repass_nodes_snapshot()
269    } else {
270        Vec::new()
271    };
272    if cranpose_ui::has_pending_measure_repasses() {
273        for node in cranpose_ui::pending_measure_repass_nodes_snapshot() {
274            if !nodes.contains(&node) {
275                nodes.push(node);
276            }
277        }
278    }
279    nodes
280}
281
282fn mark_root_for_layout(applier: &mut MemoryApplier, root: NodeId) {
283    match applier.with_node::<LayoutNode, _>(root, |node| {
284        node.mark_needs_measure();
285        node.mark_needs_layout();
286    }) {
287        Ok(()) | Err(NodeError::Missing { .. }) => {}
288        Err(NodeError::TypeMismatch { .. }) => {
289            let _ = applier.with_node::<SubcomposeLayoutNode, _>(root, |node| {
290                node.mark_needs_measure();
291                node.mark_needs_layout_flag();
292            });
293        }
294        Err(_) => {}
295    }
296}
297
298pub(crate) const IDLE_PREFETCH_MAX_PASSES: usize = 4;
299
300impl<R> AppShell<R>
301where
302    R: Renderer,
303    R::Error: Debug,
304{
305    pub fn set_semantics_enabled(&mut self, enabled: bool) {
306        if self.app.semantics_enabled == enabled {
307            return;
308        }
309        self.app.semantics_enabled = enabled;
310        self.app.semantics_snapshot_revision = self.app.semantics_snapshot_revision.wrapping_add(1);
311        if enabled {
312            self.app.request_forced_layout_pass();
313            self.mark_all_dirty();
314        } else {
315            for surface in &mut self.surfaces {
316                surface.semantics_tree = None;
317            }
318        }
319    }
320
321    /// Sets how the platform should vote the display's frame rate for this
322    /// app. The default, [`FrameRatePreference::Auto`], mirrors Compose: the
323    /// panel's fastest rate while frames are being produced, no preference
324    /// when the scene is still.
325    pub fn set_frame_rate_preference(&mut self, preference: crate::FrameRatePreference) {
326        self.surfaces[0].frame_rate_preference = preference;
327    }
328
329    /// The app's current display frame-rate preference. Read by platform
330    /// backends each frame; the vote itself is applied by the backend that
331    /// owns the native window.
332    pub fn frame_rate_preference(&self) -> crate::FrameRatePreference {
333        self.surfaces[0].frame_rate_preference
334    }
335
336    pub(crate) fn process_frame(&mut self) -> FrameUpdateResult {
337        let app_context = Rc::clone(&self.app.app_context);
338        app_context.enter(|| self.process_frame_in_context(false))
339    }
340
341    pub(crate) fn process_frame_in_context(
342        &mut self,
343        recomposed_before_frame: bool,
344    ) -> FrameUpdateResult {
345        let frame_start = Instant::now();
346
347        #[cfg(feature = "installed-fonts")]
348        self.apply_installed_fonts();
349        self.sync_window_roots_in_context();
350        self.run_layout_phase_in_context();
351        let after_initial_layout = Instant::now();
352
353        let recomposed_this_frame = recomposed_before_frame || self.run_post_layout_recomposition();
354
355        let after_layout = Instant::now();
356
357        self.run_dispatch_queues();
358        self.update_modal_focus();
359        self.reveal_new_focus();
360
361        let after_dispatch = Instant::now();
362
363        clear_transient_scroll_motion_contexts();
364
365        let result = self.run_render_phase_in_context(recomposed_this_frame);
366        let after_render = Instant::now();
367        log_frame_stage_telemetry(
368            frame_start,
369            after_initial_layout,
370            after_layout,
371            after_dispatch,
372            after_render,
373        );
374        result
375    }
376
377    /// Composes lazy list items that frames left beyond their viewports for
378    /// later, in layout passes, at most four of them. A pass runs while
379    /// `deadline`, if any, still leaves room for the recent cost of one full pass
380    /// and `frame_can_start`, asked before each pass, says the next frame
381    /// cannot start yet.
382    /// Call it while waiting for the next frame. Returns whether a pass ran.
383    pub fn run_idle_prefetch(
384        &mut self,
385        deadline: Option<Instant>,
386        mut frame_can_start: impl FnMut(&mut R) -> bool,
387    ) -> bool {
388        let app_context = Rc::clone(&self.app.app_context);
389        app_context.enter(|| {
390            let mut passes = 0;
391            while passes < IDLE_PREFETCH_MAX_PASSES
392                && cranpose_ui::has_lazy_prefetch_requests()
393                && deadline.is_none_or(|deadline| {
394                    Instant::now() + cranpose_ui::lazy_prefetch_pass_cost() <= deadline
395                })
396                && !frame_can_start(self.renderer())
397            {
398                cranpose_ui::with_lazy_prefetch_pass(|| {
399                    cranpose_ui::drain_lazy_prefetch_requests(cranpose_ui::schedule_measure_repass);
400                    self.run_layout_phase_in_context();
401                    cranpose_ui::warm_prefetched_slices(&mut self.app.composition.applier_mut());
402                });
403                passes += 1;
404            }
405            passes > 0
406        })
407    }
408
409    /// Gives every renderer the fonts installed since the last frame, before
410    /// this frame lays text out.
411    #[cfg(feature = "installed-fonts")]
412    fn apply_installed_fonts(&mut self) {
413        let generation = cranpose_render_common::installed_fonts::installed_font_generation();
414        if generation == self.app.installed_fonts {
415            return;
416        }
417        self.app.installed_fonts = generation;
418        for surface in &mut self.surfaces {
419            surface
420                .renderer
421                .apply_installed_fonts(&self.app.app_context);
422        }
423    }
424
425    #[cfg(test)]
426    pub(crate) fn run_layout_phase(&mut self) {
427        let app_context = Rc::clone(&self.app.app_context);
428        app_context.enter(|| self.run_layout_phase_in_context());
429    }
430
431    pub(crate) fn run_layout_phase_in_context(&mut self) {
432        let has_scoped_repasses = cranpose_ui::has_pending_layout_repasses()
433            || cranpose_ui::has_pending_measure_repasses();
434        let scoped_layout_nodes = pending_repass_nodes();
435
436        let global_layout_invalidation = take_layout_invalidation();
437        let force_layout_pass = self.app.force_layout_pass;
438
439        if global_layout_invalidation {
440            cranpose_ui::layout::invalidate_all_layout_caches();
441            if let Some(root) = self.app.composition.root() {
442                mark_root_for_layout(&mut self.app.composition.applier_mut(), root);
443            }
444            self.app.request_forced_layout_pass();
445        } else if has_scoped_repasses {
446            self.app.request_layout_pass();
447        }
448
449        if !self.app.layout_requested {
450            return;
451        }
452
453        let Some(root) = self.app.composition.root() else {
454            self.reset_layout_snapshots();
455            return;
456        };
457        let viewport_size = self.surfaces[0].viewport_size();
458        let handle = self.app.composition.runtime_handle();
459        let mut applier = self.app.composition.applier_mut();
460        applier.set_runtime_handle(handle);
461
462        let tree_needs_layout_check = cranpose_ui::tree_needs_layout(&mut *applier, root)
463            .unwrap_or_else(|err| {
464                log::warn!("Cannot check layout dirty status for root #{root}: {err}");
465                true
466            });
467        let needs_layout =
468            self.app.force_layout_pass || has_scoped_repasses || tree_needs_layout_check;
469        self.app.layout_requested = false;
470        self.app.force_layout_pass = false;
471
472        if !needs_layout {
473            log::trace!("Skipping layout: tree is clean");
474            applier.clear_runtime_handle();
475            return;
476        }
477
478        let measured = cranpose_ui::measure_layout_with_options(
479            &mut applier,
480            root,
481            viewport_size,
482            MeasureLayoutOptions {
483                collect_semantics: false,
484                build_layout_tree: false,
485            },
486        );
487        applier.clear_runtime_handle();
488        drop(applier);
489        match measured {
490            Ok(_measurements) => {
491                self.forget_frame_snapshots();
492                self.record_layout_scene_nodes(
493                    global_layout_invalidation || force_layout_pass,
494                    has_scoped_repasses,
495                    scoped_layout_nodes,
496                );
497            }
498            Err(err) => {
499                log::error!("failed to compute layout: {err}");
500                self.reset_layout_snapshots();
501            }
502        }
503    }
504
505    fn forget_frame_snapshots(&mut self) {
506        self.app.semantics_snapshot_revision = self.app.semantics_snapshot_revision.wrapping_add(1);
507        for surface in &mut self.surfaces {
508            surface.forget_snapshots();
509        }
510    }
511
512    fn reset_layout_snapshots(&mut self) {
513        self.forget_frame_snapshots();
514        for surface in &mut self.surfaces {
515            surface.invalidate_scene_root(surface.root_node(&self.app));
516        }
517        let _ = cranpose_ui::take_geometry_scene_nodes();
518        self.app.layout_requested = false;
519        self.app.force_layout_pass = false;
520    }
521
522    fn record_layout_scene_nodes(
523        &mut self,
524        global: bool,
525        has_scoped_repasses: bool,
526        scoped_layout_nodes: Vec<NodeId>,
527    ) {
528        cranpose_ui::take_geometry_scene_nodes_into(&mut self.geometry_scene_nodes);
529        self.app.content_moved |= !self.geometry_scene_nodes.is_empty();
530        if global {
531            for surface in &mut self.surfaces {
532                surface.invalidate_scene_root(surface.root_node(&self.app));
533            }
534        }
535        // The scene updates the root of a global pass in place and keeps the
536        // layers below it, so the nodes the pass reshaped or moved go to the
537        // scene too: a padding that grew moves its node's children although
538        // no child moved in its parent.
539        let scoped = (has_scoped_repasses && !global)
540            .then_some(scoped_layout_nodes)
541            .into_iter()
542            .flatten();
543        route_nodes_by_surface(
544            &mut self.app,
545            &mut self.surfaces,
546            scoped.chain(self.geometry_scene_nodes.reshaped.iter().copied()),
547            SurfaceDirtyLane::Layout,
548            &mut self.routing_scratch,
549        );
550        route_nodes_by_surface(
551            &mut self.app,
552            &mut self.surfaces,
553            self.geometry_scene_nodes.moved.iter().copied(),
554            SurfaceDirtyLane::Moved,
555            &mut self.routing_scratch,
556        );
557    }
558
559    fn run_post_layout_recomposition(&mut self) -> bool {
560        if !self.app.composition.should_recompose() {
561            return false;
562        }
563
564        let Some(root_key) = self.app.composition.root_key() else {
565            return false;
566        };
567
568        match self
569            .app
570            .composition
571            .reconcile(root_key, &mut *self.app.content)
572        {
573            Ok(changed) => {
574                if !changed {
575                    return false;
576                }
577                self.app.fps_monitor.record_recomposition();
578                self.sync_window_roots_in_context();
579                if self.app.composition_tree_needs_layout() {
580                    self.app.request_layout_pass();
581                    self.run_layout_phase_in_context();
582                }
583                request_render_invalidation();
584                true
585            }
586            Err(NodeError::Missing { id }) => {
587                log::debug!("Post-layout recomposition skipped: node {id} no longer exists");
588                self.app.request_layout_pass();
589                request_render_invalidation();
590                true
591            }
592            Err(err) => {
593                log::error!("post-layout recomposition failed: {err}");
594                self.app.request_layout_pass();
595                request_render_invalidation();
596                true
597            }
598        }
599    }
600
601    fn run_dispatch_queues(&mut self) {
602        if has_pending_pointer_repasses() {
603            let mut applier = self.app.composition.applier_mut();
604            process_pointer_repasses(|node_id| {
605                match clear_dispatch_invalidation(
606                    &mut applier,
607                    node_id,
608                    DispatchInvalidationKind::Pointer,
609                ) {
610                    Ok(true) => {
611                        log::trace!("Cleared pointer repass flag for node #{node_id}");
612                    }
613                    Ok(false) => {}
614                    Err(err) => {
615                        log::debug!("Could not process pointer repass for node #{node_id}: {err}");
616                    }
617                }
618            });
619        }
620
621        if has_pending_focus_invalidations() {
622            let mut applier = self.app.composition.applier_mut();
623            process_focus_invalidations(|node_id| {
624                match clear_dispatch_invalidation(
625                    &mut applier,
626                    node_id,
627                    DispatchInvalidationKind::Focus,
628                ) {
629                    Ok(true) => {
630                        log::trace!("Cleared focus sync flag for node #{node_id}");
631                    }
632                    Ok(false) => {}
633                    Err(err) => {
634                        log::debug!(
635                            "Could not process focus invalidation for node #{node_id}: {err}"
636                        );
637                    }
638                }
639            });
640        }
641
642        self.app.flush_semantics_invalidations();
643    }
644
645    fn take_structural_change_parents(&mut self) {
646        self.pending_dirty_nodes.clear();
647        if cranpose_core::env_flag!("CRANPOSE_DISABLE_STRUCTURAL_DIRT") {
648            return;
649        }
650        if self.app.composition.root().is_none() {
651            return;
652        }
653        self.app
654            .composition
655            .applier_mut()
656            .take_structural_change_parents_into(&mut self.pending_dirty_nodes);
657    }
658
659    #[cfg(test)]
660    pub(crate) fn run_render_phase(&mut self) -> FrameUpdateResult {
661        let app_context = Rc::clone(&self.app.app_context);
662        app_context.enter(|| self.run_render_phase_in_context(false))
663    }
664
665    fn run_render_phase_in_context(&mut self, recomposed_this_frame: bool) -> FrameUpdateResult {
666        let inspector_revision = if self.app.inspector_projector.is_some()
667            && self
668                .surfaces
669                .iter()
670                .any(|surface| surface.inspector.state.open)
671        {
672            self.semantics_snapshot_revision()
673        } else {
674            0
675        };
676        cranpose_ui::tick_cursor_blink();
677        let render_dirty = take_render_invalidation();
678        let pointer_dirty = take_pointer_invalidation();
679        take_focus_invalidation();
680        for surface in &mut self.surfaces {
681            surface.scoped_draw_nodes.clear();
682            surface.scoped_layer_property_nodes.clear();
683            surface.structural_scene_nodes.clear();
684        }
685        cranpose_ui::take_draw_repass_nodes_into(&mut self.pending_dirty_nodes);
686        route_nodes_by_surface(
687            &mut self.app,
688            &mut self.surfaces,
689            self.pending_dirty_nodes.iter().copied(),
690            SurfaceDirtyLane::Draw,
691            &mut self.routing_scratch,
692        );
693        cranpose_ui::take_layer_property_repass_nodes_into(&mut self.pending_layer_property_nodes);
694        route_nodes_by_surface(
695            &mut self.app,
696            &mut self.surfaces,
697            self.pending_layer_property_nodes.iter().copied(),
698            SurfaceDirtyLane::LayerProperties,
699            &mut self.routing_scratch,
700        );
701        self.take_structural_change_parents();
702        route_nodes_by_surface(
703            &mut self.app,
704            &mut self.surfaces,
705            self.pending_dirty_nodes.iter().copied(),
706            SurfaceDirtyLane::Structural,
707            &mut self.routing_scratch,
708        );
709        self.pending_dirty_nodes.clear();
710        self.pending_layer_property_nodes.clear();
711        let _ = cranpose_ui::has_focused_field();
712        let attributed = self.surfaces.iter().any(|surface| {
713            !surface.scoped_draw_nodes.is_empty()
714                || !surface.scoped_layer_property_nodes.is_empty()
715                || !surface.structural_scene_nodes.is_empty()
716        }) || self.surfaces.iter().any(|surface| {
717            !surface.scoped_layout_scene_nodes.is_empty()
718                || !surface.scoped_moved_scene_nodes.is_empty()
719        });
720        let layer_properties_pending = self
721            .surfaces
722            .iter()
723            .any(|surface| !surface.scoped_layer_property_nodes.is_empty());
724        let frame = FrameDirt {
725            render_dirty,
726            pointer_dirty,
727            attributed,
728            layer_properties_pending,
729            recomposed_this_frame,
730        };
731
732        let mut result = FrameUpdateResult::default();
733        for surface in &mut self.surfaces {
734            let mut frame = render_surface(&mut self.app, surface, &frame);
735            frame.result.visual_changed |=
736                crate::inspector::refresh(&mut self.app, surface, inspector_revision);
737            surface.last_update = frame.result;
738            surface.frame_owed |= frame.result.visual_changed;
739            result.visual_changed |= frame.result.visual_changed;
740            result.structure_changed |= frame.result.structure_changed;
741            result.content_redrawn |= frame.rebuilt;
742        }
743        if result.content_redrawn {
744            self.prune_stale_draw_observations();
745        }
746        result.content_moved = std::mem::take(&mut self.app.content_moved);
747        result
748    }
749
750    /// Drops the draw observations of nodes no surface's render graph holds
751    /// any more, once every [`OBSERVATION_PRUNE_INTERVAL`] rebuilt frames:
752    /// finding them walks every node of every graph, and an observation
753    /// left behind in between costs no more than a redraw request for a
754    /// node nothing draws.
755    fn prune_stale_draw_observations(&mut self) {
756        self.app.rebuilt_frames_since_observation_prune += 1;
757        if self.app.rebuilt_frames_since_observation_prune < OBSERVATION_PRUNE_INTERVAL {
758            return;
759        }
760        self.app.rebuilt_frames_since_observation_prune = 0;
761        let mut retained_visual_nodes = HashSet::default();
762        let mut any_graph = false;
763        for surface in &mut self.surfaces {
764            any_graph |= surface
765                .renderer
766                .scene()
767                .collect_retained_visual_observation_nodes(&mut surface.retained_visual_nodes);
768            retained_visual_nodes.extend(surface.retained_visual_nodes.iter().copied());
769        }
770        if any_graph {
771            cranpose_ui::prune_draw_observations_to_nodes(&retained_visual_nodes);
772        }
773    }
774}
775
776/// Rebuilt frames between prunes of stale draw observations: once a second
777/// at 60 Hz.
778pub(crate) const OBSERVATION_PRUNE_INTERVAL: u32 = 60;
779
780fn render_surface<R>(
781    app: &mut ShellApp,
782    surface: &mut RootSurface<R>,
783    frame: &FrameDirt,
784) -> SurfaceFrame
785where
786    R: Renderer,
787    R::Error: Debug,
788{
789    let draw_dirty_nodes = std::mem::take(&mut surface.scoped_draw_nodes);
790    let layer_property_nodes = std::mem::take(&mut surface.scoped_layer_property_nodes);
791    let structural_parents = std::mem::take(&mut surface.structural_scene_nodes);
792    let draw_repass_pending = !draw_dirty_nodes.is_empty();
793    let mut draw_dirty_nodes = refresh_draw_nodes(app, surface, draw_dirty_nodes);
794    if frame.render_dirty && !frame.layer_properties_pending && !draw_repass_pending {
795        draw_dirty_nodes = refresh_retained_redraw_nodes(app, surface, draw_dirty_nodes);
796    }
797    let layout = cranpose_ui::GeometrySceneNodes {
798        reshaped: std::mem::take(&mut surface.scoped_layout_scene_nodes),
799        moved: std::mem::take(&mut surface.scoped_moved_scene_nodes),
800    };
801    let partial_dirty_nodes = std::mem::take(&mut surface.partial_scene_nodes);
802    let scene_dirty = surface.scene_dirty;
803    let mut dirt = SurfaceDirt::classify(
804        frame,
805        scene_dirty,
806        draw_repass_pending,
807        ScopedVisualNodes {
808            draw: draw_dirty_nodes,
809            layers: layer_property_nodes,
810        },
811        layout,
812        structural_parents,
813        partial_dirty_nodes,
814    );
815
816    if !dirt.needs_scene_rebuild {
817        dirt.log(
818            frame,
819            scene_dirty,
820            if dirt.render_only_dirty {
821                "present-retained"
822            } else {
823                "skip"
824            },
825        );
826        surface.scoped_layout_scene_nodes = dirt.layout_dirty_nodes;
827        surface.scoped_moved_scene_nodes = dirt.moved_nodes;
828        surface.scoped_draw_nodes = dirt.draw_dirty_nodes;
829        surface.scoped_layer_property_nodes = dirt.layer_property_nodes;
830        surface.structural_scene_nodes = dirt.structural_parents;
831        surface.partial_scene_nodes = dirt.partial_dirty_nodes;
832        if dirt.render_only_dirty && app.dev_options.fps_counter {
833            draw_dev_overlay(app, surface);
834        }
835        return SurfaceFrame {
836            result: FrameUpdateResult {
837                visual_changed: dirt.render_only_dirty,
838                ..FrameUpdateResult::default()
839            },
840            rebuilt: false,
841        };
842    }
843
844    surface.scene_dirty = false;
845    let structure_changed = !dirt.render_only_dirty && !dirt.use_visual_update();
846    rebuild_surface_scene(app, surface, frame, scene_dirty, &dirt);
847    if dev_overlay_belongs_on(surface.id, app.dev_options.fps_counter) {
848        draw_dev_overlay(app, surface);
849    }
850    dirt.layout_dirty_nodes.clear();
851    dirt.moved_nodes.clear();
852    surface.scoped_moved_scene_nodes = dirt.moved_nodes;
853    surface.scoped_draw_nodes = dirt.draw_dirty_nodes;
854    surface.scoped_layer_property_nodes = dirt.layer_property_nodes;
855    surface.structural_scene_nodes = dirt.structural_parents;
856    surface.partial_scene_nodes = dirt.partial_dirty_nodes;
857    surface.scoped_layout_scene_nodes = dirt.layout_dirty_nodes;
858    SurfaceFrame {
859        result: FrameUpdateResult {
860            visual_changed: true,
861            structure_changed,
862            ..FrameUpdateResult::default()
863        },
864        rebuilt: true,
865    }
866}
867
868fn rebuild_surface_scene<R>(
869    app: &mut ShellApp,
870    surface: &mut RootSurface<R>,
871    frame: &FrameDirt,
872    scene_dirty: bool,
873    dirt: &SurfaceDirt,
874) where
875    R: Renderer,
876    R::Error: Debug,
877{
878    let viewport_size = surface.viewport_size();
879    let Some(root) = surface.root_node(app) else {
880        surface.renderer.scene_mut().clear();
881        return;
882    };
883    let mut applier = app.composition.applier_mut();
884    dirt.log(frame, scene_dirty, dirt.rebuild_path());
885    let rebuild_result = if dirt.use_visual_update() {
886        surface.renderer.update_visual_scene_from_applier(
887            &mut applier,
888            root,
889            viewport_size,
890            SceneUpdates {
891                content: &dirt.partial_dirty_nodes,
892                layers: &dirt.layer_property_nodes,
893                moved: &dirt.moved_nodes,
894            },
895        )
896    } else if dirt.use_partial_update() {
897        surface.renderer.update_scene_from_applier(
898            &mut applier,
899            root,
900            viewport_size,
901            SceneUpdates {
902                content: &dirt.partial_dirty_nodes,
903                layers: &dirt.layer_property_nodes,
904                moved: &dirt.moved_nodes,
905            },
906        )
907    } else {
908        surface
909            .renderer
910            .rebuild_scene_from_applier(&mut applier, root, viewport_size)
911    };
912    if let Err(err) = rebuild_result {
913        log::error!("renderer rebuild failed: {err:?}");
914        surface.renderer.scene_mut().clear();
915    }
916}
917
918fn dev_overlay_belongs_on(id: RootId, fps_counter: bool) -> bool {
919    fps_counter && matches!(id, RootId::Primary)
920}
921
922fn draw_dev_overlay<R: Renderer>(app: &ShellApp, surface: &mut RootSurface<R>) {
923    let viewport_size = surface.viewport_size();
924    surface.refresh_dev_overlay_text_for_frame_at(app, viewport_size, Instant::now());
925    surface
926        .renderer
927        .draw_dev_overlay(surface.dev_overlay_text.as_str(), viewport_size);
928}
929
930fn refresh_draw_nodes<R: Renderer>(
931    app: &mut ShellApp,
932    surface: &mut RootSurface<R>,
933    mut dirty_nodes: Vec<NodeId>,
934) -> Vec<NodeId> {
935    if dirty_nodes.is_empty() {
936        return dirty_nodes;
937    }
938    let Some(layout_tree) = surface.layout_tree.as_mut() else {
939        return dirty_nodes;
940    };
941
942    dirty_nodes.sort_unstable();
943    dirty_nodes.dedup();
944    let dirty_set: HashSet<NodeId> = dirty_nodes.iter().copied().collect();
945    let mut applier = app.composition.applier_mut();
946    let refresh_scope = build_draw_refresh_scope(&mut applier, &dirty_set);
947    refresh_layout_box_data(
948        &mut applier,
949        layout_tree.root_mut(),
950        &refresh_scope,
951        &dirty_set,
952    );
953    dirty_nodes
954}
955
956fn refresh_retained_redraw_nodes<R: Renderer>(
957    app: &mut ShellApp,
958    surface: &mut RootSurface<R>,
959    mut dirty_nodes: Vec<NodeId>,
960) -> Vec<NodeId> {
961    dirty_nodes.clear();
962    let Some(root) = surface.root_node(app) else {
963        return dirty_nodes;
964    };
965    {
966        let mut applier = app.composition.applier_mut();
967        collect_retained_redraw_nodes(&mut applier, root, &mut dirty_nodes);
968    }
969    refresh_draw_nodes(app, surface, dirty_nodes)
970}
971
972impl<R: Renderer> RootSurface<R> {
973    fn refresh_dev_overlay_text_for_frame_at(
974        &mut self,
975        app: &ShellApp,
976        viewport_size: Size,
977        now: Instant,
978    ) {
979        if !self.dev_overlay_text_needs_refresh(viewport_size, now) {
980            return;
981        }
982        self.dev_overlay_text = self.build_dev_overlay_text(app, viewport_size);
983        self.dev_overlay_last_refresh = Some(now);
984        self.dev_overlay_viewport = Some(viewport_size);
985    }
986
987    fn dev_overlay_text_needs_refresh(&self, viewport_size: Size, now: Instant) -> bool {
988        if self.dev_overlay_text.is_empty() || self.dev_overlay_viewport != Some(viewport_size) {
989            return true;
990        }
991
992        self.dev_overlay_last_refresh.is_none_or(|last| {
993            now.checked_duration_since(last).unwrap_or_default() >= DEV_OVERLAY_REFRESH_INTERVAL
994        })
995    }
996
997    fn build_dev_overlay_text(&mut self, app: &ShellApp, viewport_size: Size) -> String {
998        self.dev_overlay_controls.clear();
999
1000        let stats = app.fps_monitor.stats();
1001        // Each field with its rank: a viewport too narrow for the whole line,
1002        // such as a phone browser's, drops the highest ranks first.
1003        let fields = [
1004            (0, format!("{:.0} FPS", stats.fps)),
1005            (3, format!("avg {:.1}ms", stats.avg_ms)),
1006            (2, format!("p95 {:.1}ms", stats.p95_ms)),
1007            (4, format!("max {:.1}ms", stats.max_ms)),
1008            (1, format!("work {:.1}ms", stats.work_avg_ms)),
1009            (5, format!("{} recomp/s", stats.recomps_per_second)),
1010        ];
1011        let line_len = |max_rank: u8| {
1012            let (count, chars) = fields
1013                .iter()
1014                .filter(|(rank, _)| *rank <= max_rank)
1015                .fold((0_usize, 0_usize), |(count, chars), (_, field)| {
1016                    (count + 1, chars + field.len())
1017                });
1018            chars + count.saturating_sub(1) * DEV_OVERLAY_SEPARATOR.len()
1019        };
1020        let fitting_chars = ((viewport_size.width - DEV_OVERLAY_PADDING * 2.0)
1021            / DEV_OVERLAY_CHAR_WIDTH)
1022            .max(0.0) as usize;
1023        let controls_chars = if app.dev_options.frame_pacing_controls {
1024            DEV_OVERLAY_SEPARATOR.len() + frame_pacing_controls_len()
1025        } else {
1026            0
1027        };
1028        let mut max_rank = 5;
1029        while max_rank > 0 && line_len(max_rank) + controls_chars > fitting_chars {
1030            max_rank -= 1;
1031        }
1032        let mut text = String::with_capacity(line_len(max_rank) + controls_chars);
1033        for (_, field) in fields.iter().filter(|(rank, _)| *rank <= max_rank) {
1034            if !text.is_empty() {
1035                text.push_str(DEV_OVERLAY_SEPARATOR);
1036            }
1037            text.push_str(field);
1038        }
1039
1040        if !app.dev_options.frame_pacing_controls {
1041            return text;
1042        }
1043
1044        text.push_str(DEV_OVERLAY_SEPARATOR);
1045        let mut controls = Vec::with_capacity(FramePacingMode::ALL.len());
1046        for (index, mode) in FramePacingMode::ALL.into_iter().enumerate() {
1047            if index > 0 {
1048                text.push(' ');
1049            }
1050            let start = text.len();
1051            if mode == app.dev_options.frame_pacing_mode {
1052                text.push('[');
1053                text.push_str(mode.label());
1054                text.push(']');
1055            } else {
1056                text.push_str(mode.label());
1057            }
1058            controls.push((start, text.len(), mode));
1059        }
1060
1061        let overlay_width = text.len() as f32 * DEV_OVERLAY_CHAR_WIDTH;
1062        let overlay_x = (viewport_size.width - overlay_width - DEV_OVERLAY_PADDING * 2.0)
1063            .max(DEV_OVERLAY_PADDING);
1064        let overlay_y = DEV_OVERLAY_PADDING;
1065        let text_x = overlay_x + DEV_OVERLAY_PADDING / 2.0;
1066        let text_y = overlay_y + DEV_OVERLAY_PADDING / 4.0;
1067        let text_height = DEV_OVERLAY_FONT_SIZE * 1.4;
1068
1069        self.dev_overlay_controls = controls
1070            .into_iter()
1071            .map(|(start, end, mode)| DevOverlayControl {
1072                bounds: Rect {
1073                    x: text_x + start as f32 * DEV_OVERLAY_CHAR_WIDTH - 3.0,
1074                    y: text_y - 3.0,
1075                    width: (end - start) as f32 * DEV_OVERLAY_CHAR_WIDTH + 6.0,
1076                    height: text_height + 6.0,
1077                },
1078                mode,
1079            })
1080            .collect();
1081
1082        text
1083    }
1084}
1085
1086/// The length of the frame pacing controls: every mode's label, a space
1087/// between labels and brackets around the selected one.
1088fn frame_pacing_controls_len() -> usize {
1089    let labels: usize = FramePacingMode::ALL
1090        .iter()
1091        .map(|mode| mode.label().len())
1092        .sum();
1093    labels + FramePacingMode::ALL.len() - 1 + 2
1094}
1095
1096fn clear_dispatch_invalidation(
1097    applier: &mut MemoryApplier,
1098    node_id: NodeId,
1099    invalidation: DispatchInvalidationKind,
1100) -> Result<bool, NodeError> {
1101    match invalidation {
1102        DispatchInvalidationKind::Pointer => {
1103            match applier.with_node::<LayoutNode, _>(node_id, |node| {
1104                let needs_pointer_pass = node.needs_pointer_pass();
1105                if needs_pointer_pass {
1106                    node.clear_needs_pointer_pass();
1107                }
1108                needs_pointer_pass
1109            }) {
1110                Ok(cleared) => Ok(cleared),
1111                Err(NodeError::TypeMismatch { .. }) => applier
1112                    .with_node::<SubcomposeLayoutNode, _>(node_id, |node| {
1113                        let needs_pointer_pass = node.needs_pointer_pass();
1114                        if needs_pointer_pass {
1115                            node.clear_needs_pointer_pass();
1116                        }
1117                        needs_pointer_pass
1118                    }),
1119                Err(err) => Err(err),
1120            }
1121        }
1122        DispatchInvalidationKind::Focus => {
1123            match applier.with_node::<LayoutNode, _>(node_id, |node| {
1124                let needs_focus_sync = node.needs_focus_sync();
1125                if needs_focus_sync {
1126                    node.clear_needs_focus_sync();
1127                }
1128                needs_focus_sync
1129            }) {
1130                Ok(cleared) => Ok(cleared),
1131                Err(NodeError::TypeMismatch { .. }) => applier
1132                    .with_node::<SubcomposeLayoutNode, _>(node_id, |node| {
1133                        let needs_focus_sync = node.needs_focus_sync();
1134                        if needs_focus_sync {
1135                            node.clear_needs_focus_sync();
1136                        }
1137                        needs_focus_sync
1138                    }),
1139                Err(err) => Err(err),
1140            }
1141        }
1142    }
1143}
1144
1145pub(crate) fn build_draw_refresh_scope(
1146    applier: &mut MemoryApplier,
1147    dirty_nodes: &HashSet<NodeId>,
1148) -> HashSet<NodeId> {
1149    let mut refresh_scope =
1150        HashSet::with_capacity_and_hasher(dirty_nodes.len(), Default::default());
1151    for &dirty_node in dirty_nodes {
1152        let mut current = Some(dirty_node);
1153        while let Some(node_id) = current {
1154            if !refresh_scope.insert(node_id) {
1155                break;
1156            }
1157            current = applier.get_mut(node_id).ok().and_then(|node| node.parent());
1158        }
1159    }
1160    refresh_scope
1161}
1162
1163fn take_needs_redraw(applier: &mut MemoryApplier, node_id: NodeId) -> bool {
1164    match applier.with_node::<LayoutNode, _>(node_id, |node| {
1165        let needs_redraw = node.needs_redraw();
1166        if needs_redraw {
1167            node.clear_needs_redraw();
1168        }
1169        needs_redraw
1170    }) {
1171        Ok(needs_redraw) => needs_redraw,
1172        Err(NodeError::TypeMismatch { .. }) => applier
1173            .with_node::<SubcomposeLayoutNode, _>(node_id, |node| {
1174                let needs_redraw = node.needs_redraw();
1175                if needs_redraw {
1176                    node.clear_needs_redraw();
1177                }
1178                needs_redraw
1179            })
1180            .unwrap_or(false),
1181        Err(_) => false,
1182    }
1183}
1184
1185fn collect_retained_redraw_nodes(
1186    applier: &mut MemoryApplier,
1187    root: NodeId,
1188    dirty_nodes: &mut Vec<NodeId>,
1189) {
1190    let mut children = Default::default();
1191    match applier.get_mut(root) {
1192        Ok(node) => node.collect_children_into(&mut children),
1193        Err(_) => return,
1194    }
1195
1196    if take_needs_redraw(applier, root) {
1197        dirty_nodes.push(root);
1198    }
1199
1200    for child in children {
1201        if cranpose_ui::is_window_root(applier, child) {
1202            continue;
1203        }
1204        collect_retained_redraw_nodes(applier, child, dirty_nodes);
1205    }
1206}
1207
1208fn refresh_layout_box_data(
1209    applier: &mut MemoryApplier,
1210    layout: &mut cranpose_ui::layout::LayoutBox,
1211    refresh_scope: &HashSet<NodeId>,
1212    dirty_nodes: &HashSet<NodeId>,
1213) {
1214    if !refresh_scope.contains(&layout.node_id) {
1215        return;
1216    }
1217
1218    if dirty_nodes.contains(&layout.node_id) {
1219        let refreshed = applier
1220            .with_node::<LayoutNode, _>(layout.node_id, |node| {
1221                node.clear_needs_redraw();
1222                (
1223                    node.modifier.clone(),
1224                    node.resolved_modifiers(),
1225                    node.modifier_slices_snapshot(),
1226                    node.semantics_configuration(),
1227                )
1228            })
1229            .or_else(|_| {
1230                applier.with_node::<SubcomposeLayoutNode, _>(layout.node_id, |node| {
1231                    node.clear_needs_redraw();
1232                    (
1233                        node.modifier(),
1234                        node.resolved_modifiers(),
1235                        node.modifier_slices_snapshot(),
1236                        node.semantics_configuration(),
1237                    )
1238                })
1239            });
1240        if let Ok((modifier, resolved_modifiers, slices, semantics)) = refreshed {
1241            layout.node_data.modifier = modifier;
1242            layout.node_data.resolved_modifiers = resolved_modifiers;
1243            layout.node_data.modifier_slices = slices;
1244            layout.node_data.semantics = semantics.map(std::rc::Rc::new);
1245        }
1246    }
1247
1248    for child in &mut layout.children {
1249        refresh_layout_box_data(applier, child, refresh_scope, dirty_nodes);
1250    }
1251}
1252
1253#[cfg(test)]
1254#[path = "tests/shell_frame_tests.rs"]
1255mod tests;