frust_shell_common/render_split.rs
1//! Render-thread-split plumbing shared by every shell.
2//!
3//! # What lives here
4//!
5//! The split moves `encode→acquire→blit→present` off the UI thread onto a
6//! dedicated render thread: the UI thread keeps
7//! `rebuild→layout→paint`, then hands the finished [`Scene`] across. This
8//! module is the *vocabulary* for that handoff — the shells
9//! own the threads and the `wgpu`/`vello` resources, this crate owns the
10//! platform-free channel types and the pure lifecycle/kill-switch logic they
11//! coordinate through.
12//!
13//! - [`render_channel`] — the single UI→render link: a **depth-1, latest-wins**
14//! scene-handoff slot (a newer [`SceneFrame`] replaces an un-taken one; the
15//! render thread always takes the freshest, dropping stale frames) fused with
16//! a FIFO lifecycle-command queue behind **one** [`std::sync::Condvar`], so
17//! the render thread has a single wait point ([`RenderReceiver::wait_next`]).
18//! Depth 1 is deliberate — Flutter's merged-mode precedent shows pipeline
19//! depth drops to 1 when threads merge; deeper queues add latency
20//! for no mobile win.
21//! - [`scene_return_channel`] — the reverse, render→UI give-back link: a
22//! **non-blocking, depth-1** [`Mutex`]-only slot (no
23//! [`Condvar`] — the UI thread only ever polls it, never parks) the render
24//! thread pushes a drained scene back through once it is done reading it, so
25//! a shell's split `submit_frame` can `Scene::reset()` and reuse the buffer
26//! next frame instead of reallocating one via `Scene::new()` every frame —
27//! restoring frust-scene's documented reuse contract (`scene.rs`'s
28//! `Scene::reset` docs) in split mode.
29//! - [`RenderCommand`] / [`RenderEvent`] / [`RenderPhase`] — the surface
30//! lifecycle vocabulary (created/changed/destroyed/pause/resume) as **owned
31//! commands**, modelled on `frust-render`'s `SurfacePhase` machine: a pure,
32//! host-testable [`next_render_phase`] transition table gates whether the
33//! render thread [`may render`](RenderPhase::can_render).
34//! - [`Ack`] / [`AckWaiter`] — the cross-thread acknowledgment barrier that
35//! makes [`RenderCommand::Pause`] and [`RenderCommand::SurfaceDestroyed`]
36//! *synchronous*: the UI thread blocks until the render thread has honored
37//! the command. This is the correctness anchor for two platform hazards:
38//! Android can destroy the `ANativeWindow` while the render
39//! thread still holds the surface, and iOS can kill a process that submits
40//! Metal work after the app backgrounds. Both are barriers, not shared
41//! mutable flags.
42//! - [`SceneFrame`] / [`FrameMeta`] / [`SurfaceSize`] — the per-frame payload
43//! crossing the handoff: the scene plus the frame clock, the surface
44//! dimensions, and (for the single-emitter perf recording)
45//! the UI thread's [`UiSpans`] half of the frame timing, which the render
46//! thread folds together with its own [`RenderSpans`] via
47//! [`FramePasses::from_split`](crate::perf::FramePasses::from_split).
48//! - [`render_thread_enabled`] / [`NO_RENDER_THREAD_VAR`] — the single kill
49//! switch the shells consult, parsed exactly like [`crate::frame_gate`]'s
50//! `FRUST_NO_FRAME_GATE` (compile-time define *or* runtime env, any non-`"0"`
51//! value). When engaged, a shell keeps the pre-split single-thread path (kept
52//! as an escape hatch until the split's on-device throughput is fully
53//! validated).
54//!
55//! # Benchmark scenario markers
56//!
57//! The channel carries one thing beside the scene: the benchmark
58//! scenario-window edges [`crate::perf::mark_scenario_start`] raises, so
59//! each is logged stamped with the frame that actually carried it. Three
60//! properties of that route are load-bearing here.
61//!
62//! - **`perf-trace`-only.** Every marker field, call and queue in this
63//! module is behind the feature; a release-lean build has no marker code
64//! in the channel at all, and a `perf-trace` build with `FRUST_TRACE` off
65//! pays one cached bool read per [`RenderSender::send_scene`].
66//! - **Per-thread, not process-wide.** [`RenderSender::send_scene`] moves
67//! the **calling** thread's raised markers into the inbox, and [`drain`]
68//! stages the taken frame's markers onto the **calling** (render) thread,
69//! which is the thread about to record that frame. No shared queue and no
70//! flag decide who owns a marker; the thread that raised it does, until it
71//! hands a frame off.
72//! - **A marker from a thread that hands no frame off is never emitted.**
73//! Only the UI thread's own queue crosses this channel, so a marker raised
74//! on, say, a blocking-pool thread stays there and dies with it — see
75//! [`crate::perf::mark_scenario_start`], which documents the rule and why
76//! the alternative (attaching it to some other thread's frame) is the
77//! cross-thread guess this route exists to remove.
78//!
79//! # Layering choice
80//!
81//! Like [`crate::perf`] and [`crate::frame_gate`], this is shell-owned and
82//! platform-free: it takes **no** `frust-render`/`wgpu`/`vello` dependency, no
83//! `unsafe`, and no `frust-reactive`, preserving this crate's
84//! compiles-everywhere, reactive-free charter (see `docs/ARCHITECTURE.md`'s
85//! Layer Dependencies). The scene payload ([`SceneFrame`]) and the surface
86//! handle a [`RenderCommand::SurfaceCreated`] carries are therefore *generic*
87//! parameters (`S`/`W`): a shell instantiates `S = frust_scene::Scene` and `W`
88//! = its own raw-window wrapper, while these host tests instantiate cheap
89//! stand-ins, so the whole channel is exercised without a GPU or a platform.
90//!
91//! # Wiring
92//!
93//! This module ships the channel types + pure logic; the desktop, Android,
94//! and iOS shells each spawn their own render thread on top of it, gated by
95//! [`render_thread_enabled`].
96//!
97//! [`Scene`]: https://docs.rs/frust-scene
98//! [`UiSpans`]: crate::perf::UiSpans
99//! [`RenderSpans`]: crate::perf::RenderSpans
100
101use std::sync::atomic::{AtomicBool, Ordering};
102use std::sync::{Arc, Condvar, Mutex};
103use std::time::Duration;
104
105use frust_core::RetainedLedger;
106use frust_core::anim::FrameTime;
107
108#[cfg(feature = "perf-trace")]
109use crate::perf::MarkerQueue;
110use crate::perf::UiSpans;
111
112// ---------------------------------------------------------------------
113// Resident-key ledger hand-off (render side -> UI thread)
114// ---------------------------------------------------------------------
115
116/// The resident-key ledger the render side last published. One slot per
117/// process: a shell runs one renderer, and the slot is the same whether that
118/// renderer lives on the UI thread (single-thread path) or on the render thread
119/// (the split). The lock is held only to swap or clone an `Arc`.
120static PUBLISHED_RETAINED_LEDGER: Mutex<Option<Arc<RetainedLedger>>> = Mutex::new(None);
121
122/// Publish the ledger describing the frame the renderer just finished. Called
123/// by the render side (after submit) with the retained pages it holds resident,
124/// stamped with the paint serial of the last scene it committed
125/// ([`FrameMeta::paint_serial`] as named to the renderer before the encode);
126/// replaces the previous one. May block only for the instant the UI thread
127/// holds the slot to clone an `Arc`.
128pub fn publish_retained_ledger(ledger: RetainedLedger) {
129 let mut slot = PUBLISHED_RETAINED_LEDGER
130 .lock()
131 .unwrap_or_else(std::sync::PoisonError::into_inner);
132 *slot = Some(Arc::new(ledger));
133}
134
135/// Publish the ledger for a renderer's resident retained pages: `frame` is the
136/// last committed paint serial, `pages` its `(key, extent_px, scale)` triples.
137/// Render-agnostic (shell-common stays free of `frust-render`), so each shell
138/// adapts its own `SurfaceRenderer` to this one call.
139///
140/// The slot behind [`publish_retained_ledger`] is process-global, which is
141/// sound only because a process runs ONE renderer: a second surface would
142/// publish over the first's ledger. The publish takes the slot's lock for an
143/// `Arc` swap and nothing else, and the UI thread only ever `try_lock`s it, so
144/// the UI thread never waits on this.
145pub fn publish_resident_pages(frame: u64, pages: impl IntoIterator<Item = (u64, (u32, u32), f32)>) {
146 publish_retained_ledger(RetainedLedger::from_entries(frame, pages));
147}
148
149/// Publish the EMPTY ledger — what a surface destroy or a device-scale change
150/// leaves the renderer holding. A shell calls it (or [`publish_retained_ledger`]
151/// with the renderer's own, equally empty, ledger) before a destroy returns or
152/// its barrier is acknowledged, so the UI thread's first paint over a
153/// re-created surface names no page the torn-down one held.
154pub fn publish_empty_retained_ledger() {
155 publish_retained_ledger(RetainedLedger::empty());
156}
157
158/// The most recently published ledger, for the UI thread to hand to
159/// `RenderRoot::set_retained_ledger` before painting. **Never blocks on the
160/// render thread**: if the render side is mid-publish (or nothing was ever
161/// published) this returns `None` and the caller keeps the ledger it already
162/// has — a one-frame-stale ledger is the design: the renderer refuses a
163/// `DrawRetained` of a page it no longer holds, and the ledger's paint serial
164/// keeps a widget from drawing a page holding an older recording than its
165/// latest (see `frust_core::RetainedLedger::covers`). Empty until the engine's
166/// retained-page store publishes.
167pub fn latest_retained_ledger() -> Option<Arc<RetainedLedger>> {
168 match PUBLISHED_RETAINED_LEDGER.try_lock() {
169 Ok(slot) => slot.clone(),
170 Err(std::sync::TryLockError::Poisoned(p)) => p.into_inner().clone(),
171 Err(std::sync::TryLockError::WouldBlock) => None,
172 }
173}
174
175/// Whether the render side owes the UI thread one more paint because a frame
176/// was refused for drawing a retained page the renderer no longer held. One
177/// flag per process, like the ledger slot beside it.
178static RETAINED_REPAINT_OWED: AtomicBool = AtomicBool::new(false);
179
180/// Record that a frame was just refused for drawing a retained page the
181/// renderer no longer held (the store was cleared and the empty ledger
182/// published): the refused frame presented nothing, so the UI thread owes one
183/// more paint against that empty ledger. Called by the render side — which
184/// cannot reach the UI thread's state — right after it published; an atomic
185/// store, never blocks.
186///
187/// For the shells whose frame clock ticks on regardless of dirtiness (the
188/// Android Choreographer, the iOS `CADisplayLink`) and whose frame gate would
189/// otherwise skip every tick of an idle screen. The desktop and web shells
190/// turn the refusal into a `Redraw` follow-up of the frame itself instead.
191pub fn request_retained_repaint() {
192 RETAINED_REPAINT_OWED.store(true, Ordering::Release);
193}
194
195/// Take the owed repaint [`request_retained_repaint`] recorded: `true` once per
196/// request (however many requests landed since the last take), then `false`.
197/// Read by the UI thread's frame gate past its surface-ready check, ORed into
198/// an input that forces the frame to run. An atomic swap, never blocks.
199pub fn take_retained_repaint() -> bool {
200 RETAINED_REPAINT_OWED.swap(false, Ordering::AcqRel)
201}
202
203// ---------------------------------------------------------------------
204// Kill switch
205// ---------------------------------------------------------------------
206
207/// The render-thread-split kill-switch environment/compile-time variable: when
208/// set to any non-`"0"` value, [`render_thread_enabled`] is `false` and a shell
209/// keeps the pre-split single-thread frame path.
210///
211/// Parsed exactly like [`crate::frame_gate::NO_FRAME_GATE_VAR`] — either the
212/// compile-time `--define` or the runtime process env engages it.
213pub const NO_RENDER_THREAD_VAR: &str = "FRUST_NO_RENDER_THREAD";
214
215/// Whether a shell should run the render-thread split — the **single switch**
216/// every shell consults. `true` unless the
217/// [`NO_RENDER_THREAD_VAR`] kill switch is engaged (compile-time define or
218/// runtime env, any non-`"0"` value), mirroring [`crate::perf::enabled`]'s and
219/// [`crate::frame_gate`]'s `option_env!` + runtime-env parsing precedent.
220///
221/// Read once at shell startup: a shell that takes the split path spawns the
222/// render thread, a shell where this is `false` keeps the single-thread path
223/// verbatim.
224pub fn render_thread_enabled() -> bool {
225 !render_thread_kill_switch(
226 option_env!("FRUST_NO_RENDER_THREAD"),
227 std::env::var(NO_RENDER_THREAD_VAR).ok().as_deref(),
228 )
229}
230
231/// The pure decision [`render_thread_enabled`] negates: a non-empty, non-`"0"`
232/// value from either the compile-time or runtime source engages the kill
233/// switch. Split out so it is directly unit-testable without touching the
234/// process environment (see [`crate::frame_gate`]'s `kill_switch`).
235fn render_thread_kill_switch(compile_time: Option<&str>, runtime: Option<&str>) -> bool {
236 fn is_set_non_zero(value: Option<&str>) -> bool {
237 matches!(value, Some(v) if v != "0")
238 }
239 is_set_non_zero(compile_time) || is_set_non_zero(runtime)
240}
241
242// ---------------------------------------------------------------------
243// Frame payload
244// ---------------------------------------------------------------------
245
246/// The surface dimensions a [`SceneFrame`] / [`RenderCommand`] carries — the
247/// physical (device-pixel) swapchain size plus the HiDPI scale factor, so the
248/// render thread can (re)configure the surface without consulting the UI
249/// thread. Physical-at-the-boundary matches the render thread's swapchain
250/// needs (`docs/CODE_STANDARDS.md`'s physical-at-FFI, logical-inside rule).
251#[derive(Debug, Clone, Copy, PartialEq)]
252pub struct SurfaceSize {
253 /// Physical (device-pixel) width of the surface.
254 pub width: u32,
255 /// Physical (device-pixel) height of the surface.
256 pub height: u32,
257 /// HiDPI scale factor (physical / logical), already sanitized by the
258 /// shell's [`sanitize_scale`](crate::sanitize_scale) at the FFI boundary.
259 pub scale: f64,
260}
261
262/// Per-frame metadata riding the scene-handoff channel alongside the scene
263/// itself.
264#[derive(Debug, Clone, Copy, PartialEq)]
265pub struct FrameMeta {
266 /// The shell's frame clock for this frame (`Choreographer`/`CADisplayLink`/
267 /// desktop epoch), threaded through to `PaintCtx::frame_time` so the render
268 /// thread advances animations against the same clock the UI thread painted
269 /// with. Only *differences* of two [`FrameTime`]s carry meaning (see its
270 /// docs).
271 pub frame_time: FrameTime,
272 /// The surface size this scene was laid out for — the render thread checks
273 /// it against the live swapchain configuration before encoding.
274 pub size: SurfaceSize,
275 /// Monotonically increasing per-frame id the UI thread stamps, so a dropped
276 /// (latest-wins-replaced) frame is observable in diagnostics and so a
277 /// render-side report can be paired back to the frame that produced it.
278 pub frame_id: u64,
279 /// The paint serial the render root minted for this scene
280 /// (`frust_core::PaintOutcome::paint_serial`). The render thread names it
281 /// to the renderer (`SurfaceRenderer::note_scene_serial`) before encoding
282 /// the scene, so the resident-key ledger it publishes once the scene is
283 /// committed carries it — and a scene this slot drops never does. A
284 /// separate field from `frame_id`: that one counts hand-offs, this one
285 /// counts paints, and only the paint's own number can be compared against
286 /// what a widget recorded during it.
287 pub paint_serial: u64,
288}
289
290/// One frame handed from the UI thread to the render thread across
291/// [`render_channel`]: the finished scene, its
292/// [`FrameMeta`], and the UI thread's [`UiSpans`] half of the frame timing
293/// (the render thread is the single perf emitter).
294///
295/// Generic over the scene type `S` so this crate stays render-free: a shell
296/// instantiates `SceneFrame<frust_scene::Scene>`, host tests use a cheap
297/// stand-in.
298#[derive(Debug, Clone)]
299pub struct SceneFrame<S> {
300 /// The finished scene the render thread encodes (`frust_scene::Scene` in a
301 /// real shell — `Scene` is `Send`, verified by its compile-time tripwire).
302 pub scene: S,
303 /// This frame's metadata (clock, surface size, id).
304 pub meta: FrameMeta,
305 /// The UI thread's `rebuild`/`layout`/`paint` timing, folded with the
306 /// render thread's [`RenderSpans`](crate::perf::RenderSpans) via
307 /// [`FramePasses::from_split`](crate::perf::FramePasses::from_split) into
308 /// the one recorded frame.
309 pub ui_spans: UiSpans,
310}
311
312// ---------------------------------------------------------------------
313// Lifecycle: phase machine (modelled on frust-render's SurfacePhase)
314// ---------------------------------------------------------------------
315
316/// A surface-lifecycle event that drives a render-thread [`RenderPhase`]
317/// transition — the pure, `Copy` counterpart of a [`RenderCommand`] (mirroring
318/// `frust-render`'s `SurfaceEvent`/callback split, keeping the transition table
319/// host-testable without the owned `Ack`/window payloads).
320#[derive(Debug, Clone, Copy, PartialEq, Eq)]
321pub enum RenderEvent {
322 /// A surface became available (`surfaceCreated`/`resumed`/`set_surface`).
323 SurfaceCreated,
324 /// The existing surface was resized/reconfigured (rotation, inset change).
325 SurfaceChanged,
326 /// The surface is being torn down (`surfaceDestroyed`/`suspended`).
327 SurfaceDestroyed,
328 /// The app is backgrounding: stop submitting until [`Self::Resume`].
329 Pause,
330 /// The app returned to the foreground with its surface intact.
331 Resume,
332}
333
334/// The render thread's view of surface lifecycle state,
335/// modelled on `frust-render`'s `SurfacePhase`: the render loop renders a
336/// handed-off [`SceneFrame`] only while [`can_render`](Self::can_render) — i.e.
337/// only in [`RenderPhase::Active`]. [`RenderPhase::Paused`] is the cross-thread
338/// backgrounding barrier (a leftover scene must NOT be submitted after a
339/// `Pause`, per the iOS process-kill hazard).
340#[derive(Debug, Clone, Copy, PartialEq, Eq)]
341pub enum RenderPhase {
342 /// No usable surface: nothing to render into (initial state, or after a
343 /// [`RenderEvent::SurfaceDestroyed`]).
344 NoSurface,
345 /// A configured surface is available and frames may be submitted.
346 Active,
347 /// The app backgrounded ([`RenderEvent::Pause`]); the surface may still
348 /// exist but the render thread must not submit until [`RenderEvent::Resume`].
349 Paused,
350}
351
352impl RenderPhase {
353 /// Whether the render thread may submit a frame in this phase — only
354 /// [`RenderPhase::Active`], mirroring `SurfacePhase::can_render`. A render
355 /// loop checks this before encoding a handed-off [`SceneFrame`], so a scene
356 /// left in the latest-wins slot when a `Pause`/`Destroy` is processed is
357 /// dropped rather than submitted.
358 pub fn can_render(self) -> bool {
359 matches!(self, RenderPhase::Active)
360 }
361}
362
363/// Pure render-phase transition table, the analogue of
364/// `frust-render`'s `next_phase`. Total by design:
365///
366/// - `SurfaceCreated` → [`Active`](RenderPhase::Active) (create or recreate),
367/// - `SurfaceDestroyed` → [`NoSurface`](RenderPhase::NoSurface),
368/// - `SurfaceChanged` → the current phase unchanged (a resize never changes
369/// *whether* we can render — mirrors "resize stays Ready"),
370/// - `Pause` → [`Paused`](RenderPhase::Paused) unless there is no surface (you
371/// cannot pause what was never created),
372/// - `Resume` → [`Active`](RenderPhase::Active) unless there is no surface (you
373/// cannot resume onto a surface that is gone; the shell must recreate it
374/// first via `SurfaceCreated`).
375pub fn next_render_phase(current: RenderPhase, event: RenderEvent) -> RenderPhase {
376 match event {
377 RenderEvent::SurfaceCreated => RenderPhase::Active,
378 RenderEvent::SurfaceDestroyed => RenderPhase::NoSurface,
379 RenderEvent::SurfaceChanged => current,
380 RenderEvent::Pause => match current {
381 RenderPhase::NoSurface => RenderPhase::NoSurface,
382 _ => RenderPhase::Paused,
383 },
384 RenderEvent::Resume => match current {
385 RenderPhase::NoSurface => RenderPhase::NoSurface,
386 _ => RenderPhase::Active,
387 },
388 }
389}
390
391// ---------------------------------------------------------------------
392// Lifecycle: acknowledgment barrier
393// ---------------------------------------------------------------------
394
395/// The render-thread side of an acknowledgment barrier: the render thread holds
396/// this (moved out of a [`RenderCommand::Pause`]/[`RenderCommand::SurfaceDestroyed`])
397/// while honoring the command, then [`acknowledge`](Self::acknowledge)s it —
398/// unblocking the UI thread's paired [`AckWaiter`].
399///
400/// Dropping an `Ack` without an explicit [`acknowledge`](Self::acknowledge)
401/// still signals (a safety net so a render thread that returns early — or
402/// panics past the command — can never deadlock the UI thread), but a render
403/// loop should acknowledge explicitly *after* the pause/destroy work is done,
404/// which is exactly the barrier the two platform hazards need (Android window
405/// release, iOS backgrounding).
406#[derive(Debug)]
407pub struct Ack {
408 shared: Arc<AckShared>,
409}
410
411/// The UI-thread side of an acknowledgment barrier: the UI thread
412/// [`wait`](Self::wait)s on this after sending a [`RenderCommand::Pause`]/
413/// [`RenderCommand::SurfaceDestroyed`], blocking until the render thread has
414/// [`acknowledge`](Ack::acknowledge)d (or dropped) the paired [`Ack`].
415#[derive(Debug)]
416pub struct AckWaiter {
417 shared: Arc<AckShared>,
418}
419
420#[derive(Debug)]
421struct AckShared {
422 done: Mutex<bool>,
423 signal: Condvar,
424}
425
426/// Create a linked [`AckWaiter`] / [`Ack`] barrier pair: the UI thread keeps
427/// the waiter, the render thread receives the ack (inside the command). Used by
428/// [`RenderSender::pause`]/[`RenderSender::destroy_surface`]; exposed directly
429/// for shells building lifecycle commands by hand.
430pub fn ack_pair() -> (AckWaiter, Ack) {
431 let shared = Arc::new(AckShared {
432 done: Mutex::new(false),
433 signal: Condvar::new(),
434 });
435 (
436 AckWaiter {
437 shared: shared.clone(),
438 },
439 Ack { shared },
440 )
441}
442
443impl Ack {
444 /// Signal the paired [`AckWaiter`] that the command has been honored,
445 /// consuming the ack. Equivalent to dropping it (the signal fires in
446 /// [`Drop`]), but reads as the deliberate end-of-command acknowledgment the
447 /// barrier contract expects.
448 pub fn acknowledge(self) {
449 // The Drop impl performs the signal; consuming `self` here runs it.
450 }
451}
452
453impl Drop for Ack {
454 fn drop(&mut self) {
455 let mut done = self.shared.done.lock().unwrap();
456 *done = true;
457 drop(done);
458 self.shared.signal.notify_all();
459 }
460}
461
462impl AckWaiter {
463 /// Block the UI thread until the render thread has acknowledged (or dropped)
464 /// the paired [`Ack`]. Returns immediately if already acknowledged. This is
465 /// the barrier: after it returns, the caller may safely proceed to release
466 /// the window (Android) or let the app background (iOS).
467 pub fn wait(self) {
468 let mut done = self.shared.done.lock().unwrap();
469 while !*done {
470 done = self.shared.signal.wait(done).unwrap();
471 }
472 }
473
474 /// Block the UI thread until the render thread acknowledges the paired
475 /// [`Ack`] **or** `timeout` elapses, whichever comes first. Returns `true` if
476 /// the ack fired (the barrier was honored), `false` on timeout.
477 ///
478 /// This is the **bounded** counterpart of [`Self::wait`]: the correctness fix
479 /// (receiver-liveness — see [`RenderReceiver`]'s [`Drop`]) means a live render
480 /// thread's ack always fires, but a render thread wedged mid-command (a GPU
481 /// driver hang, not a clean exit) would still block [`Self::wait`] forever.
482 /// A timeout lets the caller **degrade instead of hang** — proceed to release
483 /// the window / let the app background after logging — so a stuck render
484 /// thread never trips a platform watchdog (iOS backgrounding kill, Android
485 /// ANR). Each call site picks a named, doc-commented per-platform deadline
486 /// safely under its watchdog budget.
487 #[must_use = "the caller must handle a timeout (proceed degraded) rather than assume the barrier was honored"]
488 pub fn wait_timeout(self, timeout: Duration) -> bool {
489 let done = self.shared.done.lock().unwrap();
490 let (done, _timeout_result) = self
491 .shared
492 .signal
493 .wait_timeout_while(done, timeout, |done| !*done)
494 .unwrap();
495 *done
496 }
497
498 /// Whether the paired [`Ack`] has been acknowledged yet, without blocking —
499 /// a non-consuming diagnostic peek (the barrier proper is [`Self::wait`]).
500 pub fn completed(&self) -> bool {
501 *self.shared.done.lock().unwrap()
502 }
503}
504
505// ---------------------------------------------------------------------
506// Lifecycle: command vocabulary
507// ---------------------------------------------------------------------
508
509/// A lifecycle command the UI thread sends to the render thread across
510/// [`render_channel`], as an **owned** value — not a shared
511/// mutable flag. Generic over the surface-handle type `W` a
512/// [`Self::SurfaceCreated`] carries (`frust-render`'s raw-window wrapper in a
513/// real shell; a stand-in in host tests), keeping this crate render-free.
514///
515/// [`Self::Pause`] and [`Self::SurfaceDestroyed`] carry an [`Ack`]: the UI
516/// thread blocks on the paired [`AckWaiter`] until the render thread honors
517/// them (the window-release / backgrounding barrier). The others are
518/// fire-and-forget. The command's effect on the render thread's [`RenderPhase`]
519/// is given by [`Self::event`] → [`next_render_phase`].
520#[derive(Debug)]
521pub enum RenderCommand<W> {
522 /// A surface became available: the render thread takes ownership of `window`
523 /// and (re)configures its swapchain to `size`. Fire-and-forget.
524 SurfaceCreated {
525 /// The raw surface handle the render thread takes ownership of.
526 window: W,
527 /// The initial physical surface size.
528 size: SurfaceSize,
529 },
530 /// The existing surface was resized/reconfigured (rotation, inset change).
531 /// Fire-and-forget.
532 SurfaceChanged {
533 /// The new physical surface size.
534 size: SurfaceSize,
535 },
536 /// The surface is being torn down: the render thread must drop every
537 /// surface-derived `wgpu` resource **before acknowledging**, so the UI
538 /// thread can safely release the underlying window (the Android
539 /// `ANativeWindow`-release hazard). Blocks the UI thread via [`Ack`].
540 SurfaceDestroyed {
541 /// Acknowledged once surface resources are dropped.
542 ack: Ack,
543 },
544 /// The app is backgrounding: the render thread must stop submitting frames
545 /// **before acknowledging**, so the app never submits Metal/Vulkan work
546 /// after it backgrounds (the iOS process-kill hazard). Blocks the UI thread
547 /// via [`Ack`].
548 Pause {
549 /// Acknowledged once the render thread has quiesced.
550 ack: Ack,
551 },
552 /// The app returned to the foreground with its surface intact: resume
553 /// submitting. Fire-and-forget.
554 Resume,
555}
556
557impl<W> RenderCommand<W> {
558 /// The pure [`RenderEvent`] this command drives on the render thread's
559 /// [`RenderPhase`] — the `Copy` projection that feeds [`next_render_phase`]
560 /// (borrowing `self`, leaving the owned `Ack`/`window` in place).
561 pub fn event(&self) -> RenderEvent {
562 match self {
563 RenderCommand::SurfaceCreated { .. } => RenderEvent::SurfaceCreated,
564 RenderCommand::SurfaceChanged { .. } => RenderEvent::SurfaceChanged,
565 RenderCommand::SurfaceDestroyed { .. } => RenderEvent::SurfaceDestroyed,
566 RenderCommand::Pause { .. } => RenderEvent::Pause,
567 RenderCommand::Resume => RenderEvent::Resume,
568 }
569 }
570
571 /// Whether this command carries an [`Ack`] the UI thread blocks on — `true`
572 /// for [`Self::Pause`]/[`Self::SurfaceDestroyed`], `false` for the
573 /// fire-and-forget variants.
574 pub fn requires_ack(&self) -> bool {
575 matches!(
576 self,
577 RenderCommand::SurfaceDestroyed { .. } | RenderCommand::Pause { .. }
578 )
579 }
580}
581
582// ---------------------------------------------------------------------
583// The UI→render channel: latest-wins scene slot + FIFO command queue
584// ---------------------------------------------------------------------
585
586/// The shared state behind [`render_channel`]: a depth-1 latest-wins scene slot
587/// and a FIFO command queue, both under one mutex + condvar so the render
588/// thread has a single wait point.
589#[derive(Debug)]
590struct Inbox<S, W> {
591 /// The freshest un-taken scene (depth-1 latest-wins): a newer send replaces
592 /// it, incrementing [`Self::dropped`].
593 latest: Option<SceneFrame<S>>,
594 /// Count of scenes replaced (dropped) before the render thread took them —
595 /// the latest-wins drop counter, observable via
596 /// [`RenderReceiver::dropped_frames`].
597 dropped: u64,
598 /// Pending lifecycle commands in FIFO order.
599 commands: Vec<RenderCommand<W>>,
600 /// Benchmark scenario markers moved out of the UI thread's own queue
601 /// since the render thread last took a scene, waiting to travel with the
602 /// next one ([`crate::perf::mark_scenario_start`]).
603 ///
604 /// They live here rather than on [`SceneFrame`] deliberately: the shells
605 /// build that struct by literal and destructure [`RenderBatch`], so a new
606 /// field there would be a breaking edit to three shell crates for a
607 /// benchmark-only concern. Keeping them beside the slot also gives the
608 /// right latest-wins behaviour for free — when a newer scene replaces an
609 /// un-taken one, the replaced build's markers stay queued and ride the
610 /// frame that supersedes it, which is the frame that actually drew that
611 /// build's result.
612 ///
613 /// Private, `perf-trace`-only, and bounded like every other leg of the
614 /// route (see [`crate::perf::MarkerQueue`]): a channel whose render
615 /// thread stopped taking scenes must stop accumulating markers rather
616 /// than grow one un-drained queue for the life of the process.
617 #[cfg(feature = "perf-trace")]
618 pending_markers: MarkerQueue,
619 /// Cleared when the [`RenderSender`] is dropped, so a blocked
620 /// [`RenderReceiver::wait_next`] wakes and reports disconnection (the render
621 /// loop's clean-exit signal).
622 sender_alive: bool,
623 /// Cleared when the [`RenderReceiver`] is dropped (the render thread exited —
624 /// panic-unwind, a clean early `return`, or a hung thread's drop). Once
625 /// `false`, [`RenderSender::send_command`]/[`RenderSender::send_scene`] drop
626 /// (rather than queue) new work: an ack-carrying command dropped here fires
627 /// its [`Ack`]'s [`Drop`] safety net, so a UI thread blocked on the paired
628 /// [`AckWaiter`] can never wedge on a command the departed render thread will
629 /// never drain. Symmetric with [`Self::sender_alive`].
630 receiver_alive: bool,
631}
632
633#[derive(Debug)]
634struct Channel<S, W> {
635 inbox: Mutex<Inbox<S, W>>,
636 signal: Condvar,
637}
638
639/// The UI-thread handle to the render channel: sends scenes
640/// (latest-wins) and lifecycle commands (FIFO). Single-producer by design (the
641/// UI thread), so it is deliberately not [`Clone`].
642#[derive(Debug)]
643pub struct RenderSender<S, W> {
644 channel: Arc<Channel<S, W>>,
645}
646
647/// The render-thread handle to the render channel: the
648/// single wait point ([`Self::wait_next`]) draining pending commands plus the
649/// freshest scene each wakeup.
650#[derive(Debug)]
651pub struct RenderReceiver<S, W> {
652 channel: Arc<Channel<S, W>>,
653}
654
655/// One wakeup's worth of work handed to the render thread by
656/// [`RenderReceiver::wait_next`]/[`RenderReceiver::try_next`]: the lifecycle
657/// commands to process (FIFO), then the freshest scene to render (if any). A
658/// render loop processes `commands` first (updating its [`RenderPhase`]), then
659/// renders `scene` only if the resulting phase [`can_render`](RenderPhase::can_render).
660#[derive(Debug)]
661pub struct RenderBatch<S, W> {
662 /// Pending lifecycle commands in FIFO order.
663 pub commands: Vec<RenderCommand<W>>,
664 /// The freshest scene handed off since the last drain (latest-wins), or
665 /// `None` if no new scene arrived.
666 pub scene: Option<SceneFrame<S>>,
667 /// `true` once the [`RenderSender`] has been dropped and no work remains —
668 /// the render loop's signal to exit cleanly.
669 pub disconnected: bool,
670}
671
672/// Create the UI→render channel: a depth-1 latest-wins
673/// scene slot fused with a FIFO lifecycle-command queue behind one condvar.
674///
675/// `S` is the scene payload type (`frust_scene::Scene` in a real shell), `W`
676/// the surface-handle type a [`RenderCommand::SurfaceCreated`] carries — both
677/// generic so this crate stays render-free (see the module docs' Layering
678/// choice).
679pub fn render_channel<S, W>() -> (RenderSender<S, W>, RenderReceiver<S, W>) {
680 let channel = Arc::new(Channel {
681 inbox: Mutex::new(Inbox {
682 latest: None,
683 dropped: 0,
684 commands: Vec::new(),
685 #[cfg(feature = "perf-trace")]
686 pending_markers: MarkerQueue::new(),
687 sender_alive: true,
688 receiver_alive: true,
689 }),
690 signal: Condvar::new(),
691 });
692 (
693 RenderSender {
694 channel: channel.clone(),
695 },
696 RenderReceiver { channel },
697 )
698}
699
700impl<S, W> RenderSender<S, W> {
701 /// Hand a finished frame to the render thread (**depth-1 latest-wins**): if
702 /// an un-taken scene is still in the slot it is replaced (the drop counter
703 /// still increments — see [`Inbox::dropped`]) and **returned** to the
704 /// caller instead of being silently dropped in the lock — a shell can
705 /// reclaim the stale frame's scene buffer the same way
706 /// it reclaims one off [`scene_return_channel`]. `None` if the slot was
707 /// empty. A pure widening of the original fire-and-forget signature — a
708 /// caller that doesn't care may still ignore the return value. Wakes the
709 /// render thread's [`RenderReceiver::wait_next`].
710 ///
711 /// Also picks up any benchmark scenario markers **this** thread raised
712 /// since the last send ([`Inbox::pending_markers`]), so they cross with
713 /// this handoff instead of being stamped with a frame number guessed on
714 /// this side of the split (`perf-trace` builds only; see the module
715 /// docs' scenario-marker section).
716 pub fn send_scene(&self, frame: SceneFrame<S>) -> Option<SceneFrame<S>> {
717 let mut inbox = self.channel.inbox.lock().unwrap();
718 if !inbox.receiver_alive {
719 // The render thread is gone (see `Inbox::receiver_alive`): don't
720 // queue `frame` into a slot no one will ever take — hand it straight
721 // back so the caller can still reclaim its buffer. `frame` carries no
722 // `Ack`, so nothing else needs firing either way.
723 //
724 // The markers raised for it are drained and discarded rather than
725 // left queued: no frame will ever be recorded for them now, and a
726 // queue this send stopped draining is a queue that grows for the
727 // rest of the process.
728 #[cfg(feature = "perf-trace")]
729 drop(crate::perf::take_pending_markers());
730 return Some(frame);
731 }
732 // Before the slot is written: every marker this thread raised up to
733 // this moment belongs to the build being handed off now (or to an
734 // earlier one whose scene this send replaces — same frame, once it is
735 // recorded). Moving them out of the calling thread's queue is what
736 // makes them this handoff's, so `FrameStats::record` over on the
737 // render thread can never see a marker that is still being built here.
738 #[cfg(feature = "perf-trace")]
739 inbox
740 .pending_markers
741 .absorb(crate::perf::take_pending_markers());
742 let stale = inbox.latest.replace(frame);
743 if stale.is_some() {
744 inbox.dropped += 1;
745 }
746 drop(inbox);
747 self.channel.signal.notify_one();
748 stale
749 }
750
751 /// Queue a lifecycle command (FIFO) and wake the render thread. For the
752 /// ack-carrying [`RenderCommand::Pause`]/[`RenderCommand::SurfaceDestroyed`]
753 /// prefer [`Self::pause`]/[`Self::destroy_surface`], which build the barrier
754 /// pair and return the [`AckWaiter`] to block on.
755 pub fn send_command(&self, command: RenderCommand<W>) {
756 let mut inbox = self.channel.inbox.lock().unwrap();
757 if !inbox.receiver_alive {
758 // The render thread is gone (see `Inbox::receiver_alive`): drop the
759 // command rather than queue it forever. Releasing the inbox lock first,
760 // then dropping `command`, fires any embedded `Ack`'s `Drop` safety net
761 // (Pause/SurfaceDestroyed), so a UI thread blocked on the paired
762 // `AckWaiter` unblocks instead of deadlocking.
763 drop(inbox);
764 drop(command);
765 return;
766 }
767 inbox.commands.push(command);
768 drop(inbox);
769 self.channel.signal.notify_one();
770 }
771
772 /// Send a [`RenderCommand::Pause`] and return the [`AckWaiter`] the UI
773 /// thread must [`wait`](AckWaiter::wait) on **before letting the app
774 /// background** — the iOS process-kill barrier.
775 #[must_use = "the caller must wait() on the returned AckWaiter before backgrounding"]
776 pub fn pause(&self) -> AckWaiter {
777 let (waiter, ack) = ack_pair();
778 self.send_command(RenderCommand::Pause { ack });
779 waiter
780 }
781
782 /// Send a [`RenderCommand::SurfaceDestroyed`] and return the [`AckWaiter`]
783 /// the UI thread must [`wait`](AckWaiter::wait) on **before releasing the
784 /// window** — the Android `ANativeWindow`-release barrier.
785 #[must_use = "the caller must wait() on the returned AckWaiter before releasing the window"]
786 pub fn destroy_surface(&self) -> AckWaiter {
787 let (waiter, ack) = ack_pair();
788 self.send_command(RenderCommand::SurfaceDestroyed { ack });
789 waiter
790 }
791}
792
793impl<S, W> Drop for RenderSender<S, W> {
794 fn drop(&mut self) {
795 let mut inbox = self.channel.inbox.lock().unwrap();
796 inbox.sender_alive = false;
797 drop(inbox);
798 // notify_all: a receiver blocked in wait_next must wake to observe the
799 // disconnection and exit its loop.
800 self.channel.signal.notify_all();
801 }
802}
803
804impl<S, W> Drop for RenderReceiver<S, W> {
805 fn drop(&mut self) {
806 // The render thread is exiting (panic-unwind, a clean early `return`, or a
807 // hung thread being torn down). Symmetric with `Drop for RenderSender`:
808 // mark the receiver gone and drain any undrained work so an ack-carrying
809 // command the render loop never reached (a `Pause`/`SurfaceDestroyed`
810 // still in `commands`, or embedded in `latest` — the latter carries none
811 // today, drained for completeness) fires its `Ack`'s `Drop` safety net.
812 // Without this, that command would sit in the inbox forever (kept alive by
813 // the `Arc<Channel>` the still-blocked UI side holds), the safety net would
814 // never fire, and `AckWaiter::wait()` would deadlock the UI/main thread —
815 // the load-bearing correctness fix this drop impl provides.
816 let mut inbox = self.channel.inbox.lock().unwrap();
817 inbox.receiver_alive = false;
818 let commands = std::mem::take(&mut inbox.commands);
819 let latest = inbox.latest.take();
820 // No thread will ever record a frame for these, so they are dropped
821 // rather than staged — a marker with no frame to name is nothing.
822 #[cfg(feature = "perf-trace")]
823 inbox.pending_markers.clear();
824 drop(inbox);
825 // Drop the drained work *after* releasing the inbox lock — dropping an
826 // `Ack` locks its own (separate) mutex to signal, so ordering here avoids
827 // holding the inbox lock across that notify.
828 drop(commands);
829 drop(latest);
830 // notify_all for symmetry with the sender's drop (no thread blocks on the
831 // channel condvar once the receiver is gone, but a stray waiter must never
832 // be left parked).
833 self.channel.signal.notify_all();
834 }
835}
836
837impl<S, W> RenderReceiver<S, W> {
838 /// Block until there is work — a pending command, a fresh scene, or a
839 /// [`RenderSender`] disconnection — then drain it into one [`RenderBatch`].
840 /// The render thread's single wait point.
841 pub fn wait_next(&self) -> RenderBatch<S, W> {
842 let mut inbox = self.channel.inbox.lock().unwrap();
843 inbox = self
844 .channel
845 .signal
846 .wait_while(inbox, |i| {
847 i.commands.is_empty() && i.latest.is_none() && i.sender_alive
848 })
849 .unwrap();
850 drain(&mut inbox)
851 }
852
853 /// Drain any pending commands + the freshest scene without blocking — for a
854 /// render loop that also polls its own timers/vsync. Returns an empty,
855 /// non-disconnected batch when nothing is pending and the sender is alive.
856 pub fn try_next(&self) -> RenderBatch<S, W> {
857 let mut inbox = self.channel.inbox.lock().unwrap();
858 drain(&mut inbox)
859 }
860
861 /// The running count of scenes dropped by the latest-wins slot (replaced
862 /// before the render thread took them) — a diagnostic for how far the
863 /// render thread is falling behind the UI thread.
864 pub fn dropped_frames(&self) -> u64 {
865 self.channel.inbox.lock().unwrap().dropped
866 }
867}
868
869/// Drain the inbox into a [`RenderBatch`]: all pending commands (FIFO), the
870/// freshest scene (latest-wins), and the disconnection flag. Shared by
871/// [`RenderReceiver::wait_next`]/[`RenderReceiver::try_next`].
872///
873/// When a scene comes out, the markers queued alongside it
874/// ([`Inbox::pending_markers`]) are staged on the **calling** thread — the
875/// render thread, which is about to render this scene and record the frame
876/// that [`crate::perf::FrameStats::record`] will stamp them with. Staging
877/// them on the caller is what keeps the attribution a thread property: the
878/// only thread that can emit them is the one that took them. They are
879/// staged rather than returned on the batch so [`RenderBatch`] keeps the
880/// exact shape the shells destructure. When no scene comes out they stay
881/// queued for the next one.
882fn drain<S, W>(inbox: &mut Inbox<S, W>) -> RenderBatch<S, W> {
883 #[cfg(feature = "perf-trace")]
884 if inbox.latest.is_some() && !inbox.pending_markers.is_empty() {
885 crate::perf::stage_markers(inbox.pending_markers.take());
886 }
887 RenderBatch {
888 commands: std::mem::take(&mut inbox.commands),
889 scene: inbox.latest.take(),
890 disconnected: !inbox.sender_alive,
891 }
892}
893
894// ---------------------------------------------------------------------
895// Scene give-back: a non-blocking depth-1 return slot
896// ---------------------------------------------------------------------
897
898/// The render-thread handle to [`scene_return_channel`]: pushes a drained
899/// scene back for the UI thread to reclaim (`Scene::reset` + reuse) instead
900/// of a shell allocating a fresh one every frame — closing the buffer-reuse
901/// gap a scene crossing [`render_channel`] would otherwise leave (a scene
902/// with no way back, so every split `submit_frame` replaced it with
903/// `Scene::new()`).
904#[derive(Debug)]
905pub struct SceneReturnSender<S> {
906 slot: Arc<Mutex<Option<S>>>,
907}
908
909/// The UI-thread handle to [`scene_return_channel`]: polls (never blocks)
910/// for a scene the render thread has finished with.
911#[derive(Debug)]
912pub struct SceneReturnReceiver<S> {
913 slot: Arc<Mutex<Option<S>>>,
914}
915
916/// Create the render→UI scene give-back channel: a
917/// non-blocking, depth-1 return slot — the reverse-direction, pull-based
918/// counterpart to [`render_channel`]'s UI→render handoff. `Mutex<Option<S>>`
919/// only, no [`Condvar`] and no new dependency: nothing should ever park
920/// waiting on this slot, so there is no wait point to back — preserving this
921/// module's no-`unsafe`, no-new-deps, generic-over-`S` charter (see the
922/// module docs' Layering choice).
923pub fn scene_return_channel<S>() -> (SceneReturnSender<S>, SceneReturnReceiver<S>) {
924 let slot = Arc::new(Mutex::new(None));
925 (
926 SceneReturnSender { slot: slot.clone() },
927 SceneReturnReceiver { slot },
928 )
929}
930
931impl<S> SceneReturnSender<S> {
932 /// Push a drained scene back for the UI thread to reclaim. Depth-1
933 /// latest-wins, mirroring [`RenderSender::send_scene`]: an unpolled scene
934 /// already in the slot is replaced (dropped) rather than queued — the UI
935 /// thread only ever needs one spare, and an unbounded backlog here would
936 /// just be a leak-shaped wait for a UI thread that has stopped polling.
937 ///
938 /// The render thread must call this for **every** [`SceneFrame`] it takes
939 /// off a [`RenderReceiver`] — whether the scene is actually rendered or
940 /// the frame is phase-gated out ([`RenderPhase::Paused`]/[`RenderPhase::NoSurface`]
941 /// after a `Pause`/`SurfaceDestroyed`) — so a scene is never silently
942 /// dropped instead of given back.
943 pub fn give_back(&self, scene: S) {
944 let mut slot = self.slot.lock().unwrap();
945 *slot = Some(scene);
946 }
947}
948
949impl<S> SceneReturnReceiver<S> {
950 /// Non-blocking poll for a returned scene — `None` if the render thread
951 /// hasn't given one back yet (cold start, or it is still busy on the
952 /// current frame). Never blocks: a caller that finds nothing falls back
953 /// to allocating a fresh scene (`Scene::new()`).
954 pub fn try_recv(&self) -> Option<S> {
955 self.slot.lock().unwrap().take()
956 }
957}
958
959#[cfg(test)]
960mod tests {
961 use super::*;
962 use std::sync::atomic::{AtomicBool, Ordering};
963 #[cfg(feature = "perf-trace")]
964 use std::sync::mpsc;
965 use std::thread;
966
967 /// Serialises the tests touching the process-wide ledger slot (the test
968 /// harness runs tests in parallel).
969 static LEDGER_SLOT_TESTS: Mutex<()> = Mutex::new(());
970
971 #[test]
972 fn retained_ledger_slot_publishes_and_never_blocks() {
973 let _serial = LEDGER_SLOT_TESTS
974 .lock()
975 .unwrap_or_else(std::sync::PoisonError::into_inner);
976 publish_retained_ledger(RetainedLedger::from_entries(5, [(9, (4, 4), 1.0)]));
977 let got = latest_retained_ledger().expect("published");
978 assert_eq!(got.frame, 5);
979 assert!(got.is_resident(frust_core::RetainedKey(9), (4, 4), 1.0));
980 // A held slot (render side mid-publish) yields None rather than waiting.
981 let guard = PUBLISHED_RETAINED_LEDGER.lock().unwrap();
982 assert!(latest_retained_ledger().is_none());
983 drop(guard);
984 publish_retained_ledger(RetainedLedger::empty());
985 assert!(latest_retained_ledger().unwrap().entries.is_empty());
986 }
987
988 #[test]
989 fn a_destroy_time_publish_leaves_the_empty_ledger_for_the_next_paint() {
990 let _serial = LEDGER_SLOT_TESTS
991 .lock()
992 .unwrap_or_else(std::sync::PoisonError::into_inner);
993 // A live surface's ledger, then the surface goes away.
994 publish_retained_ledger(RetainedLedger::from_entries(7, [(3, (8, 8), 2.0)]));
995 publish_empty_retained_ledger();
996 let got = latest_retained_ledger().expect("the destroy published");
997 assert!(got.entries.is_empty(), "the next paint names no page");
998 assert!(!got.is_resident(frust_core::RetainedKey(3), (8, 8), 2.0));
999 }
1000
1001 #[test]
1002 fn a_retained_repaint_is_taken_once_per_request() {
1003 // The only test touching the process-wide repaint flag.
1004 assert!(!take_retained_repaint(), "nothing owed at rest");
1005 request_retained_repaint();
1006 assert!(take_retained_repaint(), "a refusal owes one paint");
1007 assert!(!take_retained_repaint(), "and only one");
1008 // Requests that land before a take coalesce into one owed paint.
1009 request_retained_repaint();
1010 request_retained_repaint();
1011 assert!(take_retained_repaint());
1012 assert!(!take_retained_repaint());
1013 }
1014 use std::time::{Duration, Instant};
1015
1016 // -----------------------------------------------------------------
1017 // Kill switch (pure — the env-reading wrapper's cache-free counterpart,
1018 // mirroring frame_gate's kill_switch tests)
1019 // -----------------------------------------------------------------
1020
1021 #[test]
1022 fn render_thread_kill_switch_off_when_neither_set() {
1023 assert!(!render_thread_kill_switch(None, None));
1024 }
1025
1026 #[test]
1027 fn render_thread_kill_switch_on_when_compile_time_set_non_zero() {
1028 assert!(render_thread_kill_switch(Some("1"), None));
1029 }
1030
1031 #[test]
1032 fn render_thread_kill_switch_on_when_runtime_set_non_zero() {
1033 assert!(render_thread_kill_switch(None, Some("1")));
1034 }
1035
1036 #[test]
1037 fn render_thread_kill_switch_off_when_either_is_literal_zero_and_other_unset() {
1038 assert!(!render_thread_kill_switch(Some("0"), None));
1039 assert!(!render_thread_kill_switch(None, Some("0")));
1040 }
1041
1042 #[test]
1043 fn render_thread_kill_switch_on_when_either_source_wins() {
1044 assert!(render_thread_kill_switch(Some("0"), Some("1")));
1045 assert!(render_thread_kill_switch(Some("1"), Some("0")));
1046 }
1047
1048 #[test]
1049 fn render_thread_enabled_default_process_env_is_on() {
1050 // A normal test run sets neither the compile-time define nor the runtime
1051 // env, so the split is enabled by default (the kill switch is the
1052 // opt-out, mirroring frame_gate). This is the "kill-switch off path".
1053 assert!(render_thread_enabled());
1054 }
1055
1056 // -----------------------------------------------------------------
1057 // RenderPhase transition table (modelled on frust-render's SurfacePhase)
1058 // -----------------------------------------------------------------
1059
1060 const ALL_PHASES: [RenderPhase; 3] = [
1061 RenderPhase::NoSurface,
1062 RenderPhase::Active,
1063 RenderPhase::Paused,
1064 ];
1065
1066 #[test]
1067 fn created_always_lands_in_active() {
1068 for phase in ALL_PHASES {
1069 assert_eq!(
1070 next_render_phase(phase, RenderEvent::SurfaceCreated),
1071 RenderPhase::Active,
1072 "creating (or recreating) a surface must reach Active from {phase:?}"
1073 );
1074 }
1075 }
1076
1077 #[test]
1078 fn destroyed_always_lands_in_no_surface() {
1079 for phase in ALL_PHASES {
1080 assert_eq!(
1081 next_render_phase(phase, RenderEvent::SurfaceDestroyed),
1082 RenderPhase::NoSurface,
1083 "destroying a surface must reach NoSurface from {phase:?}"
1084 );
1085 }
1086 }
1087
1088 #[test]
1089 fn changed_keeps_the_current_phase() {
1090 for phase in ALL_PHASES {
1091 assert_eq!(
1092 next_render_phase(phase, RenderEvent::SurfaceChanged),
1093 phase,
1094 "a resize must not change whether we can render, from {phase:?}"
1095 );
1096 }
1097 }
1098
1099 #[test]
1100 fn pause_barriers_from_active_but_not_from_no_surface() {
1101 assert_eq!(
1102 next_render_phase(RenderPhase::Active, RenderEvent::Pause),
1103 RenderPhase::Paused
1104 );
1105 assert_eq!(
1106 next_render_phase(RenderPhase::Paused, RenderEvent::Pause),
1107 RenderPhase::Paused
1108 );
1109 // You cannot pause what was never created.
1110 assert_eq!(
1111 next_render_phase(RenderPhase::NoSurface, RenderEvent::Pause),
1112 RenderPhase::NoSurface
1113 );
1114 }
1115
1116 #[test]
1117 fn resume_reactivates_unless_the_surface_is_gone() {
1118 assert_eq!(
1119 next_render_phase(RenderPhase::Paused, RenderEvent::Resume),
1120 RenderPhase::Active
1121 );
1122 assert_eq!(
1123 next_render_phase(RenderPhase::Active, RenderEvent::Resume),
1124 RenderPhase::Active
1125 );
1126 // Cannot resume onto a surface that is gone — must be recreated first.
1127 assert_eq!(
1128 next_render_phase(RenderPhase::NoSurface, RenderEvent::Resume),
1129 RenderPhase::NoSurface
1130 );
1131 }
1132
1133 #[test]
1134 fn only_active_can_render() {
1135 assert!(RenderPhase::Active.can_render());
1136 assert!(!RenderPhase::NoSurface.can_render());
1137 assert!(!RenderPhase::Paused.can_render());
1138 }
1139
1140 // -----------------------------------------------------------------
1141 // RenderCommand event/ack projections
1142 // -----------------------------------------------------------------
1143
1144 #[test]
1145 fn command_event_projection_matches_each_variant() {
1146 // `()` for both the scene and window type params — a cheap host stand-in.
1147 let created: RenderCommand<()> = RenderCommand::SurfaceCreated {
1148 window: (),
1149 size: test_size(),
1150 };
1151 assert_eq!(created.event(), RenderEvent::SurfaceCreated);
1152 assert!(!created.requires_ack());
1153
1154 let changed: RenderCommand<()> = RenderCommand::SurfaceChanged { size: test_size() };
1155 assert_eq!(changed.event(), RenderEvent::SurfaceChanged);
1156 assert!(!changed.requires_ack());
1157
1158 let resume: RenderCommand<()> = RenderCommand::Resume;
1159 assert_eq!(resume.event(), RenderEvent::Resume);
1160 assert!(!resume.requires_ack());
1161
1162 let (_w, ack) = ack_pair();
1163 let paused: RenderCommand<()> = RenderCommand::Pause { ack };
1164 assert_eq!(paused.event(), RenderEvent::Pause);
1165 assert!(paused.requires_ack());
1166
1167 let (_w, ack) = ack_pair();
1168 let destroyed: RenderCommand<()> = RenderCommand::SurfaceDestroyed { ack };
1169 assert_eq!(destroyed.event(), RenderEvent::SurfaceDestroyed);
1170 assert!(destroyed.requires_ack());
1171 }
1172
1173 // -----------------------------------------------------------------
1174 // Scene handoff: depth-1 latest-wins semantics
1175 // -----------------------------------------------------------------
1176
1177 fn test_size() -> SurfaceSize {
1178 SurfaceSize {
1179 width: 1080,
1180 height: 1920,
1181 scale: 2.0,
1182 }
1183 }
1184
1185 /// A scene frame carrying a `u32` scene id — a cheap host stand-in for a
1186 /// real `frust_scene::Scene`.
1187 fn frame(id: u32) -> SceneFrame<u32> {
1188 SceneFrame {
1189 scene: id,
1190 meta: FrameMeta {
1191 frame_time: FrameTime::from_nanos(u64::from(id)),
1192 size: test_size(),
1193 frame_id: u64::from(id),
1194 paint_serial: u64::from(id),
1195 },
1196 ui_spans: UiSpans::default(),
1197 }
1198 }
1199
1200 #[test]
1201 fn latest_wins_replaces_an_untaken_scene() {
1202 let (tx, rx) = render_channel::<u32, ()>();
1203 tx.send_scene(frame(1));
1204 tx.send_scene(frame(2));
1205 tx.send_scene(frame(3));
1206
1207 // Only the freshest survives; the two older frames were dropped.
1208 let batch = rx.try_next();
1209 assert_eq!(batch.scene.expect("a scene is pending").scene, 3);
1210 assert_eq!(rx.dropped_frames(), 2, "two stale frames were replaced");
1211
1212 // The slot is now empty.
1213 let batch = rx.try_next();
1214 assert!(batch.scene.is_none(), "the slot is drained after a take");
1215 }
1216
1217 #[test]
1218 fn taking_between_sends_drops_nothing() {
1219 let (tx, rx) = render_channel::<u32, ()>();
1220 tx.send_scene(frame(1));
1221 assert_eq!(rx.try_next().scene.unwrap().scene, 1);
1222 tx.send_scene(frame(2));
1223 assert_eq!(rx.try_next().scene.unwrap().scene, 2);
1224 assert_eq!(
1225 rx.dropped_frames(),
1226 0,
1227 "each scene was taken before the next"
1228 );
1229 }
1230
1231 #[test]
1232 fn send_scene_returns_none_when_the_slot_was_empty() {
1233 let (tx, _rx) = render_channel::<u32, ()>();
1234 assert!(
1235 tx.send_scene(frame(1)).is_none(),
1236 "the first send has nothing stale to hand back"
1237 );
1238 }
1239
1240 #[test]
1241 fn send_scene_returns_the_overwritten_stale_frame() {
1242 // An untaken scene replaced by a newer send must be
1243 // handed back to the caller (to reclaim its buffer), not silently
1244 // dropped in the lock.
1245 let (tx, rx) = render_channel::<u32, ()>();
1246 assert!(tx.send_scene(frame(1)).is_none());
1247 let stale = tx
1248 .send_scene(frame(2))
1249 .expect("the untaken frame(1) must be returned");
1250 assert_eq!(stale.scene, 1, "the returned frame is the one replaced");
1251
1252 // Latest-wins semantics are unchanged by the give-back: the freshest
1253 // scene is still what the render thread takes, and the drop counter
1254 // still increments exactly as before.
1255 let batch = rx.try_next();
1256 assert_eq!(batch.scene.expect("a scene is pending").scene, 2);
1257 assert_eq!(rx.dropped_frames(), 1);
1258 }
1259
1260 #[test]
1261 fn send_scene_after_receiver_death_hands_the_frame_back() {
1262 // The dead-receiver path (see `Inbox::receiver_alive`) must not queue
1263 // the frame, but should still let the caller reclaim its buffer rather
1264 // than drop it on the floor.
1265 let (tx, rx) = render_channel::<u32, ()>();
1266 drop(rx);
1267 let returned = tx
1268 .send_scene(frame(1))
1269 .expect("a scene sent after receiver death must still be handed back");
1270 assert_eq!(returned.scene, 1);
1271 }
1272
1273 // -----------------------------------------------------------------
1274 // Scene give-back channel: non-blocking depth-1
1275 // return slot, render thread -> UI thread.
1276 // -----------------------------------------------------------------
1277
1278 #[test]
1279 fn scene_return_try_recv_is_none_before_any_give_back() {
1280 let (_tx, rx) = scene_return_channel::<u32>();
1281 assert!(rx.try_recv().is_none());
1282 }
1283
1284 #[test]
1285 fn scene_return_round_trips_a_single_scene() {
1286 let (tx, rx) = scene_return_channel::<u32>();
1287 tx.give_back(7);
1288 assert_eq!(rx.try_recv(), Some(7), "the given-back scene is polled out");
1289 assert!(
1290 rx.try_recv().is_none(),
1291 "the slot is drained after a take, like the forward channel"
1292 );
1293 }
1294
1295 #[test]
1296 fn scene_return_is_depth_1_latest_wins() {
1297 // Mirrors `render_channel`'s forward-slot semantics: a second give-back
1298 // before the UI thread polls replaces (not queues) the first.
1299 let (tx, rx) = scene_return_channel::<u32>();
1300 tx.give_back(1);
1301 tx.give_back(2);
1302 assert_eq!(
1303 rx.try_recv(),
1304 Some(2),
1305 "only the most recently given-back scene survives"
1306 );
1307 }
1308
1309 #[test]
1310 fn scene_return_never_blocks_the_ui_thread() {
1311 // The whole point of the non-blocking design: polling an empty slot
1312 // returns immediately rather than parking, even with no render-thread
1313 // counterpart ever constructed to give one back.
1314 let (_tx, rx) = scene_return_channel::<u32>();
1315 let start = Instant::now();
1316 assert!(rx.try_recv().is_none());
1317 assert!(
1318 start.elapsed() < Duration::from_millis(50),
1319 "try_recv must return immediately, never park"
1320 );
1321 }
1322
1323 #[test]
1324 fn wait_next_blocks_until_a_scene_arrives() {
1325 let (tx, rx) = render_channel::<u32, ()>();
1326 let handle = thread::spawn(move || rx.wait_next().scene.map(|f| f.scene));
1327 // Give the render thread a moment to park in wait_next, then hand it a
1328 // scene; the join proves it woke and took it.
1329 thread::sleep(Duration::from_millis(20));
1330 tx.send_scene(frame(7));
1331 assert_eq!(handle.join().unwrap(), Some(7));
1332 }
1333
1334 // -----------------------------------------------------------------
1335 // Command ordering + disconnection
1336 // -----------------------------------------------------------------
1337
1338 #[test]
1339 fn commands_drain_in_fifo_order_with_the_latest_scene() {
1340 let (tx, rx) = render_channel::<u32, ()>();
1341 tx.send_command(RenderCommand::SurfaceCreated {
1342 window: (),
1343 size: test_size(),
1344 });
1345 tx.send_scene(frame(1));
1346 tx.send_command(RenderCommand::SurfaceChanged { size: test_size() });
1347 tx.send_scene(frame(2)); // replaces frame(1)
1348
1349 let batch = rx.try_next();
1350 let events: Vec<RenderEvent> = batch.commands.iter().map(RenderCommand::event).collect();
1351 assert_eq!(
1352 events,
1353 vec![RenderEvent::SurfaceCreated, RenderEvent::SurfaceChanged],
1354 "commands preserve FIFO order"
1355 );
1356 assert_eq!(
1357 batch.scene.unwrap().scene,
1358 2,
1359 "only the freshest scene rides along"
1360 );
1361 assert!(!batch.disconnected);
1362 }
1363
1364 #[test]
1365 fn wait_next_wakes_and_reports_disconnection_when_sender_dropped() {
1366 let (tx, rx) = render_channel::<u32, ()>();
1367 let handle = thread::spawn(move || rx.wait_next().disconnected);
1368 thread::sleep(Duration::from_millis(20));
1369 drop(tx); // must wake the parked receiver
1370 assert!(
1371 handle.join().unwrap(),
1372 "dropping the sender wakes wait_next with a disconnection"
1373 );
1374 }
1375
1376 #[test]
1377 fn pending_work_drains_before_disconnection_is_reported() {
1378 let (tx, rx) = render_channel::<u32, ()>();
1379 tx.send_scene(frame(5));
1380 drop(tx);
1381 // The buffered scene is still delivered; disconnected is also set so the
1382 // loop exits after handling it.
1383 let batch = rx.try_next();
1384 assert_eq!(batch.scene.unwrap().scene, 5);
1385 assert!(batch.disconnected);
1386 }
1387
1388 // -----------------------------------------------------------------
1389 // Acknowledgment barrier (pause / destroy)
1390 // -----------------------------------------------------------------
1391
1392 #[test]
1393 fn ack_unblocks_the_waiter_on_acknowledge() {
1394 let (waiter, ack) = ack_pair();
1395 assert!(!waiter.completed());
1396 ack.acknowledge();
1397 assert!(waiter.completed());
1398 waiter.wait(); // returns immediately
1399 }
1400
1401 #[test]
1402 fn ack_unblocks_the_waiter_on_drop_as_a_safety_net() {
1403 let (waiter, ack) = ack_pair();
1404 drop(ack); // a render thread that returns early must not deadlock the UI
1405 assert!(waiter.completed());
1406 }
1407
1408 #[test]
1409 fn pause_barrier_blocks_the_ui_thread_until_the_render_thread_quiesces() {
1410 // The plan's iOS backgrounding contract: the UI thread must not proceed
1411 // (let the app background) until the render thread has honored Pause.
1412 let (tx, rx) = render_channel::<u32, ()>();
1413 let quiesced = Arc::new(AtomicBool::new(false));
1414 let quiesced_render = quiesced.clone();
1415
1416 let render = thread::spawn(move || {
1417 loop {
1418 let batch = rx.wait_next();
1419 for command in batch.commands {
1420 if let RenderCommand::Pause { ack } = command {
1421 // Simulate stopping submission *before* acknowledging.
1422 thread::sleep(Duration::from_millis(30));
1423 quiesced_render.store(true, Ordering::SeqCst);
1424 ack.acknowledge();
1425 return;
1426 }
1427 }
1428 if batch.disconnected {
1429 return;
1430 }
1431 }
1432 });
1433
1434 let waiter = tx.pause();
1435 waiter.wait();
1436 // The barrier guarantees the render thread quiesced before wait returned.
1437 assert!(
1438 quiesced.load(Ordering::SeqCst),
1439 "the render thread must have quiesced before the UI thread proceeded"
1440 );
1441 render.join().unwrap();
1442 }
1443
1444 #[test]
1445 fn destroy_surface_barrier_orders_resource_teardown_before_window_release() {
1446 // The plan's Android ANativeWindow-release contract: the UI thread must
1447 // not release the window until the render thread has dropped its
1448 // surface resources.
1449 let (tx, rx) = render_channel::<u32, ()>();
1450 let resources_dropped = Arc::new(AtomicBool::new(false));
1451 let resources_dropped_render = resources_dropped.clone();
1452
1453 let render = thread::spawn(move || {
1454 loop {
1455 let batch = rx.wait_next();
1456 for command in batch.commands {
1457 if let RenderCommand::SurfaceDestroyed { ack } = command {
1458 thread::sleep(Duration::from_millis(30));
1459 resources_dropped_render.store(true, Ordering::SeqCst);
1460 ack.acknowledge();
1461 return;
1462 }
1463 }
1464 if batch.disconnected {
1465 return;
1466 }
1467 }
1468 });
1469
1470 let waiter = tx.destroy_surface();
1471 waiter.wait();
1472 assert!(
1473 resources_dropped.load(Ordering::SeqCst),
1474 "surface resources must be dropped before the UI thread releases the window"
1475 );
1476 render.join().unwrap();
1477 }
1478
1479 #[test]
1480 fn a_leftover_scene_is_not_rendered_after_a_pause() {
1481 // The render loop gates on RenderPhase: a scene left in the slot when a
1482 // Pause is processed must be dropped, not submitted (the iOS
1483 // submit-after-background hazard). This exercises the phase-gating
1484 // composition the shells rely on.
1485 let (tx, rx) = render_channel::<u32, ()>();
1486 tx.send_scene(frame(1)); // a frame still in the slot...
1487 let _waiter = tx.pause(); // ...when a Pause arrives
1488
1489 let mut phase = RenderPhase::Active;
1490 let mut submitted: Option<u32> = None;
1491 let batch = rx.try_next();
1492 for command in batch.commands {
1493 phase = next_render_phase(phase, command.event());
1494 if let RenderCommand::Pause { ack } = command {
1495 ack.acknowledge();
1496 }
1497 }
1498 if phase.can_render() {
1499 submitted = batch.scene.map(|f| f.scene);
1500 }
1501 assert_eq!(phase, RenderPhase::Paused);
1502 assert!(
1503 submitted.is_none(),
1504 "a leftover scene must not be submitted after a Pause"
1505 );
1506 }
1507
1508 // -----------------------------------------------------------------
1509 // Receiver-liveness: a render thread that exits
1510 // before draining an ack-carrying command must never deadlock the UI
1511 // thread. Every assertion here is timeout-bounded so a *regression* FAILS
1512 // (the timeout expires, returning `false`) rather than hanging the suite.
1513 // -----------------------------------------------------------------
1514
1515 /// A deadline generous enough that the correct path (the ack fires the
1516 /// instant the receiver drops) always beats it, yet finite so a regression
1517 /// fails the test instead of wedging the whole `cargo test` run.
1518 const REGRESSION_DEADLINE: Duration = Duration::from_secs(5);
1519
1520 #[test]
1521 fn receiver_drop_drains_a_queued_orphaned_ack() {
1522 // The barrier command is queued while the receiver is still alive...
1523 let (tx, rx) = render_channel::<u32, ()>();
1524 let waiter = tx.pause();
1525 // ...then the render thread exits before draining it (drops its receiver).
1526 drop(rx);
1527 // The orphaned `Ack` must have fired via `RenderReceiver::drop`, so the
1528 // UI-side waiter unblocks rather than deadlocking.
1529 assert!(
1530 waiter.wait_timeout(REGRESSION_DEADLINE),
1531 "dropping the receiver must drain the queued Pause's Ack so the UI waiter unblocks"
1532 );
1533 }
1534
1535 #[test]
1536 fn command_sent_after_receiver_death_fires_its_ack() {
1537 // The receiver is already gone before the barrier command is sent: the
1538 // sender must drop (not queue) it, still firing the embedded Ack.
1539 let (tx, rx) = render_channel::<u32, ()>();
1540 drop(rx);
1541 let waiter = tx.destroy_surface();
1542 assert!(
1543 waiter.wait_timeout(REGRESSION_DEADLINE),
1544 "an ack-carrying command sent after receiver death must fire its Ack safety net"
1545 );
1546 }
1547
1548 #[test]
1549 fn receiver_death_mid_flight_unblocks_a_waiting_ui_thread() {
1550 // The closest reproduction of the live hazard: the UI thread is *already*
1551 // blocked on the barrier when the render thread dies. A background thread
1552 // sends the barrier and blocks on it (bounded); the main thread drops the
1553 // receiver a moment later, standing in for the render thread's exit.
1554 let (tx, rx) = render_channel::<u32, ()>();
1555 let (report_tx, report_rx) = std::sync::mpsc::channel();
1556 let ui = thread::spawn(move || {
1557 let honored = tx.destroy_surface().wait_timeout(REGRESSION_DEADLINE);
1558 report_tx.send(honored).unwrap();
1559 });
1560 thread::sleep(Duration::from_millis(20));
1561 drop(rx); // render thread exits without draining the command
1562
1563 // The UI thread must have unblocked; a regression would leave it parked
1564 // until its own wait_timeout expired `false`.
1565 let honored = report_rx
1566 .recv_timeout(Duration::from_secs(10))
1567 .expect("the UI thread must report back, not stay deadlocked");
1568 assert!(
1569 honored,
1570 "receiver drop must unblock a UI thread already waiting on the barrier"
1571 );
1572 ui.join().unwrap();
1573 }
1574
1575 #[test]
1576 fn a_scene_sent_after_receiver_death_is_dropped_not_queued() {
1577 // The scene half of the same contract: sending after the receiver is gone
1578 // must not stash a frame in a slot no one will take.
1579 let (tx, rx) = render_channel::<u32, ()>();
1580 drop(rx);
1581 tx.send_scene(frame(1)); // must be a no-op, not a panic or a leak
1582 }
1583
1584 // -----------------------------------------------------------------
1585 // Bounded barrier waits (wait_timeout)
1586 // -----------------------------------------------------------------
1587
1588 #[test]
1589 fn wait_timeout_returns_true_when_acknowledged() {
1590 let (waiter, ack) = ack_pair();
1591 ack.acknowledge();
1592 assert!(
1593 waiter.wait_timeout(REGRESSION_DEADLINE),
1594 "an acknowledged barrier must report honored"
1595 );
1596 }
1597
1598 #[test]
1599 fn wait_timeout_expires_false_when_never_acknowledged() {
1600 // Hold the `Ack` for the whole call so it can never fire: the wait must
1601 // expire and report the timeout (the degrade-not-hang signal).
1602 let (waiter, _ack) = ack_pair();
1603 assert!(
1604 !waiter.wait_timeout(Duration::from_millis(20)),
1605 "wait_timeout must return false when the ack never fires"
1606 );
1607 }
1608
1609 // ---------------------------------------------------------------
1610 // Scenario markers riding the handoff
1611 //
1612 // The channel is generic, so these drive `render_channel::<u32, ()>()`
1613 // with the same cheap stand-in payload every other test here uses — no
1614 // GPU, no platform, no real scene.
1615 //
1616 // Every test that asserts an attribution runs the UI leg on a REAL
1617 // second thread: the queues are per-thread now, so a single-threaded
1618 // simulation could not tell the split apart from the inline executor —
1619 // it would drain on the raising thread and pass no matter what the
1620 // channel did. Each thread that raises markers takes `perf`'s marker
1621 // test guard of its own (the force switch is per-thread too), and the
1622 // two threads step through a fixed interleaving with `lockstep_pair`
1623 // rather than racing.
1624 // ---------------------------------------------------------------
1625
1626 /// A `FrameStats` in the shape a benchmark process runs: enabled, raw
1627 /// export on, small ring.
1628 #[cfg(feature = "perf-trace")]
1629 fn bench_stats() -> crate::perf::FrameStats {
1630 crate::perf::FrameStats::with_capacity_enabled_and_raw(8, true, true)
1631 }
1632
1633 /// One recorded frame's worth of pass durations — the values are
1634 /// irrelevant here, only the recording is.
1635 #[cfg(feature = "perf-trace")]
1636 fn record_one(stats: &mut crate::perf::FrameStats) {
1637 stats.record(crate::perf::FramePasses::from_split(
1638 UiSpans::default(),
1639 crate::perf::RenderSpans::default(),
1640 ));
1641 }
1642
1643 /// One end of the two-thread choreography these tests step through:
1644 /// [`Self::signal`] releases the peer's next [`Self::wait`].
1645 #[cfg(feature = "perf-trace")]
1646 struct Lockstep {
1647 to_peer: mpsc::Sender<()>,
1648 from_peer: mpsc::Receiver<()>,
1649 }
1650
1651 #[cfg(feature = "perf-trace")]
1652 impl Lockstep {
1653 /// Let the peer proceed to its next step.
1654 fn signal(&self) {
1655 self.to_peer
1656 .send(())
1657 .expect("the peer thread must still be running");
1658 }
1659
1660 /// Block until the peer reaches its matching `signal`. Deadlined so a
1661 /// broken interleaving fails this one test instead of hanging the
1662 /// whole run.
1663 fn wait(&self) {
1664 self.from_peer
1665 .recv_timeout(Duration::from_secs(5))
1666 .expect("the peer thread must reach its next step");
1667 }
1668 }
1669
1670 /// The two ends of one choreography — hand one to each thread.
1671 #[cfg(feature = "perf-trace")]
1672 fn lockstep_pair() -> (Lockstep, Lockstep) {
1673 let (ui_tx, ui_rx) = mpsc::channel();
1674 let (render_tx, render_rx) = mpsc::channel();
1675 (
1676 Lockstep {
1677 to_peer: ui_tx,
1678 from_peer: render_rx,
1679 },
1680 Lockstep {
1681 to_peer: render_tx,
1682 from_peer: ui_rx,
1683 },
1684 )
1685 }
1686
1687 #[cfg(feature = "perf-trace")]
1688 #[test]
1689 fn markers_land_on_the_frames_that_carried_them_across_the_split() {
1690 // The interleaving that motivated this whole route: the UI thread
1691 // raises BOTH edges of an S3 window before the render thread has
1692 // emitted a single line, so no frame number the UI side could have
1693 // guessed would have been right. `start` is raised in the build that
1694 // applies the op (frame 1), `end` in the build after it (frame 2) —
1695 // the harness window is the half-open [1, 2), i.e. exactly frame 1.
1696 let _guard = crate::perf::marker_test_guard(true);
1697 let (tx, rx) = render_channel::<u32, ()>();
1698 let mut stats = bench_stats();
1699 let (ui_step, render_step) = lockstep_pair();
1700
1701 thread::scope(|scope| {
1702 scope.spawn(move || {
1703 let _ui_guard = crate::perf::marker_test_guard(true);
1704 // Build k: open the window and hand its scene off.
1705 crate::perf::mark_scenario_start("s3-create1k");
1706 tx.send_scene(frame(1));
1707 ui_step.signal();
1708 // The render thread has taken build k but has not recorded it
1709 // yet — the window where the UI thread runs ahead.
1710 ui_step.wait();
1711 // Build k+1: close the window and hand its scene off, still
1712 // before any raw line exists.
1713 crate::perf::mark_scenario_end("s3-create1k");
1714 tx.send_scene(frame(2));
1715 ui_step.signal();
1716 });
1717
1718 render_step.wait();
1719 let batch1 = rx.try_next();
1720 assert!(batch1.scene.is_some(), "the render thread took build k");
1721 render_step.signal();
1722 render_step.wait();
1723
1724 // Now the render thread catches up: frame 1, then frame 2.
1725 record_one(&mut stats);
1726 let batch2 = rx.try_next();
1727 assert!(batch2.scene.is_some(), "the render thread took build k+1");
1728 record_one(&mut stats);
1729 });
1730
1731 assert_eq!(
1732 stats.marker_log(),
1733 [
1734 "bench-scenario-start n=1 s3-create1k",
1735 "bench-scenario-end n=2 s3-create1k",
1736 ],
1737 "each edge names the recorded frame that actually carried it"
1738 );
1739 }
1740
1741 #[cfg(feature = "perf-trace")]
1742 #[test]
1743 fn a_window_whose_scene_is_replaced_collapses_onto_the_first_recorded_frame() {
1744 // Latest-wins: build k's scene is superseded before the render thread
1745 // takes it, so build k never becomes a frame of its own. Both edges
1746 // ride the frame that did draw that build's result — frame 1 — and
1747 // the half-open window [1, 1) is empty, which is the honest answer:
1748 // the op's own frame was dropped.
1749 let _guard = crate::perf::marker_test_guard(true);
1750 let (tx, rx) = render_channel::<u32, ()>();
1751 let mut stats = bench_stats();
1752 let (ui_step, render_step) = lockstep_pair();
1753
1754 thread::scope(|scope| {
1755 scope.spawn(move || {
1756 let _ui_guard = crate::perf::marker_test_guard(true);
1757 crate::perf::mark_scenario_start("s3-update");
1758 tx.send_scene(frame(1));
1759 crate::perf::mark_scenario_end("s3-update");
1760 let stale = tx.send_scene(frame(2));
1761 assert!(stale.is_some(), "build k's scene was replaced, not taken");
1762 ui_step.signal();
1763 });
1764
1765 render_step.wait();
1766 let batch = rx.try_next();
1767 assert_eq!(batch.scene.map(|f| f.scene), Some(2));
1768 record_one(&mut stats);
1769 });
1770
1771 assert_eq!(
1772 stats.marker_log(),
1773 [
1774 "bench-scenario-start n=1 s3-update",
1775 "bench-scenario-end n=1 s3-update",
1776 ]
1777 );
1778 assert_eq!(rx.dropped_frames(), 1);
1779 }
1780
1781 #[cfg(feature = "perf-trace")]
1782 #[test]
1783 fn a_marker_raised_after_the_handoff_never_lands_on_the_frame_in_flight() {
1784 // The former "record must not steal the queue" property, now a
1785 // property of the threads themselves: the marker is raised on the UI
1786 // thread AFTER build k crossed the channel and BEFORE the render
1787 // thread records frame 1, so it is sitting in the UI thread's own
1788 // queue while frame 1 is emitted. The render thread cannot reach that
1789 // queue at all, so frame 1 carries nothing and the marker rides
1790 // frame 2 — no flag, no ordering rule, just ownership.
1791 let _guard = crate::perf::marker_test_guard(true);
1792 let (tx, rx) = render_channel::<u32, ()>();
1793 let mut stats = bench_stats();
1794 let (ui_step, render_step) = lockstep_pair();
1795
1796 thread::scope(|scope| {
1797 scope.spawn(move || {
1798 let _ui_guard = crate::perf::marker_test_guard(true);
1799 tx.send_scene(frame(1));
1800 ui_step.signal();
1801
1802 ui_step.wait();
1803 crate::perf::mark_scenario_start("s3-update");
1804 ui_step.signal();
1805
1806 ui_step.wait();
1807 tx.send_scene(frame(2));
1808 ui_step.signal();
1809 });
1810
1811 render_step.wait();
1812 assert!(rx.try_next().scene.is_some(), "build k crossed");
1813 render_step.signal();
1814
1815 render_step.wait();
1816 record_one(&mut stats);
1817 assert!(
1818 stats.marker_log().is_empty(),
1819 "a marker still queued on the UI thread cannot reach frame 1"
1820 );
1821 render_step.signal();
1822
1823 render_step.wait();
1824 assert!(rx.try_next().scene.is_some(), "build k+1 crossed");
1825 record_one(&mut stats);
1826 });
1827
1828 assert_eq!(stats.marker_log(), ["bench-scenario-start n=2 s3-update"]);
1829 }
1830
1831 #[cfg(feature = "perf-trace")]
1832 #[test]
1833 fn markers_wait_in_the_inbox_until_a_scene_is_actually_taken() {
1834 // A drain that yields no scene must leave the inbox queue alone:
1835 // there is no frame for those markers to name yet. (A command-only
1836 // wakeup is exactly this case.)
1837 let _guard = crate::perf::marker_test_guard(true);
1838 let (tx, rx) = render_channel::<u32, ()>();
1839 let mut stats = bench_stats();
1840 let (ui_step, render_step) = lockstep_pair();
1841
1842 thread::scope(|scope| {
1843 scope.spawn(move || {
1844 let _ui_guard = crate::perf::marker_test_guard(true);
1845 tx.send_scene(frame(1));
1846 ui_step.signal();
1847
1848 ui_step.wait();
1849 crate::perf::mark_scenario_start("s3-swap");
1850 tx.send_command(RenderCommand::SurfaceChanged { size: test_size() });
1851 ui_step.signal();
1852
1853 ui_step.wait();
1854 tx.send_scene(frame(2));
1855 ui_step.signal();
1856 });
1857
1858 render_step.wait();
1859 assert!(rx.try_next().scene.is_some());
1860 record_one(&mut stats);
1861 assert!(stats.marker_log().is_empty(), "frame 1 carried no marker");
1862 render_step.signal();
1863
1864 render_step.wait();
1865 let batch = rx.try_next();
1866 assert!(
1867 batch.scene.is_none(),
1868 "a command-only wakeup takes no scene"
1869 );
1870 record_one(&mut stats);
1871 assert!(
1872 stats.marker_log().is_empty(),
1873 "no scene was taken, so nothing may be attributed to frame 2"
1874 );
1875 render_step.signal();
1876
1877 // The next real handoff carries it, onto frame 3.
1878 render_step.wait();
1879 assert!(rx.try_next().scene.is_some());
1880 record_one(&mut stats);
1881 });
1882
1883 assert_eq!(stats.marker_log(), ["bench-scenario-start n=3 s3-swap"]);
1884 }
1885
1886 #[cfg(feature = "perf-trace")]
1887 #[test]
1888 fn a_frame_carrying_no_marker_emits_no_marker_line() {
1889 let _guard = crate::perf::marker_test_guard(true);
1890 let (tx, rx) = render_channel::<u32, ()>();
1891 let mut stats = bench_stats();
1892
1893 tx.send_scene(frame(1));
1894 assert!(rx.try_next().scene.is_some());
1895 record_one(&mut stats);
1896
1897 assert!(stats.marker_log().is_empty());
1898 assert_eq!(
1899 stats.total_frames(),
1900 1,
1901 "the frame itself is still recorded"
1902 );
1903 }
1904
1905 #[cfg(feature = "perf-trace")]
1906 #[test]
1907 fn receiver_death_discards_markers_no_frame_will_ever_name() {
1908 // Symmetric with the orphaned-ack drain in `Drop for RenderReceiver`:
1909 // the render thread is gone, so no frame will ever be recorded for
1910 // the markers riding its inbox. They are discarded there — and the
1911 // dead-receiver send drains the raising thread's own queue too, so a
1912 // marker raised post-mortem is neither attributed to a later channel
1913 // nor left accumulating on the UI thread forever.
1914 let _guard = crate::perf::marker_test_guard(true);
1915 let (tx, rx) = render_channel::<u32, ()>();
1916 let (next_tx, next_rx) = render_channel::<u32, ()>();
1917 let mut stats = bench_stats();
1918 let (ui_step, render_step) = lockstep_pair();
1919
1920 thread::scope(|scope| {
1921 scope.spawn(move || {
1922 let _ui_guard = crate::perf::marker_test_guard(true);
1923 crate::perf::mark_scenario_start("s3-clear");
1924 tx.send_scene(frame(1));
1925 assert!(
1926 crate::perf::take_pending_markers().is_empty(),
1927 "send_scene moved the marker out of this thread's queue"
1928 );
1929 ui_step.signal();
1930
1931 // The render thread has died; its inbox (marker included) is
1932 // gone with it.
1933 ui_step.wait();
1934 crate::perf::mark_scenario_end("s3-clear");
1935 assert!(
1936 tx.send_scene(frame(2)).is_some(),
1937 "a send to a dead receiver hands the frame straight back"
1938 );
1939 assert!(
1940 crate::perf::take_pending_markers().is_empty(),
1941 "the post-mortem marker was discarded, not left queued"
1942 );
1943
1944 // A later channel in the same process must inherit nothing.
1945 next_tx.send_scene(frame(3));
1946 ui_step.signal();
1947 });
1948
1949 render_step.wait();
1950 drop(rx);
1951 render_step.signal();
1952
1953 render_step.wait();
1954 assert!(next_rx.try_next().scene.is_some());
1955 record_one(&mut stats);
1956 });
1957
1958 assert!(
1959 stats.marker_log().is_empty(),
1960 "nothing leaked from the dead channel into the next one"
1961 );
1962 }
1963
1964 #[cfg(feature = "perf-trace")]
1965 #[test]
1966 fn a_marker_raised_on_a_thread_that_hands_no_frame_off_is_never_emitted() {
1967 // The documented best-effort limit, asserted rather than assumed: a
1968 // worker thread that neither hands a frame across the channel nor
1969 // records one (the `spawn_blocking` shape) raises into its own queue,
1970 // which dies with it. Attaching it to a frame some other thread
1971 // produced would be exactly the cross-thread guess this route exists
1972 // to remove.
1973 let _guard = crate::perf::marker_test_guard(true);
1974 let (tx, rx) = render_channel::<u32, ()>();
1975 let mut stats = bench_stats();
1976 let (ui_step, render_step) = lockstep_pair();
1977
1978 thread::scope(|scope| {
1979 scope.spawn(move || {
1980 let _ui_guard = crate::perf::marker_test_guard(true);
1981 // A third thread raises a window's opening edge and exits.
1982 thread::scope(|inner| {
1983 inner.spawn(|| {
1984 let _worker_guard = crate::perf::marker_test_guard(true);
1985 crate::perf::mark_scenario_start("s4-parse");
1986 });
1987 });
1988 // The frame-producing thread then hands off as usual.
1989 tx.send_scene(frame(1));
1990 ui_step.signal();
1991 });
1992
1993 render_step.wait();
1994 assert!(rx.try_next().scene.is_some());
1995 record_one(&mut stats);
1996 });
1997
1998 assert!(
1999 stats.marker_log().is_empty(),
2000 "the worker thread's marker belongs to no handed-off frame"
2001 );
2002 }
2003
2004 #[cfg(feature = "perf-trace")]
2005 #[test]
2006 fn an_undrained_inbox_stops_growing_at_the_queue_cap() {
2007 // The inbox leg's bound: a render thread that has stopped taking
2008 // scenes must not let the UI thread's markers pile up without limit.
2009 // Two handoffs' worth arrive with no drain between them, so the
2010 // second pushes the inbox past its cap — the OLDEST edges go, and the
2011 // count comes out on its own line beside the frame that finally
2012 // carried the survivors.
2013 let _guard = crate::perf::marker_test_guard(true);
2014 let (tx, rx) = render_channel::<u32, ()>();
2015 let mut stats = bench_stats();
2016 let (ui_step, render_step) = lockstep_pair();
2017
2018 let per_send = crate::perf::MARKER_QUEUE_CAP * 3 / 4;
2019 thread::scope(|scope| {
2020 scope.spawn(move || {
2021 let _ui_guard = crate::perf::marker_test_guard(true);
2022 for send in 0..2u32 {
2023 for i in 0..per_send {
2024 crate::perf::mark_scenario_start(&format!("s3-op{send}-{i}"));
2025 }
2026 tx.send_scene(frame(send + 1));
2027 }
2028 ui_step.signal();
2029 });
2030
2031 render_step.wait();
2032 assert!(rx.try_next().scene.is_some());
2033 record_one(&mut stats);
2034 });
2035
2036 let dropped = per_send * 2 - crate::perf::MARKER_QUEUE_CAP;
2037 let log = stats.marker_log();
2038 assert_eq!(
2039 log.len(),
2040 crate::perf::MARKER_QUEUE_CAP + 1,
2041 "a capped inbox's worth of markers, plus one overflow notice"
2042 );
2043 assert_eq!(
2044 log[0],
2045 format!("bench-scenario-start n=1 s3-op0-{dropped}"),
2046 "the oldest edges were the ones dropped"
2047 );
2048 assert_eq!(
2049 log[crate::perf::MARKER_QUEUE_CAP],
2050 format!("frust-perf marker-overflow n=1 dropped={dropped}")
2051 );
2052 }
2053}