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//! - [`thread_tuning_enabled`] / [`NO_THREAD_TUNING_VAR`] — the render
55//! thread's scheduling switch, parsed the same way: on (the default), a
56//! shell's render thread takes `frust_reactive::thread_policy`'s frame class;
57//! engaged, it keeps its previous fixed priority.
58//!
59//! # Benchmark scenario markers
60//!
61//! The channel carries one thing beside the scene: the benchmark
62//! scenario-window edges [`crate::perf::mark_scenario_start`] raises, so
63//! each is logged stamped with the frame that actually carried it. Three
64//! properties of that route are load-bearing here.
65//!
66//! - **`perf-trace`-only.** Every marker field, call and queue in this
67//! module is behind the feature; a release-lean build has no marker code
68//! in the channel at all, and a `perf-trace` build with `FRUST_TRACE` off
69//! pays one cached bool read per [`RenderSender::send_scene`].
70//! - **Per-thread, not process-wide.** [`RenderSender::send_scene`] moves
71//! the **calling** thread's raised markers into the inbox, and [`drain`]
72//! stages the taken frame's markers onto the **calling** (render) thread,
73//! which is the thread about to record that frame. No shared queue and no
74//! flag decide who owns a marker; the thread that raised it does, until it
75//! hands a frame off.
76//! - **A marker from a thread that hands no frame off is never emitted.**
77//! Only the UI thread's own queue crosses this channel, so a marker raised
78//! on, say, a blocking-pool thread stays there and dies with it — see
79//! [`crate::perf::mark_scenario_start`], which documents the rule and why
80//! the alternative (attaching it to some other thread's frame) is the
81//! cross-thread guess this route exists to remove.
82//!
83//! # Layering choice
84//!
85//! Like [`crate::perf`] and [`crate::frame_gate`], this is shell-owned and
86//! platform-free: it takes **no** `frust-render`/`wgpu`/`vello` dependency, no
87//! `unsafe`, and no `frust-reactive`, preserving this crate's
88//! compiles-everywhere, reactive-free charter (see `docs/ARCHITECTURE.md`'s
89//! Layer Dependencies). The scene payload ([`SceneFrame`]) and the surface
90//! handle a [`RenderCommand::SurfaceCreated`] carries are therefore *generic*
91//! parameters (`S`/`W`): a shell instantiates `S = frust_scene::Scene` and `W`
92//! = its own raw-window wrapper, while these host tests instantiate cheap
93//! stand-ins, so the whole channel is exercised without a GPU or a platform.
94//!
95//! # Wiring
96//!
97//! This module ships the channel types + pure logic; the desktop, Android,
98//! and iOS shells each spawn their own render thread on top of it, gated by
99//! [`render_thread_enabled`].
100//!
101//! [`Scene`]: https://docs.rs/frust-scene
102//! [`UiSpans`]: crate::perf::UiSpans
103//! [`RenderSpans`]: crate::perf::RenderSpans
104
105use std::sync::atomic::{AtomicBool, Ordering};
106use std::sync::{Arc, Condvar, Mutex};
107use std::time::Duration;
108
109use frust_core::RetainedLedger;
110use frust_core::anim::FrameTime;
111
112#[cfg(feature = "perf-trace")]
113use crate::perf::MarkerQueue;
114use crate::perf::UiSpans;
115
116// ---------------------------------------------------------------------
117// Resident-key ledger hand-off (render side -> UI thread)
118// ---------------------------------------------------------------------
119
120/// The resident-key ledger the render side last published. One slot per
121/// process: a shell runs one renderer, and the slot is the same whether that
122/// renderer lives on the UI thread (single-thread path) or on the render thread
123/// (the split). The lock is held only to swap or clone an `Arc`.
124static PUBLISHED_RETAINED_LEDGER: Mutex<Option<Arc<RetainedLedger>>> = Mutex::new(None);
125
126/// Publish the ledger describing the frame the renderer just finished. Called
127/// by the render side (after submit) with the retained pages it holds resident,
128/// stamped with the paint serial of the last scene it committed
129/// ([`FrameMeta::paint_serial`] as named to the renderer before the encode);
130/// replaces the previous one. May block only for the instant the UI thread
131/// holds the slot to clone an `Arc`.
132pub fn publish_retained_ledger(ledger: RetainedLedger) {
133 let mut slot = PUBLISHED_RETAINED_LEDGER
134 .lock()
135 .unwrap_or_else(std::sync::PoisonError::into_inner);
136 *slot = Some(Arc::new(ledger));
137}
138
139/// Publish the ledger for a renderer's resident retained pages: `frame` is the
140/// last committed paint serial, `pages` its `(key, extent_px, scale)` triples.
141/// Render-agnostic (shell-common stays free of `frust-render`), so each shell
142/// adapts its own `SurfaceRenderer` to this one call.
143///
144/// The slot behind [`publish_retained_ledger`] is process-global, which is
145/// sound only because a process runs ONE renderer: a second surface would
146/// publish over the first's ledger. The publish takes the slot's lock for an
147/// `Arc` swap and nothing else, and the UI thread only ever `try_lock`s it, so
148/// the UI thread never waits on this.
149pub fn publish_resident_pages(frame: u64, pages: impl IntoIterator<Item = (u64, (u32, u32), f32)>) {
150 publish_retained_ledger(RetainedLedger::from_entries(frame, pages));
151}
152
153/// Publish the EMPTY ledger — what a surface destroy or a device-scale change
154/// leaves the renderer holding. A shell calls it (or [`publish_retained_ledger`]
155/// with the renderer's own, equally empty, ledger) before a destroy returns or
156/// its barrier is acknowledged, so the UI thread's first paint over a
157/// re-created surface names no page the torn-down one held.
158pub fn publish_empty_retained_ledger() {
159 publish_retained_ledger(RetainedLedger::empty());
160}
161
162/// The most recently published ledger, for the UI thread to hand to
163/// `RenderRoot::set_retained_ledger` before painting. **Never blocks on the
164/// render thread**: if the render side is mid-publish (or nothing was ever
165/// published) this returns `None` and the caller keeps the ledger it already
166/// has — a one-frame-stale ledger is the design: the renderer refuses a
167/// `DrawRetained` of a page it no longer holds, and the ledger's paint serial
168/// keeps a widget from drawing a page holding an older recording than its
169/// latest (see `frust_core::RetainedLedger::covers`). Empty until the engine's
170/// retained-page store publishes.
171pub fn latest_retained_ledger() -> Option<Arc<RetainedLedger>> {
172 match PUBLISHED_RETAINED_LEDGER.try_lock() {
173 Ok(slot) => slot.clone(),
174 Err(std::sync::TryLockError::Poisoned(p)) => p.into_inner().clone(),
175 Err(std::sync::TryLockError::WouldBlock) => None,
176 }
177}
178
179/// Whether the render side owes the UI thread one more paint because a frame
180/// was refused for drawing a retained page the renderer no longer held. One
181/// flag per process, like the ledger slot beside it.
182static RETAINED_REPAINT_OWED: AtomicBool = AtomicBool::new(false);
183
184/// Record that a frame was just refused for drawing a retained page the
185/// renderer no longer held (the store was cleared and the empty ledger
186/// published): the refused frame presented nothing, so the UI thread owes one
187/// more paint against that empty ledger. Called by the render side — which
188/// cannot reach the UI thread's state — right after it published; an atomic
189/// store, never blocks.
190///
191/// For the shells whose frame clock ticks on regardless of dirtiness (the
192/// Android Choreographer, the iOS `CADisplayLink`) and whose frame gate would
193/// otherwise skip every tick of an idle screen. The desktop and web shells
194/// turn the refusal into a `Redraw` follow-up of the frame itself instead.
195pub fn request_retained_repaint() {
196 RETAINED_REPAINT_OWED.store(true, Ordering::Release);
197}
198
199/// Take the owed repaint [`request_retained_repaint`] recorded: `true` once per
200/// request (however many requests landed since the last take), then `false`.
201/// Read by the UI thread's frame gate past its surface-ready check, ORed into
202/// an input that forces the frame to run. An atomic swap, never blocks.
203pub fn take_retained_repaint() -> bool {
204 RETAINED_REPAINT_OWED.swap(false, Ordering::AcqRel)
205}
206
207// ---------------------------------------------------------------------
208// Kill switch
209// ---------------------------------------------------------------------
210
211/// The render-thread-split kill-switch environment/compile-time variable: when
212/// set to any non-`"0"` value, [`render_thread_enabled`] is `false` and a shell
213/// keeps the pre-split single-thread frame path.
214///
215/// Parsed exactly like [`crate::frame_gate::NO_FRAME_GATE_VAR`] — either the
216/// compile-time `--define` or the runtime process env engages it.
217pub const NO_RENDER_THREAD_VAR: &str = "FRUST_NO_RENDER_THREAD";
218
219/// Whether a shell should run the render-thread split — the **single switch**
220/// every shell consults. `true` unless the
221/// [`NO_RENDER_THREAD_VAR`] kill switch is engaged (compile-time define or
222/// runtime env, any non-`"0"` value), mirroring [`crate::perf::enabled`]'s and
223/// [`crate::frame_gate`]'s `option_env!` + runtime-env parsing precedent.
224///
225/// Read once at shell startup: a shell that takes the split path spawns the
226/// render thread, a shell where this is `false` keeps the single-thread path
227/// verbatim.
228pub fn render_thread_enabled() -> bool {
229 !render_thread_kill_switch(
230 option_env!("FRUST_NO_RENDER_THREAD"),
231 std::env::var(NO_RENDER_THREAD_VAR).ok().as_deref(),
232 )
233}
234
235/// The pure decision [`render_thread_enabled`] negates: a non-empty, non-`"0"`
236/// value from either the compile-time or runtime source engages the kill
237/// switch. Split out so it is directly unit-testable without touching the
238/// process environment (see [`crate::frame_gate`]'s `kill_switch`).
239fn render_thread_kill_switch(compile_time: Option<&str>, runtime: Option<&str>) -> bool {
240 fn is_set_non_zero(value: Option<&str>) -> bool {
241 matches!(value, Some(v) if v != "0")
242 }
243 is_set_non_zero(compile_time) || is_set_non_zero(runtime)
244}
245
246/// The thread-tuning kill-switch environment/compile-time variable: when set to
247/// any non-`"0"` value, [`thread_tuning_enabled`] is `false` and a shell's
248/// render thread keeps its previous fixed priority (Android's
249/// `THREAD_PRIORITY_DISPLAY` nice value, iOS's user-interactive QoS) instead of
250/// the frame scheduling class.
251///
252/// The same variable turns off the reactive runtime's background-pool policy;
253/// `frust-reactive` reads it there itself (its `thread_policy` module), since
254/// this crate stays reactive-free. Both sides parse it like
255/// [`NO_RENDER_THREAD_VAR`].
256pub const NO_THREAD_TUNING_VAR: &str = "FRUST_NO_THREAD_TUNING";
257
258/// Whether a shell should schedule its render thread through the frame class —
259/// `true` unless the [`NO_THREAD_TUNING_VAR`] kill switch is engaged
260/// (compile-time define or runtime env, any non-`"0"` value), parsed exactly
261/// like [`render_thread_enabled`]. Read once, on the render thread, before its
262/// loop starts.
263pub fn thread_tuning_enabled() -> bool {
264 !render_thread_kill_switch(
265 option_env!("FRUST_NO_THREAD_TUNING"),
266 std::env::var(NO_THREAD_TUNING_VAR).ok().as_deref(),
267 )
268}
269
270// ---------------------------------------------------------------------
271// Frame payload
272// ---------------------------------------------------------------------
273
274/// The surface dimensions a [`SceneFrame`] / [`RenderCommand`] carries — the
275/// physical (device-pixel) swapchain size plus the HiDPI scale factor, so the
276/// render thread can (re)configure the surface without consulting the UI
277/// thread. Physical-at-the-boundary matches the render thread's swapchain
278/// needs (`docs/CODE_STANDARDS.md`'s physical-at-FFI, logical-inside rule).
279#[derive(Debug, Clone, Copy, PartialEq)]
280pub struct SurfaceSize {
281 /// Physical (device-pixel) width of the surface.
282 pub width: u32,
283 /// Physical (device-pixel) height of the surface.
284 pub height: u32,
285 /// HiDPI scale factor (physical / logical), already sanitized by the
286 /// shell's [`sanitize_scale`](crate::sanitize_scale) at the FFI boundary.
287 pub scale: f64,
288}
289
290/// Per-frame metadata riding the scene-handoff channel alongside the scene
291/// itself.
292#[derive(Debug, Clone, Copy, PartialEq)]
293pub struct FrameMeta {
294 /// The shell's frame clock for this frame (`Choreographer`/`CADisplayLink`/
295 /// desktop epoch), threaded through to `PaintCtx::frame_time` so the render
296 /// thread advances animations against the same clock the UI thread painted
297 /// with. Only *differences* of two [`FrameTime`]s carry meaning (see its
298 /// docs).
299 pub frame_time: FrameTime,
300 /// The surface size this scene was laid out for — the render thread checks
301 /// it against the live swapchain configuration before encoding.
302 pub size: SurfaceSize,
303 /// Monotonically increasing per-frame id the UI thread stamps, so a dropped
304 /// (latest-wins-replaced) frame is observable in diagnostics and so a
305 /// render-side report can be paired back to the frame that produced it.
306 pub frame_id: u64,
307 /// The paint serial the render root minted for this scene
308 /// (`frust_core::PaintOutcome::paint_serial`). The render thread names it
309 /// to the renderer (`SurfaceRenderer::note_scene_serial`) before encoding
310 /// the scene, so the resident-key ledger it publishes once the scene is
311 /// committed carries it — and a scene this slot drops never does. A
312 /// separate field from `frame_id`: that one counts hand-offs, this one
313 /// counts paints, and only the paint's own number can be compared against
314 /// what a widget recorded during it.
315 pub paint_serial: u64,
316}
317
318/// One frame handed from the UI thread to the render thread across
319/// [`render_channel`]: the finished scene, its
320/// [`FrameMeta`], and the UI thread's [`UiSpans`] half of the frame timing
321/// (the render thread is the single perf emitter).
322///
323/// Generic over the scene type `S` so this crate stays render-free: a shell
324/// instantiates `SceneFrame<frust_scene::Scene>`, host tests use a cheap
325/// stand-in.
326#[derive(Debug, Clone)]
327pub struct SceneFrame<S> {
328 /// The finished scene the render thread encodes (`frust_scene::Scene` in a
329 /// real shell — `Scene` is `Send`, verified by its compile-time tripwire).
330 pub scene: S,
331 /// This frame's metadata (clock, surface size, id).
332 pub meta: FrameMeta,
333 /// The UI thread's `rebuild`/`layout`/`paint` timing, folded with the
334 /// render thread's [`RenderSpans`](crate::perf::RenderSpans) via
335 /// [`FramePasses::from_split`](crate::perf::FramePasses::from_split) into
336 /// the one recorded frame.
337 pub ui_spans: UiSpans,
338}
339
340// ---------------------------------------------------------------------
341// Lifecycle: phase machine (modelled on frust-render's SurfacePhase)
342// ---------------------------------------------------------------------
343
344/// A surface-lifecycle event that drives a render-thread [`RenderPhase`]
345/// transition — the pure, `Copy` counterpart of a [`RenderCommand`] (mirroring
346/// `frust-render`'s `SurfaceEvent`/callback split, keeping the transition table
347/// host-testable without the owned `Ack`/window payloads).
348#[derive(Debug, Clone, Copy, PartialEq, Eq)]
349pub enum RenderEvent {
350 /// A surface became available (`surfaceCreated`/`resumed`/`set_surface`).
351 SurfaceCreated,
352 /// The existing surface was resized/reconfigured (rotation, inset change).
353 SurfaceChanged,
354 /// The surface is being torn down (`surfaceDestroyed`/`suspended`).
355 SurfaceDestroyed,
356 /// The app is backgrounding: stop submitting until [`Self::Resume`].
357 Pause,
358 /// The app returned to the foreground with its surface intact.
359 Resume,
360}
361
362/// The render thread's view of surface lifecycle state,
363/// modelled on `frust-render`'s `SurfacePhase`: the render loop renders a
364/// handed-off [`SceneFrame`] only while [`can_render`](Self::can_render) — i.e.
365/// only in [`RenderPhase::Active`]. [`RenderPhase::Paused`] is the cross-thread
366/// backgrounding barrier (a leftover scene must NOT be submitted after a
367/// `Pause`, per the iOS process-kill hazard).
368#[derive(Debug, Clone, Copy, PartialEq, Eq)]
369pub enum RenderPhase {
370 /// No usable surface: nothing to render into (initial state, or after a
371 /// [`RenderEvent::SurfaceDestroyed`]).
372 NoSurface,
373 /// A configured surface is available and frames may be submitted.
374 Active,
375 /// The app backgrounded ([`RenderEvent::Pause`]); the surface may still
376 /// exist but the render thread must not submit until [`RenderEvent::Resume`].
377 Paused,
378}
379
380impl RenderPhase {
381 /// Whether the render thread may submit a frame in this phase — only
382 /// [`RenderPhase::Active`], mirroring `SurfacePhase::can_render`. A render
383 /// loop checks this before encoding a handed-off [`SceneFrame`], so a scene
384 /// left in the latest-wins slot when a `Pause`/`Destroy` is processed is
385 /// dropped rather than submitted.
386 pub fn can_render(self) -> bool {
387 matches!(self, RenderPhase::Active)
388 }
389}
390
391/// Pure render-phase transition table, the analogue of
392/// `frust-render`'s `next_phase`. Total by design:
393///
394/// - `SurfaceCreated` → [`Active`](RenderPhase::Active) (create or recreate),
395/// - `SurfaceDestroyed` → [`NoSurface`](RenderPhase::NoSurface),
396/// - `SurfaceChanged` → the current phase unchanged (a resize never changes
397/// *whether* we can render — mirrors "resize stays Ready"),
398/// - `Pause` → [`Paused`](RenderPhase::Paused) unless there is no surface (you
399/// cannot pause what was never created),
400/// - `Resume` → [`Active`](RenderPhase::Active) unless there is no surface (you
401/// cannot resume onto a surface that is gone; the shell must recreate it
402/// first via `SurfaceCreated`).
403pub fn next_render_phase(current: RenderPhase, event: RenderEvent) -> RenderPhase {
404 match event {
405 RenderEvent::SurfaceCreated => RenderPhase::Active,
406 RenderEvent::SurfaceDestroyed => RenderPhase::NoSurface,
407 RenderEvent::SurfaceChanged => current,
408 RenderEvent::Pause => match current {
409 RenderPhase::NoSurface => RenderPhase::NoSurface,
410 _ => RenderPhase::Paused,
411 },
412 RenderEvent::Resume => match current {
413 RenderPhase::NoSurface => RenderPhase::NoSurface,
414 _ => RenderPhase::Active,
415 },
416 }
417}
418
419// ---------------------------------------------------------------------
420// Lifecycle: acknowledgment barrier
421// ---------------------------------------------------------------------
422
423/// The render-thread side of an acknowledgment barrier: the render thread holds
424/// this (moved out of a [`RenderCommand::Pause`]/[`RenderCommand::SurfaceDestroyed`])
425/// while honoring the command, then [`acknowledge`](Self::acknowledge)s it —
426/// unblocking the UI thread's paired [`AckWaiter`].
427///
428/// Dropping an `Ack` without an explicit [`acknowledge`](Self::acknowledge)
429/// still signals (a safety net so a render thread that returns early — or
430/// panics past the command — can never deadlock the UI thread), but a render
431/// loop should acknowledge explicitly *after* the pause/destroy work is done,
432/// which is exactly the barrier the two platform hazards need (Android window
433/// release, iOS backgrounding).
434#[derive(Debug)]
435pub struct Ack {
436 shared: Arc<AckShared>,
437}
438
439/// The UI-thread side of an acknowledgment barrier: the UI thread
440/// [`wait`](Self::wait)s on this after sending a [`RenderCommand::Pause`]/
441/// [`RenderCommand::SurfaceDestroyed`], blocking until the render thread has
442/// [`acknowledge`](Ack::acknowledge)d (or dropped) the paired [`Ack`].
443#[derive(Debug)]
444pub struct AckWaiter {
445 shared: Arc<AckShared>,
446}
447
448#[derive(Debug)]
449struct AckShared {
450 done: Mutex<bool>,
451 signal: Condvar,
452}
453
454/// Create a linked [`AckWaiter`] / [`Ack`] barrier pair: the UI thread keeps
455/// the waiter, the render thread receives the ack (inside the command). Used by
456/// [`RenderSender::pause`]/[`RenderSender::destroy_surface`]; exposed directly
457/// for shells building lifecycle commands by hand.
458pub fn ack_pair() -> (AckWaiter, Ack) {
459 let shared = Arc::new(AckShared {
460 done: Mutex::new(false),
461 signal: Condvar::new(),
462 });
463 (
464 AckWaiter {
465 shared: shared.clone(),
466 },
467 Ack { shared },
468 )
469}
470
471impl Ack {
472 /// Signal the paired [`AckWaiter`] that the command has been honored,
473 /// consuming the ack. Equivalent to dropping it (the signal fires in
474 /// [`Drop`]), but reads as the deliberate end-of-command acknowledgment the
475 /// barrier contract expects.
476 pub fn acknowledge(self) {
477 // The Drop impl performs the signal; consuming `self` here runs it.
478 }
479}
480
481impl Drop for Ack {
482 fn drop(&mut self) {
483 let mut done = self.shared.done.lock().unwrap();
484 *done = true;
485 drop(done);
486 self.shared.signal.notify_all();
487 }
488}
489
490impl AckWaiter {
491 /// Block the UI thread until the render thread has acknowledged (or dropped)
492 /// the paired [`Ack`]. Returns immediately if already acknowledged. This is
493 /// the barrier: after it returns, the caller may safely proceed to release
494 /// the window (Android) or let the app background (iOS).
495 pub fn wait(self) {
496 let mut done = self.shared.done.lock().unwrap();
497 while !*done {
498 done = self.shared.signal.wait(done).unwrap();
499 }
500 }
501
502 /// Block the UI thread until the render thread acknowledges the paired
503 /// [`Ack`] **or** `timeout` elapses, whichever comes first. Returns `true` if
504 /// the ack fired (the barrier was honored), `false` on timeout.
505 ///
506 /// This is the **bounded** counterpart of [`Self::wait`]: the correctness fix
507 /// (receiver-liveness — see [`RenderReceiver`]'s [`Drop`]) means a live render
508 /// thread's ack always fires, but a render thread wedged mid-command (a GPU
509 /// driver hang, not a clean exit) would still block [`Self::wait`] forever.
510 /// A timeout lets the caller **degrade instead of hang** — proceed to release
511 /// the window / let the app background after logging — so a stuck render
512 /// thread never trips a platform watchdog (iOS backgrounding kill, Android
513 /// ANR). Each call site picks a named, doc-commented per-platform deadline
514 /// safely under its watchdog budget.
515 #[must_use = "the caller must handle a timeout (proceed degraded) rather than assume the barrier was honored"]
516 pub fn wait_timeout(self, timeout: Duration) -> bool {
517 let done = self.shared.done.lock().unwrap();
518 let (done, _timeout_result) = self
519 .shared
520 .signal
521 .wait_timeout_while(done, timeout, |done| !*done)
522 .unwrap();
523 *done
524 }
525
526 /// Whether the paired [`Ack`] has been acknowledged yet, without blocking —
527 /// a non-consuming diagnostic peek (the barrier proper is [`Self::wait`]).
528 pub fn completed(&self) -> bool {
529 *self.shared.done.lock().unwrap()
530 }
531}
532
533// ---------------------------------------------------------------------
534// Lifecycle: command vocabulary
535// ---------------------------------------------------------------------
536
537/// A lifecycle command the UI thread sends to the render thread across
538/// [`render_channel`], as an **owned** value — not a shared
539/// mutable flag. Generic over the surface-handle type `W` a
540/// [`Self::SurfaceCreated`] carries (`frust-render`'s raw-window wrapper in a
541/// real shell; a stand-in in host tests), keeping this crate render-free.
542///
543/// [`Self::Pause`] and [`Self::SurfaceDestroyed`] carry an [`Ack`]: the UI
544/// thread blocks on the paired [`AckWaiter`] until the render thread honors
545/// them (the window-release / backgrounding barrier). The others are
546/// fire-and-forget. The command's effect on the render thread's [`RenderPhase`]
547/// is given by [`Self::event`] → [`next_render_phase`].
548#[derive(Debug)]
549pub enum RenderCommand<W> {
550 /// A surface became available: the render thread takes ownership of `window`
551 /// and (re)configures its swapchain to `size`. Fire-and-forget.
552 SurfaceCreated {
553 /// The raw surface handle the render thread takes ownership of.
554 window: W,
555 /// The initial physical surface size.
556 size: SurfaceSize,
557 },
558 /// The existing surface was resized/reconfigured (rotation, inset change).
559 /// Fire-and-forget.
560 SurfaceChanged {
561 /// The new physical surface size.
562 size: SurfaceSize,
563 },
564 /// The surface is being torn down: the render thread must drop every
565 /// surface-derived `wgpu` resource **before acknowledging**, so the UI
566 /// thread can safely release the underlying window (the Android
567 /// `ANativeWindow`-release hazard). Blocks the UI thread via [`Ack`].
568 SurfaceDestroyed {
569 /// Acknowledged once surface resources are dropped.
570 ack: Ack,
571 },
572 /// The app is backgrounding: the render thread must stop submitting frames
573 /// **before acknowledging**, so the app never submits Metal/Vulkan work
574 /// after it backgrounds (the iOS process-kill hazard). Blocks the UI thread
575 /// via [`Ack`].
576 Pause {
577 /// Acknowledged once the render thread has quiesced.
578 ack: Ack,
579 },
580 /// The app returned to the foreground with its surface intact: resume
581 /// submitting. Fire-and-forget.
582 Resume,
583}
584
585impl<W> RenderCommand<W> {
586 /// The pure [`RenderEvent`] this command drives on the render thread's
587 /// [`RenderPhase`] — the `Copy` projection that feeds [`next_render_phase`]
588 /// (borrowing `self`, leaving the owned `Ack`/`window` in place).
589 pub fn event(&self) -> RenderEvent {
590 match self {
591 RenderCommand::SurfaceCreated { .. } => RenderEvent::SurfaceCreated,
592 RenderCommand::SurfaceChanged { .. } => RenderEvent::SurfaceChanged,
593 RenderCommand::SurfaceDestroyed { .. } => RenderEvent::SurfaceDestroyed,
594 RenderCommand::Pause { .. } => RenderEvent::Pause,
595 RenderCommand::Resume => RenderEvent::Resume,
596 }
597 }
598
599 /// Whether this command carries an [`Ack`] the UI thread blocks on — `true`
600 /// for [`Self::Pause`]/[`Self::SurfaceDestroyed`], `false` for the
601 /// fire-and-forget variants.
602 pub fn requires_ack(&self) -> bool {
603 matches!(
604 self,
605 RenderCommand::SurfaceDestroyed { .. } | RenderCommand::Pause { .. }
606 )
607 }
608}
609
610// ---------------------------------------------------------------------
611// The UI→render channel: latest-wins scene slot + FIFO command queue
612// ---------------------------------------------------------------------
613
614/// The shared state behind [`render_channel`]: a depth-1 latest-wins scene slot
615/// and a FIFO command queue, both under one mutex + condvar so the render
616/// thread has a single wait point.
617#[derive(Debug)]
618struct Inbox<S, W> {
619 /// The freshest un-taken scene (depth-1 latest-wins): a newer send replaces
620 /// it, incrementing [`Self::dropped`].
621 latest: Option<SceneFrame<S>>,
622 /// Count of scenes replaced (dropped) before the render thread took them —
623 /// the latest-wins drop counter, observable via
624 /// [`RenderReceiver::dropped_frames`].
625 dropped: u64,
626 /// Pending lifecycle commands in FIFO order.
627 commands: Vec<RenderCommand<W>>,
628 /// Benchmark scenario markers moved out of the UI thread's own queue
629 /// since the render thread last took a scene, waiting to travel with the
630 /// next one ([`crate::perf::mark_scenario_start`]).
631 ///
632 /// They live here rather than on [`SceneFrame`] deliberately: the shells
633 /// build that struct by literal and destructure [`RenderBatch`], so a new
634 /// field there would be a breaking edit to three shell crates for a
635 /// benchmark-only concern. Keeping them beside the slot also gives the
636 /// right latest-wins behaviour for free — when a newer scene replaces an
637 /// un-taken one, the replaced build's markers stay queued and ride the
638 /// frame that supersedes it, which is the frame that actually drew that
639 /// build's result.
640 ///
641 /// Private, `perf-trace`-only, and bounded like every other leg of the
642 /// route (see [`crate::perf::MarkerQueue`]): a channel whose render
643 /// thread stopped taking scenes must stop accumulating markers rather
644 /// than grow one un-drained queue for the life of the process.
645 #[cfg(feature = "perf-trace")]
646 pending_markers: MarkerQueue,
647 /// Cleared when the [`RenderSender`] is dropped, so a blocked
648 /// [`RenderReceiver::wait_next`] wakes and reports disconnection (the render
649 /// loop's clean-exit signal).
650 sender_alive: bool,
651 /// Cleared when the [`RenderReceiver`] is dropped (the render thread exited —
652 /// panic-unwind, a clean early `return`, or a hung thread's drop). Once
653 /// `false`, [`RenderSender::send_command`]/[`RenderSender::send_scene`] drop
654 /// (rather than queue) new work: an ack-carrying command dropped here fires
655 /// its [`Ack`]'s [`Drop`] safety net, so a UI thread blocked on the paired
656 /// [`AckWaiter`] can never wedge on a command the departed render thread will
657 /// never drain. Symmetric with [`Self::sender_alive`].
658 receiver_alive: bool,
659}
660
661#[derive(Debug)]
662struct Channel<S, W> {
663 inbox: Mutex<Inbox<S, W>>,
664 signal: Condvar,
665}
666
667/// The UI-thread handle to the render channel: sends scenes
668/// (latest-wins) and lifecycle commands (FIFO). Single-producer by design (the
669/// UI thread), so it is deliberately not [`Clone`].
670#[derive(Debug)]
671pub struct RenderSender<S, W> {
672 channel: Arc<Channel<S, W>>,
673}
674
675/// The render-thread handle to the render channel: the
676/// single wait point ([`Self::wait_next`]) draining pending commands plus the
677/// freshest scene each wakeup.
678#[derive(Debug)]
679pub struct RenderReceiver<S, W> {
680 channel: Arc<Channel<S, W>>,
681}
682
683/// One wakeup's worth of work handed to the render thread by
684/// [`RenderReceiver::wait_next`]/[`RenderReceiver::try_next`]: the lifecycle
685/// commands to process (FIFO), then the freshest scene to render (if any). A
686/// render loop processes `commands` first (updating its [`RenderPhase`]), then
687/// renders `scene` only if the resulting phase [`can_render`](RenderPhase::can_render).
688#[derive(Debug)]
689pub struct RenderBatch<S, W> {
690 /// Pending lifecycle commands in FIFO order.
691 pub commands: Vec<RenderCommand<W>>,
692 /// The freshest scene handed off since the last drain (latest-wins), or
693 /// `None` if no new scene arrived.
694 pub scene: Option<SceneFrame<S>>,
695 /// `true` once the [`RenderSender`] has been dropped and no work remains —
696 /// the render loop's signal to exit cleanly.
697 pub disconnected: bool,
698}
699
700/// Create the UI→render channel: a depth-1 latest-wins
701/// scene slot fused with a FIFO lifecycle-command queue behind one condvar.
702///
703/// `S` is the scene payload type (`frust_scene::Scene` in a real shell), `W`
704/// the surface-handle type a [`RenderCommand::SurfaceCreated`] carries — both
705/// generic so this crate stays render-free (see the module docs' Layering
706/// choice).
707pub fn render_channel<S, W>() -> (RenderSender<S, W>, RenderReceiver<S, W>) {
708 let channel = Arc::new(Channel {
709 inbox: Mutex::new(Inbox {
710 latest: None,
711 dropped: 0,
712 commands: Vec::new(),
713 #[cfg(feature = "perf-trace")]
714 pending_markers: MarkerQueue::new(),
715 sender_alive: true,
716 receiver_alive: true,
717 }),
718 signal: Condvar::new(),
719 });
720 (
721 RenderSender {
722 channel: channel.clone(),
723 },
724 RenderReceiver { channel },
725 )
726}
727
728impl<S, W> RenderSender<S, W> {
729 /// Hand a finished frame to the render thread (**depth-1 latest-wins**): if
730 /// an un-taken scene is still in the slot it is replaced (the drop counter
731 /// still increments — see [`Inbox::dropped`]) and **returned** to the
732 /// caller instead of being silently dropped in the lock — a shell can
733 /// reclaim the stale frame's scene buffer the same way
734 /// it reclaims one off [`scene_return_channel`]. `None` if the slot was
735 /// empty. A pure widening of the original fire-and-forget signature — a
736 /// caller that doesn't care may still ignore the return value. Wakes the
737 /// render thread's [`RenderReceiver::wait_next`].
738 ///
739 /// Also picks up any benchmark scenario markers **this** thread raised
740 /// since the last send ([`Inbox::pending_markers`]), so they cross with
741 /// this handoff instead of being stamped with a frame number guessed on
742 /// this side of the split (`perf-trace` builds only; see the module
743 /// docs' scenario-marker section).
744 pub fn send_scene(&self, frame: SceneFrame<S>) -> Option<SceneFrame<S>> {
745 let mut inbox = self.channel.inbox.lock().unwrap();
746 if !inbox.receiver_alive {
747 // The render thread is gone (see `Inbox::receiver_alive`): don't
748 // queue `frame` into a slot no one will ever take — hand it straight
749 // back so the caller can still reclaim its buffer. `frame` carries no
750 // `Ack`, so nothing else needs firing either way.
751 //
752 // The markers raised for it are drained and discarded rather than
753 // left queued: no frame will ever be recorded for them now, and a
754 // queue this send stopped draining is a queue that grows for the
755 // rest of the process.
756 #[cfg(feature = "perf-trace")]
757 drop(crate::perf::take_pending_markers());
758 return Some(frame);
759 }
760 // Before the slot is written: every marker this thread raised up to
761 // this moment belongs to the build being handed off now (or to an
762 // earlier one whose scene this send replaces — same frame, once it is
763 // recorded). Moving them out of the calling thread's queue is what
764 // makes them this handoff's, so `FrameStats::record` over on the
765 // render thread can never see a marker that is still being built here.
766 #[cfg(feature = "perf-trace")]
767 inbox
768 .pending_markers
769 .absorb(crate::perf::take_pending_markers());
770 let stale = inbox.latest.replace(frame);
771 if stale.is_some() {
772 inbox.dropped += 1;
773 }
774 drop(inbox);
775 self.channel.signal.notify_one();
776 stale
777 }
778
779 /// Queue a lifecycle command (FIFO) and wake the render thread. For the
780 /// ack-carrying [`RenderCommand::Pause`]/[`RenderCommand::SurfaceDestroyed`]
781 /// prefer [`Self::pause`]/[`Self::destroy_surface`], which build the barrier
782 /// pair and return the [`AckWaiter`] to block on.
783 pub fn send_command(&self, command: RenderCommand<W>) {
784 let mut inbox = self.channel.inbox.lock().unwrap();
785 if !inbox.receiver_alive {
786 // The render thread is gone (see `Inbox::receiver_alive`): drop the
787 // command rather than queue it forever. Releasing the inbox lock first,
788 // then dropping `command`, fires any embedded `Ack`'s `Drop` safety net
789 // (Pause/SurfaceDestroyed), so a UI thread blocked on the paired
790 // `AckWaiter` unblocks instead of deadlocking.
791 drop(inbox);
792 drop(command);
793 return;
794 }
795 inbox.commands.push(command);
796 drop(inbox);
797 self.channel.signal.notify_one();
798 }
799
800 /// Send a [`RenderCommand::Pause`] and return the [`AckWaiter`] the UI
801 /// thread must [`wait`](AckWaiter::wait) on **before letting the app
802 /// background** — the iOS process-kill barrier.
803 #[must_use = "the caller must wait() on the returned AckWaiter before backgrounding"]
804 pub fn pause(&self) -> AckWaiter {
805 let (waiter, ack) = ack_pair();
806 self.send_command(RenderCommand::Pause { ack });
807 waiter
808 }
809
810 /// Send a [`RenderCommand::SurfaceDestroyed`] and return the [`AckWaiter`]
811 /// the UI thread must [`wait`](AckWaiter::wait) on **before releasing the
812 /// window** — the Android `ANativeWindow`-release barrier.
813 #[must_use = "the caller must wait() on the returned AckWaiter before releasing the window"]
814 pub fn destroy_surface(&self) -> AckWaiter {
815 let (waiter, ack) = ack_pair();
816 self.send_command(RenderCommand::SurfaceDestroyed { ack });
817 waiter
818 }
819}
820
821impl<S, W> Drop for RenderSender<S, W> {
822 fn drop(&mut self) {
823 let mut inbox = self.channel.inbox.lock().unwrap();
824 inbox.sender_alive = false;
825 drop(inbox);
826 // notify_all: a receiver blocked in wait_next must wake to observe the
827 // disconnection and exit its loop.
828 self.channel.signal.notify_all();
829 }
830}
831
832impl<S, W> Drop for RenderReceiver<S, W> {
833 fn drop(&mut self) {
834 // The render thread is exiting (panic-unwind, a clean early `return`, or a
835 // hung thread being torn down). Symmetric with `Drop for RenderSender`:
836 // mark the receiver gone and drain any undrained work so an ack-carrying
837 // command the render loop never reached (a `Pause`/`SurfaceDestroyed`
838 // still in `commands`, or embedded in `latest` — the latter carries none
839 // today, drained for completeness) fires its `Ack`'s `Drop` safety net.
840 // Without this, that command would sit in the inbox forever (kept alive by
841 // the `Arc<Channel>` the still-blocked UI side holds), the safety net would
842 // never fire, and `AckWaiter::wait()` would deadlock the UI/main thread —
843 // the load-bearing correctness fix this drop impl provides.
844 let mut inbox = self.channel.inbox.lock().unwrap();
845 inbox.receiver_alive = false;
846 let commands = std::mem::take(&mut inbox.commands);
847 let latest = inbox.latest.take();
848 // No thread will ever record a frame for these, so they are dropped
849 // rather than staged — a marker with no frame to name is nothing.
850 #[cfg(feature = "perf-trace")]
851 inbox.pending_markers.clear();
852 drop(inbox);
853 // Drop the drained work *after* releasing the inbox lock — dropping an
854 // `Ack` locks its own (separate) mutex to signal, so ordering here avoids
855 // holding the inbox lock across that notify.
856 drop(commands);
857 drop(latest);
858 // notify_all for symmetry with the sender's drop (no thread blocks on the
859 // channel condvar once the receiver is gone, but a stray waiter must never
860 // be left parked).
861 self.channel.signal.notify_all();
862 }
863}
864
865impl<S, W> RenderReceiver<S, W> {
866 /// Block until there is work — a pending command, a fresh scene, or a
867 /// [`RenderSender`] disconnection — then drain it into one [`RenderBatch`].
868 /// The render thread's single wait point.
869 pub fn wait_next(&self) -> RenderBatch<S, W> {
870 let mut inbox = self.channel.inbox.lock().unwrap();
871 inbox = self
872 .channel
873 .signal
874 .wait_while(inbox, |i| {
875 i.commands.is_empty() && i.latest.is_none() && i.sender_alive
876 })
877 .unwrap();
878 drain(&mut inbox)
879 }
880
881 /// Drain any pending commands + the freshest scene without blocking — for a
882 /// render loop that also polls its own timers/vsync. Returns an empty,
883 /// non-disconnected batch when nothing is pending and the sender is alive.
884 pub fn try_next(&self) -> RenderBatch<S, W> {
885 let mut inbox = self.channel.inbox.lock().unwrap();
886 drain(&mut inbox)
887 }
888
889 /// The running count of scenes dropped by the latest-wins slot (replaced
890 /// before the render thread took them) — a diagnostic for how far the
891 /// render thread is falling behind the UI thread.
892 pub fn dropped_frames(&self) -> u64 {
893 self.channel.inbox.lock().unwrap().dropped
894 }
895}
896
897/// Drain the inbox into a [`RenderBatch`]: all pending commands (FIFO), the
898/// freshest scene (latest-wins), and the disconnection flag. Shared by
899/// [`RenderReceiver::wait_next`]/[`RenderReceiver::try_next`].
900///
901/// When a scene comes out, the markers queued alongside it
902/// ([`Inbox::pending_markers`]) are staged on the **calling** thread — the
903/// render thread, which is about to render this scene and record the frame
904/// that [`crate::perf::FrameStats::record`] will stamp them with. Staging
905/// them on the caller is what keeps the attribution a thread property: the
906/// only thread that can emit them is the one that took them. They are
907/// staged rather than returned on the batch so [`RenderBatch`] keeps the
908/// exact shape the shells destructure. When no scene comes out they stay
909/// queued for the next one.
910fn drain<S, W>(inbox: &mut Inbox<S, W>) -> RenderBatch<S, W> {
911 #[cfg(feature = "perf-trace")]
912 if inbox.latest.is_some() && !inbox.pending_markers.is_empty() {
913 crate::perf::stage_markers(inbox.pending_markers.take());
914 }
915 RenderBatch {
916 commands: std::mem::take(&mut inbox.commands),
917 scene: inbox.latest.take(),
918 disconnected: !inbox.sender_alive,
919 }
920}
921
922// ---------------------------------------------------------------------
923// Scene give-back: a non-blocking depth-1 return slot
924// ---------------------------------------------------------------------
925
926/// The render-thread handle to [`scene_return_channel`]: pushes a drained
927/// scene back for the UI thread to reclaim (`Scene::reset` + reuse) instead
928/// of a shell allocating a fresh one every frame — closing the buffer-reuse
929/// gap a scene crossing [`render_channel`] would otherwise leave (a scene
930/// with no way back, so every split `submit_frame` replaced it with
931/// `Scene::new()`).
932#[derive(Debug)]
933pub struct SceneReturnSender<S> {
934 slot: Arc<Mutex<Option<S>>>,
935}
936
937/// The UI-thread handle to [`scene_return_channel`]: polls (never blocks)
938/// for a scene the render thread has finished with.
939#[derive(Debug)]
940pub struct SceneReturnReceiver<S> {
941 slot: Arc<Mutex<Option<S>>>,
942}
943
944/// Create the render→UI scene give-back channel: a
945/// non-blocking, depth-1 return slot — the reverse-direction, pull-based
946/// counterpart to [`render_channel`]'s UI→render handoff. `Mutex<Option<S>>`
947/// only, no [`Condvar`] and no new dependency: nothing should ever park
948/// waiting on this slot, so there is no wait point to back — preserving this
949/// module's no-`unsafe`, no-new-deps, generic-over-`S` charter (see the
950/// module docs' Layering choice).
951pub fn scene_return_channel<S>() -> (SceneReturnSender<S>, SceneReturnReceiver<S>) {
952 let slot = Arc::new(Mutex::new(None));
953 (
954 SceneReturnSender { slot: slot.clone() },
955 SceneReturnReceiver { slot },
956 )
957}
958
959impl<S> SceneReturnSender<S> {
960 /// Push a drained scene back for the UI thread to reclaim. Depth-1
961 /// latest-wins, mirroring [`RenderSender::send_scene`]: an unpolled scene
962 /// already in the slot is replaced (dropped) rather than queued — the UI
963 /// thread only ever needs one spare, and an unbounded backlog here would
964 /// just be a leak-shaped wait for a UI thread that has stopped polling.
965 ///
966 /// The render thread must call this for **every** [`SceneFrame`] it takes
967 /// off a [`RenderReceiver`] — whether the scene is actually rendered or
968 /// the frame is phase-gated out ([`RenderPhase::Paused`]/[`RenderPhase::NoSurface`]
969 /// after a `Pause`/`SurfaceDestroyed`) — so a scene is never silently
970 /// dropped instead of given back.
971 pub fn give_back(&self, scene: S) {
972 let mut slot = self.slot.lock().unwrap();
973 *slot = Some(scene);
974 }
975}
976
977impl<S> SceneReturnReceiver<S> {
978 /// Non-blocking poll for a returned scene — `None` if the render thread
979 /// hasn't given one back yet (cold start, or it is still busy on the
980 /// current frame). Never blocks: a caller that finds nothing falls back
981 /// to allocating a fresh scene (`Scene::new()`).
982 pub fn try_recv(&self) -> Option<S> {
983 self.slot.lock().unwrap().take()
984 }
985}
986
987#[cfg(test)]
988mod tests {
989 use super::*;
990 use std::sync::atomic::{AtomicBool, Ordering};
991 #[cfg(feature = "perf-trace")]
992 use std::sync::mpsc;
993 use std::thread;
994
995 /// Serialises the tests touching the process-wide ledger slot (the test
996 /// harness runs tests in parallel).
997 static LEDGER_SLOT_TESTS: Mutex<()> = Mutex::new(());
998
999 #[test]
1000 fn retained_ledger_slot_publishes_and_never_blocks() {
1001 let _serial = LEDGER_SLOT_TESTS
1002 .lock()
1003 .unwrap_or_else(std::sync::PoisonError::into_inner);
1004 publish_retained_ledger(RetainedLedger::from_entries(5, [(9, (4, 4), 1.0)]));
1005 let got = latest_retained_ledger().expect("published");
1006 assert_eq!(got.frame, 5);
1007 assert!(got.is_resident(frust_core::RetainedKey(9), (4, 4), 1.0));
1008 // A held slot (render side mid-publish) yields None rather than waiting.
1009 let guard = PUBLISHED_RETAINED_LEDGER.lock().unwrap();
1010 assert!(latest_retained_ledger().is_none());
1011 drop(guard);
1012 publish_retained_ledger(RetainedLedger::empty());
1013 assert!(latest_retained_ledger().unwrap().entries.is_empty());
1014 }
1015
1016 #[test]
1017 fn a_destroy_time_publish_leaves_the_empty_ledger_for_the_next_paint() {
1018 let _serial = LEDGER_SLOT_TESTS
1019 .lock()
1020 .unwrap_or_else(std::sync::PoisonError::into_inner);
1021 // A live surface's ledger, then the surface goes away.
1022 publish_retained_ledger(RetainedLedger::from_entries(7, [(3, (8, 8), 2.0)]));
1023 publish_empty_retained_ledger();
1024 let got = latest_retained_ledger().expect("the destroy published");
1025 assert!(got.entries.is_empty(), "the next paint names no page");
1026 assert!(!got.is_resident(frust_core::RetainedKey(3), (8, 8), 2.0));
1027 }
1028
1029 #[test]
1030 fn a_retained_repaint_is_taken_once_per_request() {
1031 // The only test touching the process-wide repaint flag.
1032 assert!(!take_retained_repaint(), "nothing owed at rest");
1033 request_retained_repaint();
1034 assert!(take_retained_repaint(), "a refusal owes one paint");
1035 assert!(!take_retained_repaint(), "and only one");
1036 // Requests that land before a take coalesce into one owed paint.
1037 request_retained_repaint();
1038 request_retained_repaint();
1039 assert!(take_retained_repaint());
1040 assert!(!take_retained_repaint());
1041 }
1042 use std::time::{Duration, Instant};
1043
1044 // -----------------------------------------------------------------
1045 // Kill switch (pure — the env-reading wrapper's cache-free counterpart,
1046 // mirroring frame_gate's kill_switch tests)
1047 // -----------------------------------------------------------------
1048
1049 #[test]
1050 fn render_thread_kill_switch_off_when_neither_set() {
1051 assert!(!render_thread_kill_switch(None, None));
1052 }
1053
1054 #[test]
1055 fn render_thread_kill_switch_on_when_compile_time_set_non_zero() {
1056 assert!(render_thread_kill_switch(Some("1"), None));
1057 }
1058
1059 #[test]
1060 fn render_thread_kill_switch_on_when_runtime_set_non_zero() {
1061 assert!(render_thread_kill_switch(None, Some("1")));
1062 }
1063
1064 #[test]
1065 fn render_thread_kill_switch_off_when_either_is_literal_zero_and_other_unset() {
1066 assert!(!render_thread_kill_switch(Some("0"), None));
1067 assert!(!render_thread_kill_switch(None, Some("0")));
1068 }
1069
1070 #[test]
1071 fn thread_tuning_switch_names_the_variable_the_reactive_pool_reads() {
1072 assert_eq!(
1073 NO_THREAD_TUNING_VAR,
1074 frust_reactive::thread_policy::NO_THREAD_TUNING_VAR,
1075 "the render thread and the background pool must answer to one switch"
1076 );
1077 }
1078
1079 #[test]
1080 fn render_thread_kill_switch_on_when_either_source_wins() {
1081 assert!(render_thread_kill_switch(Some("0"), Some("1")));
1082 assert!(render_thread_kill_switch(Some("1"), Some("0")));
1083 }
1084
1085 #[test]
1086 fn render_thread_enabled_default_process_env_is_on() {
1087 // A normal test run sets neither the compile-time define nor the runtime
1088 // env, so the split is enabled by default (the kill switch is the
1089 // opt-out, mirroring frame_gate). This is the "kill-switch off path".
1090 assert!(render_thread_enabled());
1091 }
1092
1093 // -----------------------------------------------------------------
1094 // RenderPhase transition table (modelled on frust-render's SurfacePhase)
1095 // -----------------------------------------------------------------
1096
1097 const ALL_PHASES: [RenderPhase; 3] = [
1098 RenderPhase::NoSurface,
1099 RenderPhase::Active,
1100 RenderPhase::Paused,
1101 ];
1102
1103 #[test]
1104 fn created_always_lands_in_active() {
1105 for phase in ALL_PHASES {
1106 assert_eq!(
1107 next_render_phase(phase, RenderEvent::SurfaceCreated),
1108 RenderPhase::Active,
1109 "creating (or recreating) a surface must reach Active from {phase:?}"
1110 );
1111 }
1112 }
1113
1114 #[test]
1115 fn destroyed_always_lands_in_no_surface() {
1116 for phase in ALL_PHASES {
1117 assert_eq!(
1118 next_render_phase(phase, RenderEvent::SurfaceDestroyed),
1119 RenderPhase::NoSurface,
1120 "destroying a surface must reach NoSurface from {phase:?}"
1121 );
1122 }
1123 }
1124
1125 #[test]
1126 fn changed_keeps_the_current_phase() {
1127 for phase in ALL_PHASES {
1128 assert_eq!(
1129 next_render_phase(phase, RenderEvent::SurfaceChanged),
1130 phase,
1131 "a resize must not change whether we can render, from {phase:?}"
1132 );
1133 }
1134 }
1135
1136 #[test]
1137 fn pause_barriers_from_active_but_not_from_no_surface() {
1138 assert_eq!(
1139 next_render_phase(RenderPhase::Active, RenderEvent::Pause),
1140 RenderPhase::Paused
1141 );
1142 assert_eq!(
1143 next_render_phase(RenderPhase::Paused, RenderEvent::Pause),
1144 RenderPhase::Paused
1145 );
1146 // You cannot pause what was never created.
1147 assert_eq!(
1148 next_render_phase(RenderPhase::NoSurface, RenderEvent::Pause),
1149 RenderPhase::NoSurface
1150 );
1151 }
1152
1153 #[test]
1154 fn resume_reactivates_unless_the_surface_is_gone() {
1155 assert_eq!(
1156 next_render_phase(RenderPhase::Paused, RenderEvent::Resume),
1157 RenderPhase::Active
1158 );
1159 assert_eq!(
1160 next_render_phase(RenderPhase::Active, RenderEvent::Resume),
1161 RenderPhase::Active
1162 );
1163 // Cannot resume onto a surface that is gone — must be recreated first.
1164 assert_eq!(
1165 next_render_phase(RenderPhase::NoSurface, RenderEvent::Resume),
1166 RenderPhase::NoSurface
1167 );
1168 }
1169
1170 #[test]
1171 fn only_active_can_render() {
1172 assert!(RenderPhase::Active.can_render());
1173 assert!(!RenderPhase::NoSurface.can_render());
1174 assert!(!RenderPhase::Paused.can_render());
1175 }
1176
1177 // -----------------------------------------------------------------
1178 // RenderCommand event/ack projections
1179 // -----------------------------------------------------------------
1180
1181 #[test]
1182 fn command_event_projection_matches_each_variant() {
1183 // `()` for both the scene and window type params — a cheap host stand-in.
1184 let created: RenderCommand<()> = RenderCommand::SurfaceCreated {
1185 window: (),
1186 size: test_size(),
1187 };
1188 assert_eq!(created.event(), RenderEvent::SurfaceCreated);
1189 assert!(!created.requires_ack());
1190
1191 let changed: RenderCommand<()> = RenderCommand::SurfaceChanged { size: test_size() };
1192 assert_eq!(changed.event(), RenderEvent::SurfaceChanged);
1193 assert!(!changed.requires_ack());
1194
1195 let resume: RenderCommand<()> = RenderCommand::Resume;
1196 assert_eq!(resume.event(), RenderEvent::Resume);
1197 assert!(!resume.requires_ack());
1198
1199 let (_w, ack) = ack_pair();
1200 let paused: RenderCommand<()> = RenderCommand::Pause { ack };
1201 assert_eq!(paused.event(), RenderEvent::Pause);
1202 assert!(paused.requires_ack());
1203
1204 let (_w, ack) = ack_pair();
1205 let destroyed: RenderCommand<()> = RenderCommand::SurfaceDestroyed { ack };
1206 assert_eq!(destroyed.event(), RenderEvent::SurfaceDestroyed);
1207 assert!(destroyed.requires_ack());
1208 }
1209
1210 // -----------------------------------------------------------------
1211 // Scene handoff: depth-1 latest-wins semantics
1212 // -----------------------------------------------------------------
1213
1214 fn test_size() -> SurfaceSize {
1215 SurfaceSize {
1216 width: 1080,
1217 height: 1920,
1218 scale: 2.0,
1219 }
1220 }
1221
1222 /// A scene frame carrying a `u32` scene id — a cheap host stand-in for a
1223 /// real `frust_scene::Scene`.
1224 fn frame(id: u32) -> SceneFrame<u32> {
1225 SceneFrame {
1226 scene: id,
1227 meta: FrameMeta {
1228 frame_time: FrameTime::from_nanos(u64::from(id)),
1229 size: test_size(),
1230 frame_id: u64::from(id),
1231 paint_serial: u64::from(id),
1232 },
1233 ui_spans: UiSpans::default(),
1234 }
1235 }
1236
1237 #[test]
1238 fn latest_wins_replaces_an_untaken_scene() {
1239 let (tx, rx) = render_channel::<u32, ()>();
1240 tx.send_scene(frame(1));
1241 tx.send_scene(frame(2));
1242 tx.send_scene(frame(3));
1243
1244 // Only the freshest survives; the two older frames were dropped.
1245 let batch = rx.try_next();
1246 assert_eq!(batch.scene.expect("a scene is pending").scene, 3);
1247 assert_eq!(rx.dropped_frames(), 2, "two stale frames were replaced");
1248
1249 // The slot is now empty.
1250 let batch = rx.try_next();
1251 assert!(batch.scene.is_none(), "the slot is drained after a take");
1252 }
1253
1254 #[test]
1255 fn taking_between_sends_drops_nothing() {
1256 let (tx, rx) = render_channel::<u32, ()>();
1257 tx.send_scene(frame(1));
1258 assert_eq!(rx.try_next().scene.unwrap().scene, 1);
1259 tx.send_scene(frame(2));
1260 assert_eq!(rx.try_next().scene.unwrap().scene, 2);
1261 assert_eq!(
1262 rx.dropped_frames(),
1263 0,
1264 "each scene was taken before the next"
1265 );
1266 }
1267
1268 #[test]
1269 fn send_scene_returns_none_when_the_slot_was_empty() {
1270 let (tx, _rx) = render_channel::<u32, ()>();
1271 assert!(
1272 tx.send_scene(frame(1)).is_none(),
1273 "the first send has nothing stale to hand back"
1274 );
1275 }
1276
1277 #[test]
1278 fn send_scene_returns_the_overwritten_stale_frame() {
1279 // An untaken scene replaced by a newer send must be
1280 // handed back to the caller (to reclaim its buffer), not silently
1281 // dropped in the lock.
1282 let (tx, rx) = render_channel::<u32, ()>();
1283 assert!(tx.send_scene(frame(1)).is_none());
1284 let stale = tx
1285 .send_scene(frame(2))
1286 .expect("the untaken frame(1) must be returned");
1287 assert_eq!(stale.scene, 1, "the returned frame is the one replaced");
1288
1289 // Latest-wins semantics are unchanged by the give-back: the freshest
1290 // scene is still what the render thread takes, and the drop counter
1291 // still increments exactly as before.
1292 let batch = rx.try_next();
1293 assert_eq!(batch.scene.expect("a scene is pending").scene, 2);
1294 assert_eq!(rx.dropped_frames(), 1);
1295 }
1296
1297 #[test]
1298 fn send_scene_after_receiver_death_hands_the_frame_back() {
1299 // The dead-receiver path (see `Inbox::receiver_alive`) must not queue
1300 // the frame, but should still let the caller reclaim its buffer rather
1301 // than drop it on the floor.
1302 let (tx, rx) = render_channel::<u32, ()>();
1303 drop(rx);
1304 let returned = tx
1305 .send_scene(frame(1))
1306 .expect("a scene sent after receiver death must still be handed back");
1307 assert_eq!(returned.scene, 1);
1308 }
1309
1310 // -----------------------------------------------------------------
1311 // Scene give-back channel: non-blocking depth-1
1312 // return slot, render thread -> UI thread.
1313 // -----------------------------------------------------------------
1314
1315 #[test]
1316 fn scene_return_try_recv_is_none_before_any_give_back() {
1317 let (_tx, rx) = scene_return_channel::<u32>();
1318 assert!(rx.try_recv().is_none());
1319 }
1320
1321 #[test]
1322 fn scene_return_round_trips_a_single_scene() {
1323 let (tx, rx) = scene_return_channel::<u32>();
1324 tx.give_back(7);
1325 assert_eq!(rx.try_recv(), Some(7), "the given-back scene is polled out");
1326 assert!(
1327 rx.try_recv().is_none(),
1328 "the slot is drained after a take, like the forward channel"
1329 );
1330 }
1331
1332 #[test]
1333 fn scene_return_is_depth_1_latest_wins() {
1334 // Mirrors `render_channel`'s forward-slot semantics: a second give-back
1335 // before the UI thread polls replaces (not queues) the first.
1336 let (tx, rx) = scene_return_channel::<u32>();
1337 tx.give_back(1);
1338 tx.give_back(2);
1339 assert_eq!(
1340 rx.try_recv(),
1341 Some(2),
1342 "only the most recently given-back scene survives"
1343 );
1344 }
1345
1346 #[test]
1347 fn scene_return_never_blocks_the_ui_thread() {
1348 // The whole point of the non-blocking design: polling an empty slot
1349 // returns immediately rather than parking, even with no render-thread
1350 // counterpart ever constructed to give one back.
1351 let (_tx, rx) = scene_return_channel::<u32>();
1352 let start = Instant::now();
1353 assert!(rx.try_recv().is_none());
1354 assert!(
1355 start.elapsed() < Duration::from_millis(50),
1356 "try_recv must return immediately, never park"
1357 );
1358 }
1359
1360 #[test]
1361 fn wait_next_blocks_until_a_scene_arrives() {
1362 let (tx, rx) = render_channel::<u32, ()>();
1363 let handle = thread::spawn(move || rx.wait_next().scene.map(|f| f.scene));
1364 // Give the render thread a moment to park in wait_next, then hand it a
1365 // scene; the join proves it woke and took it.
1366 thread::sleep(Duration::from_millis(20));
1367 tx.send_scene(frame(7));
1368 assert_eq!(handle.join().unwrap(), Some(7));
1369 }
1370
1371 // -----------------------------------------------------------------
1372 // Command ordering + disconnection
1373 // -----------------------------------------------------------------
1374
1375 #[test]
1376 fn commands_drain_in_fifo_order_with_the_latest_scene() {
1377 let (tx, rx) = render_channel::<u32, ()>();
1378 tx.send_command(RenderCommand::SurfaceCreated {
1379 window: (),
1380 size: test_size(),
1381 });
1382 tx.send_scene(frame(1));
1383 tx.send_command(RenderCommand::SurfaceChanged { size: test_size() });
1384 tx.send_scene(frame(2)); // replaces frame(1)
1385
1386 let batch = rx.try_next();
1387 let events: Vec<RenderEvent> = batch.commands.iter().map(RenderCommand::event).collect();
1388 assert_eq!(
1389 events,
1390 vec![RenderEvent::SurfaceCreated, RenderEvent::SurfaceChanged],
1391 "commands preserve FIFO order"
1392 );
1393 assert_eq!(
1394 batch.scene.unwrap().scene,
1395 2,
1396 "only the freshest scene rides along"
1397 );
1398 assert!(!batch.disconnected);
1399 }
1400
1401 #[test]
1402 fn wait_next_wakes_and_reports_disconnection_when_sender_dropped() {
1403 let (tx, rx) = render_channel::<u32, ()>();
1404 let handle = thread::spawn(move || rx.wait_next().disconnected);
1405 thread::sleep(Duration::from_millis(20));
1406 drop(tx); // must wake the parked receiver
1407 assert!(
1408 handle.join().unwrap(),
1409 "dropping the sender wakes wait_next with a disconnection"
1410 );
1411 }
1412
1413 #[test]
1414 fn pending_work_drains_before_disconnection_is_reported() {
1415 let (tx, rx) = render_channel::<u32, ()>();
1416 tx.send_scene(frame(5));
1417 drop(tx);
1418 // The buffered scene is still delivered; disconnected is also set so the
1419 // loop exits after handling it.
1420 let batch = rx.try_next();
1421 assert_eq!(batch.scene.unwrap().scene, 5);
1422 assert!(batch.disconnected);
1423 }
1424
1425 // -----------------------------------------------------------------
1426 // Acknowledgment barrier (pause / destroy)
1427 // -----------------------------------------------------------------
1428
1429 #[test]
1430 fn ack_unblocks_the_waiter_on_acknowledge() {
1431 let (waiter, ack) = ack_pair();
1432 assert!(!waiter.completed());
1433 ack.acknowledge();
1434 assert!(waiter.completed());
1435 waiter.wait(); // returns immediately
1436 }
1437
1438 #[test]
1439 fn ack_unblocks_the_waiter_on_drop_as_a_safety_net() {
1440 let (waiter, ack) = ack_pair();
1441 drop(ack); // a render thread that returns early must not deadlock the UI
1442 assert!(waiter.completed());
1443 }
1444
1445 #[test]
1446 fn pause_barrier_blocks_the_ui_thread_until_the_render_thread_quiesces() {
1447 // The plan's iOS backgrounding contract: the UI thread must not proceed
1448 // (let the app background) until the render thread has honored Pause.
1449 let (tx, rx) = render_channel::<u32, ()>();
1450 let quiesced = Arc::new(AtomicBool::new(false));
1451 let quiesced_render = quiesced.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::Pause { ack } = command {
1458 // Simulate stopping submission *before* acknowledging.
1459 thread::sleep(Duration::from_millis(30));
1460 quiesced_render.store(true, Ordering::SeqCst);
1461 ack.acknowledge();
1462 return;
1463 }
1464 }
1465 if batch.disconnected {
1466 return;
1467 }
1468 }
1469 });
1470
1471 let waiter = tx.pause();
1472 waiter.wait();
1473 // The barrier guarantees the render thread quiesced before wait returned.
1474 assert!(
1475 quiesced.load(Ordering::SeqCst),
1476 "the render thread must have quiesced before the UI thread proceeded"
1477 );
1478 render.join().unwrap();
1479 }
1480
1481 #[test]
1482 fn destroy_surface_barrier_orders_resource_teardown_before_window_release() {
1483 // The plan's Android ANativeWindow-release contract: the UI thread must
1484 // not release the window until the render thread has dropped its
1485 // surface resources.
1486 let (tx, rx) = render_channel::<u32, ()>();
1487 let resources_dropped = Arc::new(AtomicBool::new(false));
1488 let resources_dropped_render = resources_dropped.clone();
1489
1490 let render = thread::spawn(move || {
1491 loop {
1492 let batch = rx.wait_next();
1493 for command in batch.commands {
1494 if let RenderCommand::SurfaceDestroyed { ack } = command {
1495 thread::sleep(Duration::from_millis(30));
1496 resources_dropped_render.store(true, Ordering::SeqCst);
1497 ack.acknowledge();
1498 return;
1499 }
1500 }
1501 if batch.disconnected {
1502 return;
1503 }
1504 }
1505 });
1506
1507 let waiter = tx.destroy_surface();
1508 waiter.wait();
1509 assert!(
1510 resources_dropped.load(Ordering::SeqCst),
1511 "surface resources must be dropped before the UI thread releases the window"
1512 );
1513 render.join().unwrap();
1514 }
1515
1516 #[test]
1517 fn a_leftover_scene_is_not_rendered_after_a_pause() {
1518 // The render loop gates on RenderPhase: a scene left in the slot when a
1519 // Pause is processed must be dropped, not submitted (the iOS
1520 // submit-after-background hazard). This exercises the phase-gating
1521 // composition the shells rely on.
1522 let (tx, rx) = render_channel::<u32, ()>();
1523 tx.send_scene(frame(1)); // a frame still in the slot...
1524 let _waiter = tx.pause(); // ...when a Pause arrives
1525
1526 let mut phase = RenderPhase::Active;
1527 let mut submitted: Option<u32> = None;
1528 let batch = rx.try_next();
1529 for command in batch.commands {
1530 phase = next_render_phase(phase, command.event());
1531 if let RenderCommand::Pause { ack } = command {
1532 ack.acknowledge();
1533 }
1534 }
1535 if phase.can_render() {
1536 submitted = batch.scene.map(|f| f.scene);
1537 }
1538 assert_eq!(phase, RenderPhase::Paused);
1539 assert!(
1540 submitted.is_none(),
1541 "a leftover scene must not be submitted after a Pause"
1542 );
1543 }
1544
1545 // -----------------------------------------------------------------
1546 // Receiver-liveness: a render thread that exits
1547 // before draining an ack-carrying command must never deadlock the UI
1548 // thread. Every assertion here is timeout-bounded so a *regression* FAILS
1549 // (the timeout expires, returning `false`) rather than hanging the suite.
1550 // -----------------------------------------------------------------
1551
1552 /// A deadline generous enough that the correct path (the ack fires the
1553 /// instant the receiver drops) always beats it, yet finite so a regression
1554 /// fails the test instead of wedging the whole `cargo test` run.
1555 const REGRESSION_DEADLINE: Duration = Duration::from_secs(5);
1556
1557 #[test]
1558 fn receiver_drop_drains_a_queued_orphaned_ack() {
1559 // The barrier command is queued while the receiver is still alive...
1560 let (tx, rx) = render_channel::<u32, ()>();
1561 let waiter = tx.pause();
1562 // ...then the render thread exits before draining it (drops its receiver).
1563 drop(rx);
1564 // The orphaned `Ack` must have fired via `RenderReceiver::drop`, so the
1565 // UI-side waiter unblocks rather than deadlocking.
1566 assert!(
1567 waiter.wait_timeout(REGRESSION_DEADLINE),
1568 "dropping the receiver must drain the queued Pause's Ack so the UI waiter unblocks"
1569 );
1570 }
1571
1572 #[test]
1573 fn command_sent_after_receiver_death_fires_its_ack() {
1574 // The receiver is already gone before the barrier command is sent: the
1575 // sender must drop (not queue) it, still firing the embedded Ack.
1576 let (tx, rx) = render_channel::<u32, ()>();
1577 drop(rx);
1578 let waiter = tx.destroy_surface();
1579 assert!(
1580 waiter.wait_timeout(REGRESSION_DEADLINE),
1581 "an ack-carrying command sent after receiver death must fire its Ack safety net"
1582 );
1583 }
1584
1585 #[test]
1586 fn receiver_death_mid_flight_unblocks_a_waiting_ui_thread() {
1587 // The closest reproduction of the live hazard: the UI thread is *already*
1588 // blocked on the barrier when the render thread dies. A background thread
1589 // sends the barrier and blocks on it (bounded); the main thread drops the
1590 // receiver a moment later, standing in for the render thread's exit.
1591 let (tx, rx) = render_channel::<u32, ()>();
1592 let (report_tx, report_rx) = std::sync::mpsc::channel();
1593 let ui = thread::spawn(move || {
1594 let honored = tx.destroy_surface().wait_timeout(REGRESSION_DEADLINE);
1595 report_tx.send(honored).unwrap();
1596 });
1597 thread::sleep(Duration::from_millis(20));
1598 drop(rx); // render thread exits without draining the command
1599
1600 // The UI thread must have unblocked; a regression would leave it parked
1601 // until its own wait_timeout expired `false`.
1602 let honored = report_rx
1603 .recv_timeout(Duration::from_secs(10))
1604 .expect("the UI thread must report back, not stay deadlocked");
1605 assert!(
1606 honored,
1607 "receiver drop must unblock a UI thread already waiting on the barrier"
1608 );
1609 ui.join().unwrap();
1610 }
1611
1612 #[test]
1613 fn a_scene_sent_after_receiver_death_is_dropped_not_queued() {
1614 // The scene half of the same contract: sending after the receiver is gone
1615 // must not stash a frame in a slot no one will take.
1616 let (tx, rx) = render_channel::<u32, ()>();
1617 drop(rx);
1618 tx.send_scene(frame(1)); // must be a no-op, not a panic or a leak
1619 }
1620
1621 // -----------------------------------------------------------------
1622 // Bounded barrier waits (wait_timeout)
1623 // -----------------------------------------------------------------
1624
1625 #[test]
1626 fn wait_timeout_returns_true_when_acknowledged() {
1627 let (waiter, ack) = ack_pair();
1628 ack.acknowledge();
1629 assert!(
1630 waiter.wait_timeout(REGRESSION_DEADLINE),
1631 "an acknowledged barrier must report honored"
1632 );
1633 }
1634
1635 #[test]
1636 fn wait_timeout_expires_false_when_never_acknowledged() {
1637 // Hold the `Ack` for the whole call so it can never fire: the wait must
1638 // expire and report the timeout (the degrade-not-hang signal).
1639 let (waiter, _ack) = ack_pair();
1640 assert!(
1641 !waiter.wait_timeout(Duration::from_millis(20)),
1642 "wait_timeout must return false when the ack never fires"
1643 );
1644 }
1645
1646 // ---------------------------------------------------------------
1647 // Scenario markers riding the handoff
1648 //
1649 // The channel is generic, so these drive `render_channel::<u32, ()>()`
1650 // with the same cheap stand-in payload every other test here uses — no
1651 // GPU, no platform, no real scene.
1652 //
1653 // Every test that asserts an attribution runs the UI leg on a REAL
1654 // second thread: the queues are per-thread now, so a single-threaded
1655 // simulation could not tell the split apart from the inline executor —
1656 // it would drain on the raising thread and pass no matter what the
1657 // channel did. Each thread that raises markers takes `perf`'s marker
1658 // test guard of its own (the force switch is per-thread too), and the
1659 // two threads step through a fixed interleaving with `lockstep_pair`
1660 // rather than racing.
1661 // ---------------------------------------------------------------
1662
1663 /// A `FrameStats` in the shape a benchmark process runs: enabled, raw
1664 /// export on, small ring.
1665 #[cfg(feature = "perf-trace")]
1666 fn bench_stats() -> crate::perf::FrameStats {
1667 crate::perf::FrameStats::with_capacity_enabled_and_raw(8, true, true)
1668 }
1669
1670 /// One recorded frame's worth of pass durations — the values are
1671 /// irrelevant here, only the recording is.
1672 #[cfg(feature = "perf-trace")]
1673 fn record_one(stats: &mut crate::perf::FrameStats) {
1674 stats.record(crate::perf::FramePasses::from_split(
1675 UiSpans::default(),
1676 crate::perf::RenderSpans::default(),
1677 ));
1678 }
1679
1680 /// One end of the two-thread choreography these tests step through:
1681 /// [`Self::signal`] releases the peer's next [`Self::wait`].
1682 #[cfg(feature = "perf-trace")]
1683 struct Lockstep {
1684 to_peer: mpsc::Sender<()>,
1685 from_peer: mpsc::Receiver<()>,
1686 }
1687
1688 #[cfg(feature = "perf-trace")]
1689 impl Lockstep {
1690 /// Let the peer proceed to its next step.
1691 fn signal(&self) {
1692 self.to_peer
1693 .send(())
1694 .expect("the peer thread must still be running");
1695 }
1696
1697 /// Block until the peer reaches its matching `signal`. Deadlined so a
1698 /// broken interleaving fails this one test instead of hanging the
1699 /// whole run.
1700 fn wait(&self) {
1701 self.from_peer
1702 .recv_timeout(Duration::from_secs(5))
1703 .expect("the peer thread must reach its next step");
1704 }
1705 }
1706
1707 /// The two ends of one choreography — hand one to each thread.
1708 #[cfg(feature = "perf-trace")]
1709 fn lockstep_pair() -> (Lockstep, Lockstep) {
1710 let (ui_tx, ui_rx) = mpsc::channel();
1711 let (render_tx, render_rx) = mpsc::channel();
1712 (
1713 Lockstep {
1714 to_peer: ui_tx,
1715 from_peer: render_rx,
1716 },
1717 Lockstep {
1718 to_peer: render_tx,
1719 from_peer: ui_rx,
1720 },
1721 )
1722 }
1723
1724 #[cfg(feature = "perf-trace")]
1725 #[test]
1726 fn markers_land_on_the_frames_that_carried_them_across_the_split() {
1727 // The interleaving that motivated this whole route: the UI thread
1728 // raises BOTH edges of an S3 window before the render thread has
1729 // emitted a single line, so no frame number the UI side could have
1730 // guessed would have been right. `start` is raised in the build that
1731 // applies the op (frame 1), `end` in the build after it (frame 2) —
1732 // the harness window is the half-open [1, 2), i.e. exactly frame 1.
1733 let _guard = crate::perf::marker_test_guard(true);
1734 let (tx, rx) = render_channel::<u32, ()>();
1735 let mut stats = bench_stats();
1736 let (ui_step, render_step) = lockstep_pair();
1737
1738 thread::scope(|scope| {
1739 scope.spawn(move || {
1740 let _ui_guard = crate::perf::marker_test_guard(true);
1741 // Build k: open the window and hand its scene off.
1742 crate::perf::mark_scenario_start("s3-create1k");
1743 tx.send_scene(frame(1));
1744 ui_step.signal();
1745 // The render thread has taken build k but has not recorded it
1746 // yet — the window where the UI thread runs ahead.
1747 ui_step.wait();
1748 // Build k+1: close the window and hand its scene off, still
1749 // before any raw line exists.
1750 crate::perf::mark_scenario_end("s3-create1k");
1751 tx.send_scene(frame(2));
1752 ui_step.signal();
1753 });
1754
1755 render_step.wait();
1756 let batch1 = rx.try_next();
1757 assert!(batch1.scene.is_some(), "the render thread took build k");
1758 render_step.signal();
1759 render_step.wait();
1760
1761 // Now the render thread catches up: frame 1, then frame 2.
1762 record_one(&mut stats);
1763 let batch2 = rx.try_next();
1764 assert!(batch2.scene.is_some(), "the render thread took build k+1");
1765 record_one(&mut stats);
1766 });
1767
1768 assert_eq!(
1769 stats.marker_log(),
1770 [
1771 "bench-scenario-start n=1 s3-create1k",
1772 "bench-scenario-end n=2 s3-create1k",
1773 ],
1774 "each edge names the recorded frame that actually carried it"
1775 );
1776 }
1777
1778 #[cfg(feature = "perf-trace")]
1779 #[test]
1780 fn a_window_whose_scene_is_replaced_collapses_onto_the_first_recorded_frame() {
1781 // Latest-wins: build k's scene is superseded before the render thread
1782 // takes it, so build k never becomes a frame of its own. Both edges
1783 // ride the frame that did draw that build's result — frame 1 — and
1784 // the half-open window [1, 1) is empty, which is the honest answer:
1785 // the op's own frame was dropped.
1786 let _guard = crate::perf::marker_test_guard(true);
1787 let (tx, rx) = render_channel::<u32, ()>();
1788 let mut stats = bench_stats();
1789 let (ui_step, render_step) = lockstep_pair();
1790
1791 thread::scope(|scope| {
1792 scope.spawn(move || {
1793 let _ui_guard = crate::perf::marker_test_guard(true);
1794 crate::perf::mark_scenario_start("s3-update");
1795 tx.send_scene(frame(1));
1796 crate::perf::mark_scenario_end("s3-update");
1797 let stale = tx.send_scene(frame(2));
1798 assert!(stale.is_some(), "build k's scene was replaced, not taken");
1799 ui_step.signal();
1800 });
1801
1802 render_step.wait();
1803 let batch = rx.try_next();
1804 assert_eq!(batch.scene.map(|f| f.scene), Some(2));
1805 record_one(&mut stats);
1806 });
1807
1808 assert_eq!(
1809 stats.marker_log(),
1810 [
1811 "bench-scenario-start n=1 s3-update",
1812 "bench-scenario-end n=1 s3-update",
1813 ]
1814 );
1815 assert_eq!(rx.dropped_frames(), 1);
1816 }
1817
1818 #[cfg(feature = "perf-trace")]
1819 #[test]
1820 fn a_marker_raised_after_the_handoff_never_lands_on_the_frame_in_flight() {
1821 // The former "record must not steal the queue" property, now a
1822 // property of the threads themselves: the marker is raised on the UI
1823 // thread AFTER build k crossed the channel and BEFORE the render
1824 // thread records frame 1, so it is sitting in the UI thread's own
1825 // queue while frame 1 is emitted. The render thread cannot reach that
1826 // queue at all, so frame 1 carries nothing and the marker rides
1827 // frame 2 — no flag, no ordering rule, just ownership.
1828 let _guard = crate::perf::marker_test_guard(true);
1829 let (tx, rx) = render_channel::<u32, ()>();
1830 let mut stats = bench_stats();
1831 let (ui_step, render_step) = lockstep_pair();
1832
1833 thread::scope(|scope| {
1834 scope.spawn(move || {
1835 let _ui_guard = crate::perf::marker_test_guard(true);
1836 tx.send_scene(frame(1));
1837 ui_step.signal();
1838
1839 ui_step.wait();
1840 crate::perf::mark_scenario_start("s3-update");
1841 ui_step.signal();
1842
1843 ui_step.wait();
1844 tx.send_scene(frame(2));
1845 ui_step.signal();
1846 });
1847
1848 render_step.wait();
1849 assert!(rx.try_next().scene.is_some(), "build k crossed");
1850 render_step.signal();
1851
1852 render_step.wait();
1853 record_one(&mut stats);
1854 assert!(
1855 stats.marker_log().is_empty(),
1856 "a marker still queued on the UI thread cannot reach frame 1"
1857 );
1858 render_step.signal();
1859
1860 render_step.wait();
1861 assert!(rx.try_next().scene.is_some(), "build k+1 crossed");
1862 record_one(&mut stats);
1863 });
1864
1865 assert_eq!(stats.marker_log(), ["bench-scenario-start n=2 s3-update"]);
1866 }
1867
1868 #[cfg(feature = "perf-trace")]
1869 #[test]
1870 fn markers_wait_in_the_inbox_until_a_scene_is_actually_taken() {
1871 // A drain that yields no scene must leave the inbox queue alone:
1872 // there is no frame for those markers to name yet. (A command-only
1873 // wakeup is exactly this case.)
1874 let _guard = crate::perf::marker_test_guard(true);
1875 let (tx, rx) = render_channel::<u32, ()>();
1876 let mut stats = bench_stats();
1877 let (ui_step, render_step) = lockstep_pair();
1878
1879 thread::scope(|scope| {
1880 scope.spawn(move || {
1881 let _ui_guard = crate::perf::marker_test_guard(true);
1882 tx.send_scene(frame(1));
1883 ui_step.signal();
1884
1885 ui_step.wait();
1886 crate::perf::mark_scenario_start("s3-swap");
1887 tx.send_command(RenderCommand::SurfaceChanged { size: test_size() });
1888 ui_step.signal();
1889
1890 ui_step.wait();
1891 tx.send_scene(frame(2));
1892 ui_step.signal();
1893 });
1894
1895 render_step.wait();
1896 assert!(rx.try_next().scene.is_some());
1897 record_one(&mut stats);
1898 assert!(stats.marker_log().is_empty(), "frame 1 carried no marker");
1899 render_step.signal();
1900
1901 render_step.wait();
1902 let batch = rx.try_next();
1903 assert!(
1904 batch.scene.is_none(),
1905 "a command-only wakeup takes no scene"
1906 );
1907 record_one(&mut stats);
1908 assert!(
1909 stats.marker_log().is_empty(),
1910 "no scene was taken, so nothing may be attributed to frame 2"
1911 );
1912 render_step.signal();
1913
1914 // The next real handoff carries it, onto frame 3.
1915 render_step.wait();
1916 assert!(rx.try_next().scene.is_some());
1917 record_one(&mut stats);
1918 });
1919
1920 assert_eq!(stats.marker_log(), ["bench-scenario-start n=3 s3-swap"]);
1921 }
1922
1923 #[cfg(feature = "perf-trace")]
1924 #[test]
1925 fn a_frame_carrying_no_marker_emits_no_marker_line() {
1926 let _guard = crate::perf::marker_test_guard(true);
1927 let (tx, rx) = render_channel::<u32, ()>();
1928 let mut stats = bench_stats();
1929
1930 tx.send_scene(frame(1));
1931 assert!(rx.try_next().scene.is_some());
1932 record_one(&mut stats);
1933
1934 assert!(stats.marker_log().is_empty());
1935 assert_eq!(
1936 stats.total_frames(),
1937 1,
1938 "the frame itself is still recorded"
1939 );
1940 }
1941
1942 #[cfg(feature = "perf-trace")]
1943 #[test]
1944 fn receiver_death_discards_markers_no_frame_will_ever_name() {
1945 // Symmetric with the orphaned-ack drain in `Drop for RenderReceiver`:
1946 // the render thread is gone, so no frame will ever be recorded for
1947 // the markers riding its inbox. They are discarded there — and the
1948 // dead-receiver send drains the raising thread's own queue too, so a
1949 // marker raised post-mortem is neither attributed to a later channel
1950 // nor left accumulating on the UI thread forever.
1951 let _guard = crate::perf::marker_test_guard(true);
1952 let (tx, rx) = render_channel::<u32, ()>();
1953 let (next_tx, next_rx) = render_channel::<u32, ()>();
1954 let mut stats = bench_stats();
1955 let (ui_step, render_step) = lockstep_pair();
1956
1957 thread::scope(|scope| {
1958 scope.spawn(move || {
1959 let _ui_guard = crate::perf::marker_test_guard(true);
1960 crate::perf::mark_scenario_start("s3-clear");
1961 tx.send_scene(frame(1));
1962 assert!(
1963 crate::perf::take_pending_markers().is_empty(),
1964 "send_scene moved the marker out of this thread's queue"
1965 );
1966 ui_step.signal();
1967
1968 // The render thread has died; its inbox (marker included) is
1969 // gone with it.
1970 ui_step.wait();
1971 crate::perf::mark_scenario_end("s3-clear");
1972 assert!(
1973 tx.send_scene(frame(2)).is_some(),
1974 "a send to a dead receiver hands the frame straight back"
1975 );
1976 assert!(
1977 crate::perf::take_pending_markers().is_empty(),
1978 "the post-mortem marker was discarded, not left queued"
1979 );
1980
1981 // A later channel in the same process must inherit nothing.
1982 next_tx.send_scene(frame(3));
1983 ui_step.signal();
1984 });
1985
1986 render_step.wait();
1987 drop(rx);
1988 render_step.signal();
1989
1990 render_step.wait();
1991 assert!(next_rx.try_next().scene.is_some());
1992 record_one(&mut stats);
1993 });
1994
1995 assert!(
1996 stats.marker_log().is_empty(),
1997 "nothing leaked from the dead channel into the next one"
1998 );
1999 }
2000
2001 #[cfg(feature = "perf-trace")]
2002 #[test]
2003 fn a_marker_raised_on_a_thread_that_hands_no_frame_off_is_never_emitted() {
2004 // The documented best-effort limit, asserted rather than assumed: a
2005 // worker thread that neither hands a frame across the channel nor
2006 // records one (the `spawn_blocking` shape) raises into its own queue,
2007 // which dies with it. Attaching it to a frame some other thread
2008 // produced would be exactly the cross-thread guess this route exists
2009 // to remove.
2010 let _guard = crate::perf::marker_test_guard(true);
2011 let (tx, rx) = render_channel::<u32, ()>();
2012 let mut stats = bench_stats();
2013 let (ui_step, render_step) = lockstep_pair();
2014
2015 thread::scope(|scope| {
2016 scope.spawn(move || {
2017 let _ui_guard = crate::perf::marker_test_guard(true);
2018 // A third thread raises a window's opening edge and exits.
2019 thread::scope(|inner| {
2020 inner.spawn(|| {
2021 let _worker_guard = crate::perf::marker_test_guard(true);
2022 crate::perf::mark_scenario_start("s4-parse");
2023 });
2024 });
2025 // The frame-producing thread then hands off as usual.
2026 tx.send_scene(frame(1));
2027 ui_step.signal();
2028 });
2029
2030 render_step.wait();
2031 assert!(rx.try_next().scene.is_some());
2032 record_one(&mut stats);
2033 });
2034
2035 assert!(
2036 stats.marker_log().is_empty(),
2037 "the worker thread's marker belongs to no handed-off frame"
2038 );
2039 }
2040
2041 #[cfg(feature = "perf-trace")]
2042 #[test]
2043 fn an_undrained_inbox_stops_growing_at_the_queue_cap() {
2044 // The inbox leg's bound: a render thread that has stopped taking
2045 // scenes must not let the UI thread's markers pile up without limit.
2046 // Two handoffs' worth arrive with no drain between them, so the
2047 // second pushes the inbox past its cap — the OLDEST edges go, and the
2048 // count comes out on its own line beside the frame that finally
2049 // carried the survivors.
2050 let _guard = crate::perf::marker_test_guard(true);
2051 let (tx, rx) = render_channel::<u32, ()>();
2052 let mut stats = bench_stats();
2053 let (ui_step, render_step) = lockstep_pair();
2054
2055 let per_send = crate::perf::MARKER_QUEUE_CAP * 3 / 4;
2056 thread::scope(|scope| {
2057 scope.spawn(move || {
2058 let _ui_guard = crate::perf::marker_test_guard(true);
2059 for send in 0..2u32 {
2060 for i in 0..per_send {
2061 crate::perf::mark_scenario_start(&format!("s3-op{send}-{i}"));
2062 }
2063 tx.send_scene(frame(send + 1));
2064 }
2065 ui_step.signal();
2066 });
2067
2068 render_step.wait();
2069 assert!(rx.try_next().scene.is_some());
2070 record_one(&mut stats);
2071 });
2072
2073 let dropped = per_send * 2 - crate::perf::MARKER_QUEUE_CAP;
2074 let log = stats.marker_log();
2075 assert_eq!(
2076 log.len(),
2077 crate::perf::MARKER_QUEUE_CAP + 1,
2078 "a capped inbox's worth of markers, plus one overflow notice"
2079 );
2080 assert_eq!(
2081 log[0],
2082 format!("bench-scenario-start n=1 s3-op0-{dropped}"),
2083 "the oldest edges were the ones dropped"
2084 );
2085 assert_eq!(
2086 log[crate::perf::MARKER_QUEUE_CAP],
2087 format!("frust-perf marker-overflow n=1 dropped={dropped}")
2088 );
2089 }
2090}