An idle app takes no loop turn: a session's pump blocks until there is news for it, wakes and GPU results reach only their own session, and a hosted app builds no frame while its window has no free shared image. Each window paces at its own display; a texture pass paints only when its window can show the result and is exactly its render target at every scale. The direct compositor renders on the discrete GPU when there is one; Mirror and Extended switch without an output rebuild. Vulkan: a full GPU never makes an app fall back, fail or spin; upload arenas are pooled; pipeline variants a batch needs compile before it; a grab of a hosted window no longer loses the device; the WM's own device is replaceable and apps hear Event::GpuReset. Every process lifts its open-file limit. Cameras: retry after a failed open, rotation kept, a synthetic test camera, Cx::video_inputs. Android: standalone app APKs run on the HAL again, file video decoding, system back gestures, audio underruns grow the buffer. Frame tracing names who keeps an app awake; one main-lag meter for macOS and Linux. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
53 lines
2.7 KiB
Rust
53 lines
2.7 KiB
Rust
//! A texture pass paints only when what it feeds can show it. Run with
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//! MAKEPAD_HAL_BACKEND=headless (or a native backend).
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#![cfg(not(target_arch = "wasm32"))]
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use makepad_platform::*;
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fn open() -> (Cx, u32) {
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let mut cx = Cx::new(Box::new(|_, _| {}));
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cx.init_cx_os();
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let info = makepad_hal::Hal::global().open(&makepad_hal::OpenReq::from_env(
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0, makepad_hal::open_flags::OFFSCREEN_WINDOWS, 1.0));
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cx.hal_attach_session(info);
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(cx, info.session)
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}
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fn texture_pass(cx: &mut Cx) -> (DrawPass, DrawList, Texture) {
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let texture = Texture::new_with_format(cx, TextureFormat::RenderBGRAu8 {
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size: TextureSize::Fixed { width: 64, height: 64 }, initial: true,
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});
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let pass = DrawPass::new(cx);
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let list = DrawList::new(cx);
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pass.add_color_texture(cx, &texture, DrawPassClearColor::ClearWith(vec4(0.1, 0.2, 0.3, 1.0)));
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pass.set_size(cx, dvec2(64.0, 64.0));
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let id = pass.draw_pass_id();
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cx.passes[id].main_draw_list_id = Some(list.id());
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cx.passes[id].dpi_factor = Some(1.0);
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cx.passes[id].paint_dirty = true;
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(pass, list, texture)
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}
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/// Sandbox hosted in the WM: its scene passes painted on every host Tick while the window had
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/// no free image to show them, and the GPU queue grew behind the window's frame (~1 fps). A
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/// scene pass of a window that cannot show a frame now waits with it (stays dirty), while a pass
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/// that feeds no window -- an offscreen target, a capture, a readback -- still paints.
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#[test]
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fn a_scene_pass_waits_for_its_window_and_an_offscreen_pass_does_not() {
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let (mut cx, session) = open();
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// a window this session has not got from the HAL: it cannot show a frame
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let (window_pass, _window_list, _window_texture) = texture_pass(&mut cx);
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cx.passes[window_pass.draw_pass_id()].parent = CxDrawPassParent::Window(WindowId(4242, 1));
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let (scene, _scene_list, _scene_texture) = texture_pass(&mut cx);
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cx.passes[scene.draw_pass_id()].parent = CxDrawPassParent::DrawPass(window_pass.draw_pass_id());
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let (offscreen, _offscreen_list, _offscreen_texture) = texture_pass(&mut cx);
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assert!(cx.hal_session_turn(0, true));
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let deadline = std::time::Instant::now() + std::time::Duration::from_secs(30);
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while cx.frame_completion_serial() < cx.frame_submission_serial() {
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assert!(std::time::Instant::now() < deadline, "HAL frame completion timed out");
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assert!(cx.hal_session_turn(1_000_000, false));
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}
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assert!(!cx.passes[offscreen.draw_pass_id()].paint_dirty, "a pass that feeds no window paints");
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assert!(cx.frame_submission_serial() > 0, "the offscreen pass was submitted");
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assert!(cx.passes[scene.draw_pass_id()].paint_dirty, "the scene of a window that cannot show it waits, dirty");
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makepad_hal::Hal::global().close(session);
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}
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