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-rw-r--r--crates/wayland/src/winit/render.rs70
1 files changed, 62 insertions, 8 deletions
diff --git a/crates/wayland/src/winit/render.rs b/crates/wayland/src/winit/render.rs
index ec4fd69..4d14649 100644
--- a/crates/wayland/src/winit/render.rs
+++ b/crates/wayland/src/winit/render.rs
@@ -19,7 +19,41 @@ impl WaylandPlatform {
layer_map_for_output(&self.output).arrange();
}
- let age = self.backend.buffer_age().unwrap_or(0);
+ // Always `0` ("contents undefined, damage everything"), not
+ // `self.backend.buffer_age()` - deliberately never trusted here,
+ // confirmed live to actually be the source of a real corruption
+ // bug, not just a missed optimization. `age` tells
+ // `damage_tracker.render_output` how many past frames' worth of
+ // damage history it can trust the *current* target buffer to
+ // already reflect, so it can skip repainting regions nothing has
+ // touched since. That guarantee depends on the platform's own
+ // buffer-age report being an honest account of this exact backing
+ // buffer's real history - which this backend cannot get from a
+ // nested `winit`/EGL surface hosted inside another Wayland
+ // session: reproduced live, stable, not a one-frame race --
+ // raising one floating window (Firefox) above another (a plain
+ // terminal) left a rectangular patch of the terminal's own old
+ // pixels sitting untouched at one edge of Firefox's new, larger,
+ // fully-opaque topmost window, persisting indefinitely across
+ // many further frames with no damage anywhere near it to explain
+ // clearing it. Forcing `age = 0` here (full redraw, every frame)
+ // made the corruption disappear completely and immediately, and
+ // nothing else about the scene changed - narrowing the cause to
+ // exactly this value being wrong, not a geometry, occlusion, or
+ // z-order bug elsewhere in this file (all independently verified
+ // correct against the same repro: the window's own border and
+ // content elements were logged as computed with the right full
+ // geometry and zero occluders on every single one of the frames
+ // that still rendered the stale patch). Real hardware's udev
+ // backend is not affected - it never queries a platform buffer
+ // age at all, only its own hand-tracked `UdevHead::ages`, advanced
+ // deterministically from this codebase's own strict two-buffer
+ // page-flip alternation, not borrowed trust in an outer
+ // compositor's EGL implementation. This backend exists for nested
+ // development/testing, not as the real compositor, so paying a
+ // full software-composited redraw every frame here is the safe
+ // trade against silently wrong pixels persisting on screen.
+ let age = 0;
let (renderer, mut framebuffer) = self.backend.bind().map_err(err)?;
// Locked: srdwm's own native lock UI, or an external locker's
@@ -147,15 +181,35 @@ impl WaylandPlatform {
// (reported live as the border "not flush" with the window
// during an animated maximize/fullscreen/open-slide transition).
let geom = self.state.window_anims.get(&id).map(crate::state::WindowAnim::current_rect).unwrap_or(w.geometry);
- // Same reasoning as udev/render.rs's matching push: positioned from
- // `geom`, not `w.geometry`, and not fragment-clipped against
- // `occluders` - see that comment.
+ // Same reasoning as udev/render.rs's matching push: positioned
+ // from `geom`, not `w.geometry`. Fragment-clipped against
+ // `occluders` now, same as the titlebar/border below - a
+ // shadow used to draw in full regardless of what was stacked
+ // in front of it (its own doc comment argued the low opacity
+ // made that read as "a soft edge, not the hard-line bleed-
+ // through that made the titlebar/border need it"), but that
+ // reasoning only holds along a shadow's straight edges: the
+ // corner regions use Chebyshev (square-ring), not radial,
+ // falloff (see `shadow_bitmap`'s own doc comment), so a
+ // shadow's corner is a hard-edged square block at up to
+ // `SHADOW_MAX_ALPHA` (~35%) opacity, not a soft radial
+ // vignette - reported live as a small dark rectangular patch
+ // sitting on top of whatever window a floating/cascaded
+ // window's own corner happened to overlap, most visible
+ // exactly where two windows' corners nearly meet, which this
+ // compositor's default cascade placement does constantly.
if let Some(shadow) = self.state.shadow_buffers.get(&id) {
let rect = decoration::shadow_rect(geom);
- let pos = (rect.x as f64, rect.y as f64);
- match MemoryRenderBufferRenderElement::from_buffer(renderer, pos, shadow, None, None, None, Kind::Unspecified) {
- Ok(elem) => custom_elements.push(crate::rounded_corners::WinitElement::Base(crate::elements::OverlayElement::Memory(elem))),
- Err(e) => log::warn!("failed to import shadow buffer for window {id}: {e}"),
+ for fragment in crate::elements::visible_border_fragments(rect, &occluders) {
+ let pos = (fragment.x as f64, fragment.y as f64);
+ let src = Rectangle::new(
+ Point::from(((fragment.x - rect.x) as f64, (fragment.y - rect.y) as f64)),
+ Size::from((fragment.width as f64, fragment.height as f64)),
+ );
+ match MemoryRenderBufferRenderElement::from_buffer(renderer, pos, shadow, None, Some(src), None, Kind::Unspecified) {
+ Ok(elem) => custom_elements.push(crate::rounded_corners::WinitElement::Base(crate::elements::OverlayElement::Memory(elem))),
+ Err(e) => log::warn!("failed to import shadow buffer for window {id}: {e}"),
+ }
}
}
if let Some(deco) = self.state.decorations.get(&id) {