use super::*; impl CompState { /// Renders and (if there was damage) page-flips a new frame on every /// head that is ready for one. A head with a flip still in flight is /// skipped this pass and picked up when its page-flip event arrives, so /// monitors on different refresh rates each run at their own pace /// instead of the slowest one gating the rest. pub(crate) fn render_udev_frame(&mut self) { self.tick_animations(); self.tick_dirty_broadcasts(); let locked = self.lock.locked; let elapsed = self.start_time.elapsed(); // Drained before the `&mut self.udev` borrow below, so screencopy can // be serviced with the renderer that borrow owns. let mut captures = std::mem::take(&mut self.screencopy_pending); // Same reason: the cursor needs the renderer that borrow owns. let cursor_status = self.cursor_status.clone(); let cursor_buffers = self.cursor_buffers.clone(); // Same reason again: a native lock's capture step (below) needs // this, and `self.wm` can't be borrowed once `self.udev` is. let lock_blur_radius = self.wm.borrow().lock.blur_radius; // Captured-and-blurred backgrounds collected during the per-head // loop below, applied via `self.capture_output` only after it // ends - `self.udev`'s mutable borrow is held for the whole loop // body, and that method needs the whole of `self`, not just the // one field the loop already has. let mut new_captures: Vec<(String, smithay::backend::renderer::element::memory::MemoryRenderBuffer)> = Vec::new(); // Border geometry is in global space, independent of which head // renders it, so it's gathered once here rather than per head. // Buffers are pre-built for the same reason as `cursor_buffers`: // Rendered per window, front-to-back (topmost first), each window's // content immediately followed by its decoration and border -- // fixes the same cross-window ordering bug documented in // `winit/render.rs`'s render loop: a background window's titlebar could // otherwise show through in front of the actually-focused window on // top of it, since decorations/borders used to be a single flat // layer drawn unconditionally above *every* window's content // regardless of real stacking order. `visible_windows_front_to_back` // is `WindowManager.order` reversed - not `visible_windows`, which // iterates the `windows` HashMap with no ordering guarantee - the // same "topmost first" convention `hit_test`/`window_at` use. // Fetched once here (`&mut self` fields, id_to_window/space lookups // happen per head below without needing `self` itself mutably) -- // see the per-head loop for why decoration/border buffers still get // looked up fresh per head (head-local `origin` translation). let ids: Vec = if locked { Vec::new() } else { self.wm.borrow().visible_windows_front_to_back().map(|w| w.id).collect() }; let focused = self.wm.borrow().focused_id(); // Default `false` here, unlike winit's `unwrap_or(true)` - see // `rounded_corners_pixman`'s module doc comment for the CPU cost // that makes this backend opt-in rather than on by default. let rounded_corners_enabled = self.wm.borrow().rounded_corners_enabled.unwrap_or(false); let popup_targets = if locked { Vec::new() } else { crate::elements::popup_targets(self) }; // Which heads are eligible, and what each needs, gathered before the // mutable borrow of `self.udev`. Both early-outs below give the // `captures` taken above nowhere to go this pass - put them back // rather than silently dropping a client's pending screenshot // because a VT switch happened to be in progress at that instant. let Some(udev) = self.udev.as_ref() else { self.screencopy_pending.extend(captures); return; }; if !udev.active { self.screencopy_pending.extend(captures); return; } let ready: Vec<(usize, Output)> = udev .heads .iter() .enumerate() .filter(|(_, h)| !h.flip_pending) .map(|(i, h)| (i, h.output.clone())) .collect(); // Kept separately from `presented` below: layer-shell surfaces // (bars, docks) get their frame callback every pass regardless of // `has_damage`, unlike toplevel windows - see the callback loop at // the end of this function for why the two can't share one gate. let ready_outputs: Vec = ready.iter().map(|(_, o)| o.clone()).collect(); // Damage rects travel alongside each presented output so the // frame-callback loop below (after `udev` is no longer borrowed) // can notify only the windows that damage actually overlapped -- // see `windows_touched_by_damage`'s doc comment in elements.rs. let mut presented: Vec<(Output, Vec>)> = Vec::new(); for (index, output) in ready { let lock_surface = self.lock_surface_for(&output).cloned(); // Extracted before the `self.udev` borrow below starts - see // `native_lock::native_lock_render_elements`'s own doc comment // for why (cheap `MemoryRenderBuffer` clones, not a pixel copy). let native_bg = self.native_lock_background(&output.name()).cloned(); let native_ui = self.native_lock_ui().map(|(buf, size)| (buf.clone(), size)); let native_needs_capture = self.native_lock_needs_capture(&output.name()); // Content/decoration elements are built per head: both need the // renderer, and geometry is translated into head-local space. let origin = self.udev.as_ref().map(|u| u.heads[index].location).unwrap_or_default(); let Some(udev) = self.udev.as_mut() else { return }; let head = &mut udev.heads[index]; let back = 1 - head.front; let mut custom_elements: Vec> = Vec::new(); if !locked { // Cursor first: `render_output` draws custom elements // front-to-back, so the earliest element is topmost. On a // bare TTY nothing else draws a pointer - see `cursor.rs`. let pointer_pos = udev.pointer_pos; let hsize = udev.heads[index].size; custom_elements.extend(crate::cursor::render_elements( &cursor_status, &cursor_buffers, &mut udev.renderer, pointer_pos, origin, hsize, )); // The right-click titlebar menu, if open - pushed right // after the cursor so it's still topmost over every window // but never hides the pointer itself (you need to see what // you're about to click). if let (Some(menu), Some(buffer)) = (self.context_menu.as_ref(), self.context_menu_buffer.as_ref()) { let pos = ((menu.pos.0 - origin.x) as f64, (menu.pos.1 - origin.y) as f64); match MemoryRenderBufferRenderElement::from_buffer(&mut udev.renderer, pos, buffer, None, None, None, Kind::Unspecified) { Ok(elem) => custom_elements.push(crate::elements::OverlayElement::Memory(elem)), Err(e) => log::warn!("udev: failed to import context menu buffer: {e}"), } } // The Snap-Layouts flyout, if open - same "topmost but // never hides the cursor" placement as the context menu. if let (Some(flyout), Some(buffer)) = (self.snap_flyout.as_ref(), self.snap_flyout_buffer.as_ref()) { let pos = ((flyout.pos.0 - origin.x) as f64, (flyout.pos.1 - origin.y) as f64); match MemoryRenderBufferRenderElement::from_buffer(&mut udev.renderer, pos, buffer, None, None, None, Kind::Unspecified) { Ok(elem) => custom_elements.push(crate::elements::OverlayElement::Memory(elem)), Err(e) => log::warn!("udev: failed to import snap flyout buffer: {e}"), } } // Popups next: always above every window's own content, // matching this codebase's long-standing behavior from // before content moved into this same `custom_elements` // list (see below) - pushing them here, ahead of every // window and every layer-shell surface, is what keeps that // true now that "above everything in `self.space`" is no // longer a free property of a separate tier. custom_elements.extend(crate::elements::popup_render_elements(&popup_targets, &mut udev.renderer, (origin.x, origin.y))); // The bar/dock/launcher (`Layer::Top`/`Overlay`): rendered // ourselves via `output_layer_elements`, not through // `render_output`'s automatic inclusion of `self.space` + // `layer_map_for_output` - see this function's own call // site further down for why content had to stop flowing // through that convenience wrapper at all (per-window // opacity), which took layer-shell inclusion down with it as // a side effect. Skipped entirely - not just covered - for // a fullscreen window: `we should not see the bar at all`, // and unmapping it (`gtk_shell`) or covering it are two // different guarantees. `ids` is already front-to-back, so // checking every id for `fullscreen` here (rather than just // the frontmost) covers a fullscreen window stacked behind // an always-on-top one too. let hide_top_layers = ids.iter().any(|&id| self.wm.borrow().window(id).is_some_and(|w| w.fullscreen)); if !hide_top_layers { custom_elements.extend(crate::elements::output_layer_elements( &mut udev.renderer, &output, (origin.x, origin.y), |layer| matches!(layer, Layer::Top | Layer::Overlay), )); } // Windows stacked in front of whichever one border/ // decoration is being built right now - `ids` is already // front-to-back, so this only ever needs appending to, not // recomputing. A window's own *content*, pushed inside this // same loop below, needs no separate occlusion test: it // draws in the same front-to-back push order as everything // else here, so ordinary painter's-algorithm draw order // already occludes it correctly (this is exactly why content // used to occlude correctly via `self.space`'s own order, // before it had to move into this list for per-window // opacity to be possible at all). The border strips and // titlebar bitmap are different: outside `geometry`, drawn // via a bitmap that isn't itself window-shaped, so they // still need `occluders`' explicit clip against whichever // window is stacked in front. let mut occluders: Vec = Vec::with_capacity(ids.len()); for &id in &ids { let Some(w) = self.wm.borrow().window(id).cloned() else { continue }; // `w.geometry` is the animation's *target*, not // necessarily where the window is actually drawn this // frame - during a maximize/fullscreen/open-slide tween, // `sync_geometry` already renders the window's own // content at `window_anims`' interpolated rect (see its // doc comment), but this loop used to read `w.geometry` // straight from the model regardless, so the border and // titlebar sat at the final rect while the content they // were supposed to outline slid past underneath them -- // reported live as the border "not flush" with the // window during any animated transition. Every use of // this window's geometry below (titlebar/border // placement *and* the occlusion test against later // windows) has to agree with what `sync_geometry` mapped // the content to, or they drift apart again. let geom = self.window_anims.get(&id).map(crate::state::WindowAnim::current_rect).unwrap_or(w.geometry); // Drawn first among this window's own decoration, and // positioned from the same animated `geom` as everything // else here - not `w.geometry` - for the identical // reason: a shadow that stayed at the pre-tween rect // while the window slid past it would look exactly as // detached as the border did before that fix. Not // fragment-clipped against `occluders` like the titlebar/ // border below: at `SHADOW_MAX_ALPHA`'s low opacity, a // shadow bleeding slightly onto a window stacked in front // of this one reads as a soft edge, not the hard-line // bleed-through that made the titlebar/border need it. if let Some(shadow) = self.shadow_buffers.get(&id) { let rect = decoration::shadow_rect(geom); let pos = ((rect.x - origin.x) as f64, (rect.y - origin.y) as f64); match MemoryRenderBufferRenderElement::from_buffer(&mut udev.renderer, pos, shadow, None, None, None, Kind::Unspecified) { Ok(elem) => custom_elements.push(crate::elements::OverlayElement::Memory(elem)), Err(e) => log::warn!("udev: failed to import shadow buffer: {e}"), } } if let Some(deco) = self.decorations.get(&id) { // Fragment-clipped, same as the three solid border // strips below - an *all-or-nothing* version of // this (skip only once fully covered) was tried // first and reported live as still showing "the // behind window's bar": a titlebar only *partially* // covered - the common case for cascaded/ // overlapping windows - drew in full regardless, // bleeding through the covered part. `from_buffer`'s // `src` parameter crops the bitmap itself, so each // visible fragment can come from the matching // sub-rect of the source image rather than the // whole thing. let titlebar_rect = srdwm_core::Rect::new(geom.x, geom.y, geom.width, srdwm_core::TITLEBAR_HEIGHT); for fragment in crate::elements::visible_border_fragments(titlebar_rect, &occluders) { let pos = ((fragment.x - origin.x) as f64, (fragment.y - origin.y) as f64); let src = Rectangle::new( Point::from(((fragment.x - titlebar_rect.x) as f64, (fragment.y - titlebar_rect.y) as f64)), Size::from((fragment.width as f64, fragment.height as f64)), ); match MemoryRenderBufferRenderElement::from_buffer(&mut udev.renderer, pos, deco, None, Some(src), None, Kind::Unspecified) { Ok(elem) => custom_elements.push(crate::elements::OverlayElement::Memory(elem)), Err(e) => log::warn!("udev: failed to import titlebar buffer: {e}"), } } } // Border strips sit entirely outside this window's own // `geometry` (see `decoration::border_strips`), so they // never overlap its own decoration/content - draw // order against those doesn't matter here, only against // other windows', which iterating `ids` in stacking // order already gets right *for windows also drawn via // this same custom_elements loop* - but not against // any window's own *content*, which is why `occluders` // below is still needed even with that ordering. if w.border_width > 0 { let color = crate::state::effective_border_color(w.border_color, focused == Some(id)); let strips = decoration::border_strips(geom, w.border_width); // Strips 0/1 (top/bottom) rounded on their own two // corners - see `render_border_top`/ // `render_border_bottom`'s doc comments - so both // are cached bitmaps (rebuilt only in // `redraw_decoration_buffer`, same as the titlebar // itself), not rasterized fresh here every frame. // Not fragment-clipped like the left/right strips // below - cropping a bitmap's source rect per // fragment is real extra work for a strip that's // only `border_width` pixels tall to begin with, so // this only handles the all-or-nothing case: skip // entirely once *fully* covered, accept a small // residual bleed while only partially covered. if strips[0].width > 0 && strips[0].height > 0 && !strips[0].subtract_all(&occluders).is_empty() { if let Some(buffer) = self.border_top_decorations.get(&id) { let pos = ((strips[0].x - origin.x) as f64, (strips[0].y - origin.y) as f64); match MemoryRenderBufferRenderElement::from_buffer(&mut udev.renderer, pos, buffer, None, None, None, Kind::Unspecified) { Ok(elem) => custom_elements.push(crate::elements::OverlayElement::Memory(elem)), Err(e) => log::warn!("udev: failed to import top border buffer: {e}"), } } } // Same all-or-nothing bitmap treatment as the top // strip, for its own two corners - see // `decoration::render_border_bottom`'s doc comment. if strips[1].width > 0 && strips[1].height > 0 && !strips[1].subtract_all(&occluders).is_empty() { if let Some(buffer) = self.border_bottom_decorations.get(&id) { let pos = ((strips[1].x - origin.x) as f64, (strips[1].y - origin.y) as f64); match MemoryRenderBufferRenderElement::from_buffer(&mut udev.renderer, pos, buffer, None, None, None, Kind::Unspecified) { Ok(elem) => custom_elements.push(crate::elements::OverlayElement::Memory(elem)), Err(e) => log::warn!("udev: failed to import bottom border buffer: {e}"), } } } // The remaining two strips (left/right) are // persistent `SolidColorBuffer`s updated in place, // not rebuilt with a fresh `Id` every frame - see // `elements::border_side_render_element`'s doc // comment for why that distinction is load-bearing // for damage tracking, not cosmetic. Each strip is // further split into whatever fragments remain // visible after subtracting `occluders`, since a // whole unclipped strip is exactly the bug fixed // here. let pool = self.border_side_buffers.entry(id).or_default(); let mut buf_index = 0; for strip in &strips[2..] { if strip.width == 0 || strip.height == 0 { continue; } for fragment in crate::elements::visible_border_fragments(*strip, &occluders) { let buf = crate::elements::border_fragment_buffer(pool, buf_index); buf_index += 1; custom_elements.push(crate::elements::OverlayElement::Solid(crate::elements::border_side_render_element(buf, fragment, color, (origin.x, origin.y)))); } } } // The window's own content, at its own `opacity` -- // this, not decoration, is the entire reason content // moved into this loop at all (see the doc comment on // the popup push above). Positioned the same way // `sync_geometry` maps it into `self.space` (band added // for a decorated window's titlebar reservation), so // switching rendering paths doesn't also shift content // relative to where clicks still land (hit-testing is // untouched, still `w.geometry`/`self.space`-based). if let Some(dwindow) = self.id_to_window.get(&id) { if let Some(surface) = crate::elements::window_wl_surface(dwindow) { let band = if w.decorated { srdwm_core::TITLEBAR_HEIGHT as i32 } else { 0 }; // `dwindow.geometry().loc` is the client's own // `xdg_surface.set_window_geometry` offset -- // GTK4 CSD clients (Firefox concretely) declare // their real visible content as a sub-rect // inset within a larger buffer that also holds // an invisible shadow-reservation margin, even // once the tiled-state hint (`sync_geometry`, // `xdg_toplevel::State::Tiled*`) has told them // to skip drawing that shadow - the margin // itself, not just its decoration, stays // reserved in the buffer. Never subtracting // this meant every such client's buffer origin // (0,0) - the *outer* edge of that invisible // margin - landed exactly at `geom.x,geom.y`, // leaving the margin's width/height of genuine // gap (wallpaper visible through it) between // the border this compositor draws and where // the client's actual visible content begins. // Reported live as "an extra layer or border // over each window" - confirmed by diffing a // corner crop against the real wallpaper at // that exact screen position, pixel for pixel. let content_offset = dwindow.geometry().loc; let pos = (geom.x - origin.x - content_offset.x, geom.y + band - origin.y - content_offset.y); let mut rounded_elem = None; if rounded_corners_enabled { let epoch = self.content_epoch.get(&id).copied().unwrap_or(0); // Bottom-only for a decorated window, same // reasoning as `winit/render.rs`'s identical split: // the top two corners are already hidden // under the titlebar band's own rounded // bitmap. let corners = if w.decorated { crate::rounded_corners::RoundedCorners::BOTTOM_ONLY } else { crate::rounded_corners::RoundedCorners::ALL }; if let Some(buffer) = crate::elements::rounded_content_buffer(&mut self.rounded_content_buffers, epoch, id, &surface, w.corner_radius as f32, corners) { match MemoryRenderBufferRenderElement::from_buffer(&mut udev.renderer, (pos.0 as f64, pos.1 as f64), buffer, Some(w.opacity), None, None, Kind::Unspecified) { Ok(elem) => rounded_elem = Some(elem), Err(e) => log::warn!("udev: failed to import rounded content buffer: {e}"), } } } match rounded_elem { Some(elem) => custom_elements.push(crate::elements::OverlayElement::Memory(elem)), None => { custom_elements.extend(crate::elements::surface_content_elements(&mut udev.renderer, &surface, pos, w.opacity)); } } } } occluders.push(geom); } // Background/bottom layer-shell (wallpaper engines) last -- // bottommost, matching smithay's own `space_render_elements` // ordering, which this whole custom loop now replaces. custom_elements.extend(crate::elements::output_layer_elements( &mut udev.renderer, &output, (origin.x, origin.y), |layer| matches!(layer, Layer::Background | Layer::Bottom), )); } // Three genuinely different element types (external `LockSurface` // content, srdwm's own memory-backed background+UI, or the // normal desktop's `custom_elements`), so each is built and // passed to its own `render_output` call below rather than // forced into one shared, unified element list. let is_native = self.lock.native.is_some(); let lock_elements = if locked && !is_native { crate::lock::lock_render_elements(lock_surface.as_ref(), &mut udev.renderer) } else { Vec::new() }; let native_elements = if locked && is_native { let size = udev.heads[index].size; crate::native_lock::native_lock_render_elements(native_bg.as_ref(), native_ui.as_ref().map(|(b, s)| (b, *s)), size, &mut udev.renderer) } else { Vec::new() }; let head = &mut udev.heads[index]; let mut framebuffer = match udev.renderer.bind(&mut head.buffers[back].image) { Ok(fb) => fb, Err(e) => { log::error!("udev: pixman bind failed: {e}"); continue; } }; // Locked heads draw either srdwm's own native lock UI (over // opaque black - the background element covers the visible // area, but the clear colour is still what shows through if a // capture failed or hasn't happened for this output yet) or an // external locker's surface the same way, and nothing else; // unlocked heads draw the normal scene. let result = if locked && is_native { head.damage_tracker .render_output(&mut udev.renderer, &mut framebuffer, 0, &native_elements, [0.0, 0.0, 0.0, 1.0]) .map(|r| (r.damage.is_some(), Vec::new())) .map_err(|e| e.to_string()) } else if locked { head.damage_tracker .render_output(&mut udev.renderer, &mut framebuffer, 0, &lock_elements, [0.0, 0.0, 0.0, 1.0]) .map(|r| (r.damage.is_some(), Vec::new())) .map_err(|e| e.to_string()) } else { // Not `smithay::desktop::space::render_output`: that // convenience wrapper draws `self.space`'s window content at // one `alpha` for the whole frame and pulls every // layer-shell surface in unconditionally, neither of which // leaves room for per-window opacity or hiding the bar/dock // during fullscreen. `custom_elements` above already carries // everything that wrapper would have built - window // content (`surface_content_elements`, one call per window, // each with its own `w.opacity`) and layer-shell surfaces // (`output_layer_elements`, split Top/Overlay above content // and Background/Bottom below it) - assembled by hand in // the correct front-to-back order instead. `self.space` // itself is untouched and still authoritative for // hit-testing/stacking bookkeeping (`sync_geometry`'s // `map_element` calls); only the *render* path stopped // reading from it. head.damage_tracker .render_output(&mut udev.renderer, &mut framebuffer, head.ages[back], &custom_elements, [0.05, 0.05, 0.08, 1.0]) .map(|r| (r.damage.is_some(), r.damage.cloned().unwrap_or_default())) // Both arms reduce to "was there damage" plus the damage // rects themselves; the two error types differ, so they are // flattened to a message here. .map_err(|e| e.to_string()) }; if !locked { // Only this head's own captures: `captures` holds requests // for every output, and each must be read back from the // framebuffer it was actually requested against, not // whichever head happens to render first in this loop (a // multi-monitor capture would otherwise silently read the // wrong screen). Whatever doesn't match `output` stays in // `captures` for a later head this same pass. let (mine, rest): (Vec<_>, Vec<_>) = captures.into_iter().partition(|c| c.output == output); captures = rest; crate::screencopy::service_pending(mine, &mut udev.renderer, &framebuffer); // A native lock is waiting on this output's background -- // this same freshly-rendered framebuffer (the ordinary // desktop scene, not a lock scene: `locked` is still // `false` here because `begin_native_lock` deliberately // doesn't flip it until every output has one, see that // function's own doc comment) is exactly "what's on // screen right now" for this output. if native_needs_capture { let name = output.name(); let size = head.size; match crate::native_lock::capture_and_blur(&mut udev.renderer, &framebuffer, size, lock_blur_radius) { Ok(blurred) => new_captures.push((name, blurred)), Err(e) => log::warn!("native lock: capture failed for output {name}: {e}"), } } } drop(framebuffer); let (has_damage, damage_rects) = match result { Ok(v) => v, Err(e) => { log::error!("udev: render_output failed: {e}"); continue; } }; if has_damage { let head = &mut udev.heads[index]; if let Err(e) = head.copy_and_flip(&udev.card, back) { log::error!("udev: page flip failed: {e}"); continue; } // This buffer is now fully up to date. It won't be rendered // into again until the *other* slot has also been presented // once (strict two-buffer alternation), so by then it will // be exactly 2 damage-producing renders stale - matching // `damage_tracker`'s own history, which only advances on // calls that actually found damage (see `ages`' doc // comment). head.ages[back] = 2; // Only a head that actually presented a new frame should // tell its windows they may render their next one - this // used to run unconditionally for every "ready" head (i.e. // every head not already mid-flip) on every single call to // this function, which is every ~16ms regardless of // activity. A client that renders on the standard // wait-for-frame-callback pattern (which is most of // them - confirmed live: wezterm-gui pinned at 140%+ CPU // sitting on a fully idle, unchanged terminal) had no // reason not to redraw at whatever rate this loop cycled, // forever, since it kept getting told a new frame was // wanted whether or not the screen had changed at all. presented.push((output, damage_rects)); } } // Applies every background captured during the loop above, now // that `self.udev`'s borrow has ended and `self` (specifically // `self.lock`) can be borrowed as a whole again - see // `capture_output`'s own doc comment for what happens once every // output has one (the lock actually engages). for (name, blurred) in new_captures { self.capture_output(&name, blurred); } // Frame callbacks + lock confirmation, once the `udev` borrow is done. for (output, damage_rects) in presented { if locked { let surface = self.lock_surface_for(&output).cloned(); crate::lock::send_lock_frame(surface.as_ref(), &output, elapsed); self.confirm_lock_if_presented(&output); } else { let out = output.clone(); let scale = Scale::from(out.current_scale().fractional_scale()); for w in crate::elements::windows_touched_by_damage(&self.space, &damage_rects, scale) { w.send_frame(&out, elapsed, None, |_, _| Some(out.clone())); } } } // Deliberately unconditional - not folded into the `presented` // loop above, and not gated on any head having had damage this // tick at all. The whole point of `always_notify` is covering the // case where the output has *no* damage whatsoever (a fully idle // desktop, cursor not moving) but the focused/hovered window still // has a pending callback it needs answered to unblock an input- // driven redraw - GTK's frame-clock model (Firefox's Wayland // vsync source included) paces every repaint through that // callback, even the first one after being idle, with no "just // commit immediately" fallback. Nesting this inside the `presented` // loop (the first version of this fix) meant it only ever ran on a // tick that already had damage from something else happening -- // i.e. never in the exact scenario it exists for. Reported live as // clicks in Firefox still doing nothing at all, not just // intermittently, after the first version of this fix. if !locked { let pointer_pos = self.udev.as_ref().map(|u| u.pointer_pos).unwrap_or_default(); let wm = self.wm.borrow(); let always_notify = [wm.focused_id(), wm.window_at(pointer_pos.x as i32, pointer_pos.y as i32)]; drop(wm); let outputs: Vec = self.outputs.iter().map(|e| e.output.clone()).collect(); for w in always_notify.into_iter().flatten().filter_map(|id| self.id_to_window.get(&id)) { for out in &outputs { w.send_frame(out, elapsed, None, |_, _| Some(out.clone())); } } } // Layer-shell surfaces (bars, docks, launchers) get their frame // callback on every pass, unconditionally - NOT folded into the // `presented`/`has_damage` gate above. // // That gate exists because most toplevel clients redraw on the // standard wait-for-callback loop regardless of whether their own // content changed (confirmed live: wezterm-gui pinned at 140%+ CPU // on a fully idle terminal when it got a callback every ~16ms // whether or not the screen had changed). Gating toplevel callbacks // on real output damage fixed that. // // Applying the same gate to layer surfaces creates a real deadlock // instead: many (GTK4/AGS among them) drive their *entire* repaint // loop off frame callbacks with no independent timer fallback -- // paint once, request a callback, wait. If nothing ELSE on the // desktop ever produces damage again (a static terminal, no other // animation), that callback never arrives, so the surface can never // draw its next frame, which means it can never produce damage, // which means it never gets a callback - permanently frozen after // exactly one frame. Confirmed live: AGS and waybar both hung this // way, one frame in, with `wl_surface.frame` requests that were // never answered (see docs/PANEL_SUPPORT_TODO.md). // // Splitting the gate is safe rather than reintroducing the wezterm // bug: there are at most a handful of layer surfaces on a real // desktop (a bar, maybe a dock/launcher), their content is cheap to // redraw even when done needlessly, and periodic UI chrome (a // clock, a resource graph) is exactly the case frame callbacks // exist to pace - unlike a full toplevel window, whose redraw cost // is what made the unconditional case expensive in the first place. if !locked { for output in &ready_outputs { for layer in layer_map_for_output(output).layers() { layer.send_frame(output, elapsed, None, |_, _| Some(output.clone())); } } } if locked { crate::screencopy::fail_pending(captures); } else if !captures.is_empty() { // Left over because their target head wasn't in `ready` this // pass (e.g. mid-page-flip). Put back rather than dropped: this // function runs again on the next poll tick (or the page-flip // completion that made the head ready), so the capture gets // another chance instead of silently vanishing - which is what // made `grim` hang waiting on a `ready`/`failed` that would // otherwise never come (see docs/PANEL_SUPPORT_TODO.md, P1). self.screencopy_pending.extend(captures); } } /// Sets a connector's DPMS mode via the generic KMS "DPMS" property -- /// there is no dedicated legacy-API call for this in `drm-rs`, only the /// same `get_properties`/`set_property` pair every other connector /// property goes through, so the property has to be found by name each /// time rather than through some `Dpms` -specific method. `None` if the /// `wl_output` doesn't resolve to a live head, or the connector has no /// "DPMS" property at all (rare on real hardware, but virtual/headless /// outputs may not expose one) - either way maps to `zwlr_output_power_v1`'s /// `failed` event, matching what the protocol asks for when the mode /// can't be honoured. pub(crate) fn set_output_power(&self, wl_output: &smithay::reexports::wayland_server::protocol::wl_output::WlOutput, on: bool) -> Option<()> { // Raw KMS UAPI values for the "DPMS" connector property // (`DRM_MODE_DPMS_ON`/`_OFF` in `drm_sys`/the kernel's // `drm_mode.h`) - not worth a whole extra dependency on `drm-sys` // just for two constants that have been stable since DPMS was // added to the DRM UAPI. const DRM_MODE_DPMS_ON: u64 = 0; const DRM_MODE_DPMS_OFF: u64 = 3; let target = self.output_for_wl(wl_output)?.output.clone(); let udev = self.udev.as_ref()?; let head = udev.heads.iter().find(|h| h.output == target)?; let props = udev.card.get_properties(head.connector).ok()?; let dpms_prop = props.as_props_and_values().0.iter().copied().find(|&handle| udev.card.get_property(handle).is_ok_and(|info| info.name().to_str() == Ok("DPMS")))?; let mode = if on { DRM_MODE_DPMS_ON } else { DRM_MODE_DPMS_OFF }; udev.card.set_property(head.connector, dpms_prop, mode).ok() } /// The CRTC's gamma ramp length, in elements per channel - what /// `zwlr_gamma_control_v1.gamma_size` reports so a client knows how /// large a table `set_gamma` expects. `None` if the output doesn't /// resolve to a live head, or the CRTC reports a zero-length ramp /// (no gamma hardware, common on virtual/headless outputs). pub(crate) fn gamma_ramp_size(&self, wl_output: &smithay::reexports::wayland_server::protocol::wl_output::WlOutput) -> Option { let target = self.output_for_wl(wl_output)?.output.clone(); let udev = self.udev.as_ref()?; let head = udev.heads.iter().find(|h| h.output == target)?; let len = udev.card.get_crtc(head.crtc).ok()?.gamma_length(); (len > 0).then_some(len) } /// Reads a client-supplied gamma table (`zwlr_gamma_control_v1. /// set_gamma`'s `fd`: a memory-mapped blob of `gamma_size` `u16`s per /// channel, red then green then blue, per the protocol) and applies it /// to the CRTC. `None` on any failure - output/head not found, the /// blob is the wrong size, or the DRM `set_gamma` call itself fails -- /// which the caller maps to `zwlr_gamma_control_v1.failed`, exactly /// what the protocol specifies for "setting the gamma tables failed". pub(crate) fn set_gamma_ramp(&self, wl_output: &smithay::reexports::wayland_server::protocol::wl_output::WlOutput, fd: std::os::fd::OwnedFd) -> Option<()> { let target = self.output_for_wl(wl_output)?.output.clone(); let udev = self.udev.as_ref()?; let head = udev.heads.iter().find(|h| h.output == target)?; let size = udev.card.get_crtc(head.crtc).ok()?.gamma_length() as usize; if size == 0 { return None; } // Three channels, two bytes (one native-endian u16) per element -- // client and compositor are always the same machine, so there is // no cross-endianness concern to handle here, unlike an over-the- // wire protocol value. let expected_bytes = size * 3 * 2; // SAFETY: the fd is a client-supplied shared-memory blob, mapped // read-only for the duration of this call and never touched again // afterwards - the same trust boundary `wl_shm` buffers already // cross for every window's actual pixel content elsewhere in this // codebase. let map = unsafe { memmap2::MmapOptions::new().map(&fd) }.ok()?; if map.len() < expected_bytes { return None; } let read_channel = |offset: usize| -> Vec { map[offset..offset + size * 2].chunks_exact(2).map(|b| u16::from_ne_bytes([b[0], b[1]])).collect() }; let red = read_channel(0); let green = read_channel(size * 2); let blue = read_channel(size * 4); udev.card.set_gamma(head.crtc, &red, &green, &blue).ok() } }