use super::*; impl WaylandPlatform { pub(super) fn render_frame(&mut self) -> PlatformResult<()> { self.state.tick_animations(); self.state.tick_dirty_broadcasts(); let size = self.backend.window_size(); let resized = self.output.current_mode().map(|m| m.size) != Some(size); if resized { // Only push a new output mode - and thus emit `wl_output.mode`/ // `done` - when the size actually changed. This used to run // unconditionally every frame; harmless with no Wayland-native // client connected (the only way this was ever exercised before // real layer-shell clients existed), but a real client bound to // `wl_output` would otherwise be flooded with duplicate // mode/done events at the render loop's full frame rate. self.output.change_current_state(Some(OutputMode { size, refresh: 60_000 }), None, None, None); layer_map_for_output(&self.output).arrange(); } let age = self.backend.buffer_age().unwrap_or(0); let (renderer, mut framebuffer) = self.backend.bind().map_err(err)?; // Locked: the lock surface over an opaque black clear, and nothing // else - no windows, no decorations, no layer surfaces. if self.state.lock.locked { let lock_surface = self.state.lock_surface_for(&self.output).cloned(); let elements = lock_render_elements(lock_surface.as_ref(), renderer); self.damage_tracker .render_output(renderer, &mut framebuffer, age, &elements, [0.0, 0.0, 0.0, 1.0]) .map_err(err)?; drop(framebuffer); self.backend.submit(None).map_err(err)?; send_lock_frame(lock_surface.as_ref(), &self.output, self.state.start_time.elapsed()); self.state.confirm_lock_if_presented(&self.output); screencopy::fail_pending(std::mem::take(&mut self.state.screencopy_pending)); return Ok(()); } // `WinitElement`, not `OverlayElement` directly - see // `rounded_corners.rs`'s own doc comment on why content that gets // rounded needs a wider element type than everything else here, // and why that couldn't just be added as a new `OverlayElement` // variant instead. Every existing push below wraps its // `OverlayElement` in `WinitElement::Base`; only the new // rounded-content push (further down) uses `WinitElement::Rounded` // directly. let mut custom_elements: Vec = Vec::new(); // The right-click titlebar menu, if open - pushed first so it's // topmost over every window (this backend draws no cursor of its // own, see this module's doc comment, so there's no "stay under // the pointer" ordering concern like udev/render.rs's matching push has). if let (Some(menu), Some(buffer)) = (self.state.context_menu.as_ref(), self.state.context_menu_buffer.as_ref()) { let pos = (menu.pos.0 as f64, menu.pos.1 as f64); match MemoryRenderBufferRenderElement::from_buffer(renderer, pos, buffer, 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 context menu buffer: {e}"), } } // Content now renders here too, one window at a time, not through // `render_output`'s own `spaces` argument - see this function's // own call to `damage_tracker.render_output` further down for why, // and `elements.rs`'s `surface_content_elements` doc comment for // what it's actually for (per-window opacity, impossible through // `spaces`, which takes one `alpha` for the whole frame). // // An earlier version of this exact change was reverted: with two or // more native Wayland toplevels on screen, whichever was created // *first* always painted in front of later ones regardless of real // focus/stacking order. That bug's real root cause (found by // instrumenting a locally vendored smithay copy directly) turned // out to be `sync_geometry`'s `Space::map_element` call silently // re-stacking windows to the top of `Space`'s *own* internal // order as a side effect of updating position - see `state/tick.rs`'s // `resync_stacking_order` doc comment for the full story and the // fix that landed for it (called after every `map_element` since). // This loop never reads `Space`'s order at all: `ids` below comes // from `WindowManager.order` (`visible_windows_front_to_back`), // srdwm's own stacking model, the same source `hit_test` already // trusts - so the specific bug that sank the earlier attempt // can't recur here regardless of whether `resync_stacking_order` // ever drifts again. `self.state.space` stays mapped and // `resync_stacking_order`-maintained exactly as before; only the // render step stopped reading from it. let ids: Vec = self.wm.borrow().visible_windows_front_to_back().map(|w| w.id).collect(); let focused = self.wm.borrow().focused_id(); // Popups next: always above every window's own content - see the // matching comment in `udev/render.rs`'s render loop for why this has to // be pushed ahead of both the bar/dock and every window now that // content shares this same list. let popup_targets = crate::elements::popup_targets(&self.state); custom_elements.extend(crate::elements::popup_render_elements(&popup_targets, renderer, (0, 0)).into_iter().map(crate::rounded_corners::WinitElement::Base)); // The bar/dock/launcher, skipped entirely for a fullscreen window -- // see `udev/render.rs`'s matching push for the full reasoning. let hide_top_layers = self.wm.borrow().visible_windows_front_to_back().any(|w| w.fullscreen); // `None` (the user's config never touched `general.rounded_corners`) // defaults to *on* here - this backend has an actual GPU shader // behind the feature (see `rounded_corners.rs`), no untested // per-frame CPU cost to weigh the way the udev backend's own // default has to. let rounded_corners_enabled = self.wm.borrow().rounded_corners_enabled.unwrap_or(true); if !hide_top_layers { custom_elements.extend( crate::elements::output_layer_elements(renderer, &self.output, (0, 0), |layer| matches!(layer, Layer::Top | Layer::Overlay)) .into_iter() .map(crate::rounded_corners::WinitElement::Base), ); } // 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 - see the matching comment in `udev/render.rs`'s render // loop for why ordinary front-to-back push order already occludes // it correctly. The border strips and titlebar bitmap are // different: outside `geometry`, 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 - see the matching // comment in `udev/render.rs`'s render loop for the full story // (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. 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}"), } } if let Some(deco) = self.state.decorations.get(&id) { // Fragment-clipped, same as udev/render.rs's matching titlebar // push - see that comment for why all-or-nothing (skip // only once *fully* covered) wasn't enough: a titlebar // only partially covered, the common case for cascaded // windows, still bled through the covered part. 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 as f64, fragment.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(renderer, pos, deco, 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 titlebar buffer for window {id}: {e}"), } } } // Border strips sit entirely outside `geometry` (see // `decoration::border_strips`), so they never overlap this same // window's own decoration/content pixels - draw order relative // to those doesn't matter, only relative to other windows'. 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); // Strip 0 (top) is rounded to match the titlebar underneath // it - see `render_border_top`'s doc comment - so it's a // cached bitmap (rebuilt only in `redraw_decoration_buffer`, // same as the titlebar itself), not rasterized fresh here // every frame; the other three don't touch a rounded corner // and stay persistent solid-colour buffers instead - see // `elements::border_side_render_element`'s doc comment for // why a per-frame rebuild of either was a real, continuous // cost, not a cosmetic one. Not fragment-clipped like the // other three below - see the matching comment in // `udev/render.rs` for why the top strip only gets the cheaper // all-or-nothing occlusion check. if strips[0].width > 0 && strips[0].height > 0 && !strips[0].subtract_all(&occluders).is_empty() { if let Some(buffer) = self.state.border_top_decorations.get(&id) { match MemoryRenderBufferRenderElement::from_buffer(renderer, (strips[0].x as f64, strips[0].y as f64), buffer, 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 top border buffer for window {id}: {e}"), } } } let pool = self.state.border_side_buffers.entry(id).or_default(); let mut buf_index = 0; for strip in &strips[1..] { 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::rounded_corners::WinitElement::Base(crate::elements::OverlayElement::Solid(crate::elements::border_side_render_element(buf, fragment, color, (0, 0))))); } } } // The window's own content, at its own `opacity` - see the // matching push in `udev/render.rs`'s render loop for why. Single // output at the global origin, so no offset to subtract (see // `elements.rs`'s doc comment on why `udev/render.rs`'s per-head call // does). Rounded via `rounded_corners::rounded_content_element` // when the feature's on and the shader compiled - a decorated // window only rounds its bottom two corners (the top two are // already rounded, on the titlebar's own bitmap, by // `decoration.rs`), an undecorated/CSD one rounds all four, // since its content *is* the window's whole visible extent. // Falls back to the plain, unrounded `surface_content_elements` // on any failure - no committed buffer yet, a single-pixel // solid-colour buffer, or the feature simply being off - same // "always show something over a prettier maybe-nothing" // reasoning `cursor.rs`'s built-in-arrow fallback already uses. if let Some(dwindow) = self.state.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 }; let pos = (geom.x, geom.y + band); let rounded = rounded_corners_enabled.then_some(self.state.rounded_corners_program.as_ref()).flatten().and_then(|program| { let corners = if w.decorated { crate::rounded_corners::RoundedCorners::BOTTOM_ONLY } else { crate::rounded_corners::RoundedCorners::ALL }; crate::rounded_corners::rounded_content_element(renderer, program, &surface, pos, w.opacity, crate::decoration::CORNER_RADIUS as f32, corners) }); match rounded { Some(elem) => custom_elements.push(crate::rounded_corners::WinitElement::Rounded(elem)), None => custom_elements.extend(crate::elements::surface_content_elements(renderer, &surface, pos, w.opacity).into_iter().map(crate::rounded_corners::WinitElement::Base)), } } } 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(renderer, &self.output, (0, 0), |layer| matches!(layer, Layer::Background | Layer::Bottom)) .into_iter() .map(crate::rounded_corners::WinitElement::Base), ); // Not `smithay::desktop::space::render_output`: see `udev/render.rs`'s // matching call site for why (per-window opacity, fullscreen-aware // layer-shell inclusion - `custom_elements` above already carries // everything that wrapper would have built). let result = self .damage_tracker .render_output(renderer, &mut framebuffer, age, &custom_elements, [0.05, 0.05, 0.08, 1.0]) .map_err(err)?; let damage_rects: Vec> = result.damage.cloned().unwrap_or_default(); let has_damage = !damage_rects.is_empty(); drop(framebuffer); // Both the buffer swap and the frame-callback notification are // conditional on real damage now - this used to run // unconditionally on every call to this function (every ~16ms // regardless of activity), which told every window it could render // its next frame whether or not the screen had actually changed. // Any client using the standard wait-for-frame-callback render // pattern (most of them) had no reason not to redraw at whatever // rate this loop cycled, forever - confirmed live on the udev // backend: wezterm-gui pinned at 140%+ CPU sitting on a fully idle, // unchanged terminal, from the identical bug there. // // That output-wide gate wasn't enough on its own: cursor motion // alone damages the small region around the pointer, which still // marked the *whole output* damaged and sent every mapped window a // callback regardless of whether the cursor was anywhere near it. // `windows_touched_by_damage` narrows this to windows the actual // damage rectangles overlap - see its doc comment in elements.rs. if has_damage { self.backend.submit(None).map_err(err)?; let scale = Scale::from(self.output.current_scale().fractional_scale()); let now = self.state.start_time.elapsed(); for w in crate::elements::windows_touched_by_damage(&self.state.space, &damage_rects, scale) { w.send_frame(&self.output, now, None, |_, _| Some(self.output.clone())); } } // Deliberately outside `if has_damage`: the whole point of // `always_notify` is covering the case where the output has *no* // damage at all (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. Nesting this inside // `if has_damage` (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. { let pointer_pos = last_pointer_pos(&self.state); let now = self.state.start_time.elapsed(); 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); for w in always_notify.into_iter().flatten().filter_map(|id| self.state.id_to_window.get(&id)) { w.send_frame(&self.output, now, None, |_, _| Some(self.output.clone())); } } // Layer-shell surfaces get their callback every pass, unconditionally // - NOT folded into the `has_damage` gate above. See the matching // (much longer) comment in udev/render.rs's `render_udev_frame`: many // layer-shell clients (GTK4/AGS among them) drive their entire // repaint loop off frame callbacks with no independent timer // fallback, so withholding the callback until *something* on the // desktop happens to produce damage deadlocks them permanently // after their first frame - confirmed live, AGS and waybar both // froze exactly this way. Toplevel windows keep the damage gate // (that's what fixed the wezterm-gui CPU-burn bug); layer surfaces // are few, cheap to redraw, and are exactly the periodic-UI-chrome // case frame callbacks exist to pace. for layer in layer_map_for_output(&self.output).layers() { layer.send_frame(&self.output, self.state.start_time.elapsed(), None, |_, _| Some(self.output.clone())); } // Screencopy is serviced *after* the on-screen frame is submitted, // into its own offscreen buffer - never by reading back the window // surface. Reading the winit backend's EGL window surface (what an // earlier version did) reliably killed the GL context: the first // `grim` capture produced `eglSwapBuffers: BAD_SURFACE` followed by // `BAD_ALLOC` and "context has been lost", confirmed by A/B-ing the // same build with only the readback call removed. The offscreen // detour costs a second scene render, but only on frames where a // capture was actually requested. // // Deliberately placed after the locked-session early return above, // so a capture requested while the screen is locked can never see // client content. let captures = std::mem::take(&mut self.state.screencopy_pending); if !captures.is_empty() { if let Err(e) = self.capture_offscreen(captures) { log::warn!("screencopy: offscreen capture pass failed: {e}"); } } Ok(()) } }