Refactor window ownership and immutable frame sampling

This commit is contained in:
Samuel Onoja committed 2026-10-01 18:03:01 +01:00
1 parent c0010ccbb6
commit 07bda5a21c
31 files changed
+1222 -623

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+44 -45
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@@ -8,14 +8,6 @@ pub(crate) fn animated_window_elements(
output_elements(state, renderer, output, true)
}
pub(crate) fn cursorless_window_elements(
state: &mut Ferese,
renderer: &mut GlesRenderer,
output: &Output,
) -> Vec<AnimatedWindowRenderElement> {
output_elements(state, renderer, output, false)
}
pub(crate) fn frame_effect_metrics(_elements: &[AnimatedWindowRenderElement], _scale: f64) -> FrameEffectMetrics {
FrameEffectMetrics
}
@@ -25,9 +17,20 @@ pub(crate) fn output_elements(
renderer: &mut GlesRenderer,
output: &Output,
include_cursor: bool,
) -> Vec<AnimatedWindowRenderElement> {
let frame = state.sample_frame(output, Duration::ZERO);
sampled_output_elements(state, renderer, output, include_cursor, &frame)
}
pub(crate) fn sampled_output_elements(
state: &mut Ferese,
renderer: &mut GlesRenderer,
output: &Output,
include_cursor: bool,
frame: &crate::state::FrameScene,
) -> Vec<AnimatedWindowRenderElement> {
if state.session_lock.active {
state.configure_lock_surfaces();
let Some(geometry) = state.space.output_geometry(output) else {
return Vec::new();
};
@@ -83,29 +86,36 @@ pub(crate) fn output_elements(
return Vec::new();
};
let scale = output.current_scale().fractional_scale();
let rounded_clip_program = rounded_clip_program(state, renderer);
let rounded_clip_program = rounded_clip_program(&mut state.render, renderer);
let mut elements = if include_cursor {
cursor_elements(state, renderer, output_geometry, scale)
} else {
Vec::new()
};
let upper_layers: &[Layer] = if state.output_has_fullscreen(output) {
let upper_layers: &[Layer] = if state.output_has_fullscreen_for_frame(output, frame.overview.is_presenting()) {
&[Layer::Overlay]
} else {
&[Layer::Overlay, Layer::Top]
};
elements.extend(layer_elements(state, renderer, output, upper_layers));
if state.overview.is_presenting() {
elements.extend(overview_strip_elements(state, renderer, output, output_geometry, scale));
if frame.overview.is_presenting() {
elements.extend(overview_strip_elements(
state,
renderer,
output,
output_geometry,
scale,
frame,
));
}
let mut candidates = if state.overview.is_active() {
state.window_ids.keys().cloned().collect::<Vec<_>>()
state.windows.ids().keys().cloned().collect::<Vec<_>>()
} else {
state.space.elements().rev().cloned().collect::<Vec<_>>()
};
if state.overview.is_active() {
candidates.sort_by_key(|window| std::cmp::Reverse(state.window_ids.get(window).map_or(0, |id| id.0)));
candidates.sort_by_key(|window| std::cmp::Reverse(state.windows.ids().get(window).map_or(0, |id| id.0)));
}
let windows = candidates
.iter()
@@ -115,20 +125,17 @@ pub(crate) fn output_elements(
if !state.window_content_ready(window) {
return None;
}
let id = *state.window_ids.get(window)?;
let id = *state.windows.ids().get(window)?;
// Scrolling columns may sit outside their monitor's rectangle.
// They must not reappear on a neighboring output just because
// their global animated coordinates overlap it.
if !state.window_belongs_to_output(id, output) {
return None;
}
let visual = state.presented_window_rect(id)?;
let (close_scale, close_alpha) = state.closing_visual(id);
let visual = scaled_visual_rect(visual, close_scale);
let decoration_progress = state
.window_geometry
.get(&id)
.map_or(1.0, |geometry| geometry.decorations.clamp(0.0, 1.0));
let sample = frame.windows.get(&id)?;
let visual = scaled_visual_rect(sample.rect, sample.close_scale);
let close_alpha = sample.close_alpha;
let decoration_progress = sample.geometry.decorations.clamp(0.0, 1.0);
Some((window.clone(), id, visual, decoration_progress, close_alpha))
})
@@ -151,12 +158,12 @@ pub(crate) fn output_elements(
let corners = RoundedRect::new(visual, output_geometry.loc, scale, window_radius);
let pixels = corners.rect;
// Only overview/close intentionally scale the complete application.
let scale_content = state.overview.is_presenting() || state.closing_visual(id).0 != 1.0;
let scale_content = frame.overview.is_presenting() || frame.windows[&id].close_scale != 1.0;
let behavior = resize_content_behavior(scale_content);
let dim = state.window_dimming.get(&id).map_or(0.0, |dim| dim.current);
let dim = frame.windows[&id].dim;
if let Some(overlay) = window_tint_element(
state,
&mut state.render,
renderer,
id,
constrain,
@@ -175,22 +182,15 @@ pub(crate) fn output_elements(
let shadow_blur = state.theme_settings.shadow_blur;
let shadow_opacity = state.theme_settings.shadow_opacity;
let shadow_color = state.theme_settings.shadow_color.0;
let focused = if state.overview.is_active() {
state.overview_selected(id)
} else {
state.focused_window == Some(id)
};
let focus = state
.window_focus
.get(&id)
.map_or(if focused { 1.0 } else { 0.0 }, |v| v.current);
let focus = frame.windows[&id].focus;
let border_width = state.theme_settings.border_width
+ (state.theme_settings.focus_ring_width - state.theme_settings.border_width) * focus;
let border_color = state.theme_settings.border_color.0;
let gradient = state.theme_settings.border_gradient;
if let Some(border) = window_border_element(
state,
&mut state.render,
&state.theme_settings,
renderer,
id,
constrain,
@@ -207,7 +207,7 @@ pub(crate) fn output_elements(
elements.push(border.into());
}
let shadow = window_shadow_element(
state,
&mut state.render,
renderer,
id,
constrain,
@@ -221,7 +221,7 @@ pub(crate) fn output_elements(
&programs,
);
if !scale_content
&& let Some(snapshot) = state.resize_snapshots.get(&id)
&& let Some(snapshot) = state.render.snapshot(&id)
&& snapshot.context == renderer.context_id().erased()
&& (snapshot.scale - scale).abs() < 0.001
{
@@ -260,10 +260,7 @@ pub(crate) fn output_elements(
corners,
scale,
close_alpha,
state
.window_geometry
.get(&id)
.is_some_and(|geometry| geometry.presentation_changed),
frame.windows[&id].geometry.presentation_changed,
output,
programs.clone(),
behavior,
@@ -275,13 +272,15 @@ pub(crate) fn output_elements(
{
let mut color = state.theme_settings.surface_base_color.0;
color[3] = close_alpha;
if let Some(fill) = window_tint_element(state, renderer, id, constrain, corners, color, true, output) {
if let Some(fill) =
window_tint_element(&mut state.render, renderer, id, constrain, corners, color, true, output)
{
// Front-to-back: fill uncovered strips behind the native
// content instead of stretching it or exposing wallpaper.
elements.push(fill.into());
}
} else {
state.window_resize_fills.remove(&id);
state.render.clear_tint(id, true);
}
if let Some(surface) = material_surface
&& let Some((background, _)) = material_element(
@@ -370,7 +369,7 @@ pub(super) fn layer_elements(
.collect::<Vec<_>>()
};
state.material_buffers.retain(|surface, _| surface.is_alive());
state.render.surfaces.retain(|surface, _| surface.is_alive());
let mut elements = Vec::new();
for (geometry, layer) in layers {