Speed up per-frame layout, hit testing, and stacking paths

Split ScrollingLayout validation so the per-frame geometry solve only
checks scalars and keeps the full tree validation behind debug_assert,
removing a HashSet build from every frame. Replace the per-region Vec
in decode_regions with a stack array via as_chunks, and skip the window
hit test in PointerMotion when Overview is not presenting, where
visual_scale_for_window returns 1.0 regardless.

Guard sync_window_stacking behind a check that the space already matches
the target order with uniform z_index, avoiding an O(n^2) raise_element
loop on every redraw. Narrow window_under_visual to the space iterator
outside Overview, keeping the collected and sorted candidate list for
the Overview branch where front-to-back order is load-bearing.

Raise rust-version to 1.98 and clear the resulting Clippy findings
across the workspace: let-chain collapses, clamp, and while-let loops.
This commit is contained in:
Samuel Onoja committed 2026-09-29 09:49:04 +01:00
1 parent 391f6b4e37
commit 67192c0c04
25 files changed
+886 -700

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+7 -7
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@@ -127,21 +127,21 @@ pub(crate) fn surface_regions(surface: &WlSurface) -> Option<Vec<[i32; 5]>> {
}
fn decode_regions(bytes: &[u8]) -> Option<Vec<[i32; 5]>> {
if bytes.len() % 20 != 0 || bytes.len() > 32 * 20 {
if !bytes.len().is_multiple_of(20) || bytes.len() > 32 * 20 {
return None;
}
bytes
.chunks_exact(20)
.as_chunks::<20>()
.0
.iter()
.map(|tuple| {
let values: Vec<_> = tuple
.chunks_exact(4)
.map(|v| i32::from_ne_bytes(v.try_into().unwrap()))
.collect();
let values: [i32; 5] =
std::array::from_fn(|index| i32::from_ne_bytes(tuple.as_chunks::<4>().0[index]));
(values[2] > 0
&& values[3] > 0
&& values[4] >= 0
&& values.iter().all(|v| v.abs_diff(0) <= 32768))
.then(|| [values[0], values[1], values[2], values[3], values[4]])
.then_some(values)
})
.collect()
}