feat/data-dnd e05cb15

damage.go RawHistoryFolder

1package vulkan
2
3import (
4	"image"
5	"math"
6	"slices"
7
8	"github.com/bnema/neferwl/internal/ports"
9)
10
11// Damage: an output target keeps what it holds (scene Seq, each window's
12// content Seq). When the scene is the same, only the region changed since
13// then is redrawn: every quad is clipped to it on the CPU and the pass
14// keeps the rest of the image. A scene with a new Seq redraws only the
15// windows and separators that differ from the scene the target holds
16// (sceneDelta). A scene that differs in anything else, a target never
17// drawn or a history too short redraws everything.
18
19// damageRegion collects the region of a target to redraw this frame and
20// what the target will hold after it: the windows drawn, their content
21// Seq and rect.
22type damageRegion struct {
23	held  *target // nil: redraw everything
24	area  image.Rectangle
25	seen  map[ports.WindowID]bool
26	bound image.Rectangle
27	drawn map[ports.WindowID]heldWindow
28	// rects is scratch for a content's damage rects (reused across frames).
29	rects []ports.Rect
30	// why counts the reasons of full redraws (the renderer's; nil: none).
31	why *fullRedraws
32}
33
34// heldWindow is a window a target holds: its content Seq and rect.
35type heldWindow struct {
36	seq  uint64
37	rect image.Rectangle
38}
39
40func newDamage(tg *target, s ports.Scene, bounds image.Rectangle) *damageRegion {
41	d := &damageRegion{seen: map[ports.WindowID]bool{}, bound: bounds, drawn: map[ports.WindowID]heldWindow{}}
42	d.hold(tg, s)
43	return d
44}
45
46// hold decides what the target keeps. Seq 0 is a scene core did not
47// number (setup, tests): redraw all. The same Seq keeps everything; a new
48// one keeps all but what sceneDelta finds changed.
49func (d *damageRegion) hold(tg *target, s ports.Scene) {
50	if !tg.valid || s.Seq == 0 {
51		d.why.count(fullTarget)
52		return
53	}
54	if tg.sceneSeq == s.Seq {
55		d.held = tg
56		return
57	}
58	scale := s.Scale
59	if scale <= 0 {
60		scale = 1
61	}
62	phys := func(r ports.Rect) image.Rectangle {
63		p := func(v int) int { return int(math.Round(float64(v) * scale)) }
64		return image.Rect(p(r.X), p(r.Y), p(r.X+r.W), p(r.Y+r.H)).Intersect(d.bound)
65	}
66	// The limit only bounds the CPU cost of clipping every quad.
67	limit := d.bound.Dx() * d.bound.Dy() * 9 / 10
68	if area, ok := sceneDelta(tg.scene, s, phys, limit); ok {
69		d.held, d.area = tg, area
70	} else {
71		d.why.count(fullScene)
72	}
73}
74
75// frameDamage reuses the bookkeeping maps. drawn is swapped with the
76// target's previous map after hold, so a target never observes mutations.
77func (r *Renderer) frameDamage(tg *target, s ports.Scene, bounds image.Rectangle) *damageRegion {
78	if r.damageSeen == nil {
79		r.damageSeen = make(map[ports.WindowID]bool)
80	}
81	clear(r.damageSeen)
82	if r.damageDrawn == nil {
83		r.damageDrawn = make(map[ports.WindowID]heldWindow)
84	}
85	clear(r.damageDrawn)
86	r.damage = damageRegion{seen: r.damageSeen, drawn: r.damageDrawn, bound: bounds, rects: r.damage.rects[:0], why: &r.fullRedraws}
87	r.damage.hold(tg, s)
88	return &r.damage
89}
90
91// all reports whether the whole target is redrawn.
92func (d *damageRegion) all() bool { return d.held == nil }
93
94func (d *damageRegion) add(r image.Rectangle) {
95	if d.held != nil {
96		d.area = d.area.Union(r.Intersect(d.bound))
97	}
98}
99
100// window records a window drawn in rect (physical): if its content changed
101// and no finer damage comes (content), the whole rect is redrawn.
102func (d *damageRegion) window(id ports.WindowID, c ports.SurfaceContent, rect image.Rectangle) {
103	if d.seen[id] {
104		return
105	}
106	d.seen[id] = true
107	d.drawn[id] = heldWindow{seq: c.Seq, rect: rect}
108	if d.held == nil {
109		return
110	}
111	hw, ok := d.held.windows[id]
112	held := hw.seq
113	if ok && held == c.Seq {
114		return
115	}
116	switch {
117	case !ok:
118		d.why.count(fullNewWindow)
119	case c.Empty():
120		d.why.count(fullEmpty)
121	case len(c.Children) > 0:
122		d.why.count(fullChildren)
123	default:
124		var known bool
125		d.rects, known = c.AppendDamageSince(d.rects[:0], held)
126		if known {
127			return // mapped by content, called next
128		}
129		d.why.count(fullHistory)
130	}
131	d.add(rect)
132}
133
134// fullReason is why a whole target or window rect is redrawn.
135type fullReason int
136
137const (
138	fullTarget    fullReason = iota // target never drawn, or an unnumbered scene
139	fullScene                       // the scene changed past sceneDelta
140	fullNewWindow                   // the target never held the window
141	fullEmpty                       // the window has no content
142	fullChildren                    // the window has subsurfaces
143	fullHistory                     // the damage history does not reach the held content
144	fullReasons
145)
146
147// fullRedraws counts full redraws by reason since the last take.
148type fullRedraws [fullReasons]int
149
150func (f *fullRedraws) count(r fullReason) {
151	if f != nil {
152		f[r]++
153	}
154}
155
156// take returns the counts and resets them.
157func (f *fullRedraws) take() fullRedraws {
158	n := *f
159	*f = fullRedraws{}
160	return n
161}
162
163// content maps a root surface's buffer damage onto full (where its w×h
164// buffer is drawn), clipped to dst. Scaled buffers filter linearly: one
165// more pixel around each rect. A transformed buffer redraws all of dst.
166func (d *damageRegion) content(id ports.WindowID, c *ports.SurfaceContent, full, dst image.Rectangle) {
167	if d.held == nil {
168		return
169	}
170	hw, ok := d.held.windows[id]
171	held := hw.seq
172	if !ok || held == c.Seq || len(c.Children) > 0 {
173		return
174	}
175	var known bool
176	d.rects, known = c.AppendDamageSince(d.rects[:0], held)
177	if !known || c.Width <= 0 || c.Height <= 0 {
178		return
179	}
180	rects := d.rects
181	if c.Transform != 0 {
182		d.add(dst)
183		return
184	}
185	// Linear filtering spreads a texel over half a buffer pixel around
186	// it: scale/2 target pixels, plus one for rounding.
187	pad := 0
188	if full.Dx() != c.Width || full.Dy() != c.Height {
189		s := max(float64(full.Dx())/float64(c.Width), float64(full.Dy())/float64(c.Height))
190		pad = int(math.Ceil(s/2)) + 1
191	}
192	for _, r := range rects {
193		x0 := full.Min.X + r.X*full.Dx()/c.Width - pad
194		y0 := full.Min.Y + r.Y*full.Dy()/c.Height - pad
195		x1 := full.Min.X + ((r.X+r.W)*full.Dx()+c.Width-1)/c.Width + pad
196		y1 := full.Min.Y + ((r.Y+r.H)*full.Dy()+c.Height-1)/c.Height + pad
197		d.add(image.Rect(x0, y0, x1, y1).Intersect(dst))
198	}
199}
200
201// finish adds the rects of windows the target holds that this frame does
202// not draw (e.g. a window that moved to an overlay plane and back).
203func (d *damageRegion) finish() {
204	if d.held == nil {
205		return
206	}
207	for id, hw := range d.held.windows {
208		if _, ok := d.drawn[id]; !ok {
209			d.add(hw.rect)
210		}
211	}
212}
213
214// clip limits the draws to the region; draws outside it are dropped.
215func (d *damageRegion) clip(ds []draw) []draw {
216	if d.held == nil {
217		return ds
218	}
219	out := ds[:0]
220	for _, dr := range ds {
221		r := image.Rect(int(dr.pc.rect[0]), int(dr.pc.rect[1]), int(dr.pc.rect[2]), int(dr.pc.rect[3])).Intersect(d.area)
222		if r.Empty() {
223			continue
224		}
225		dr.pc.rect = [4]int32{int32(r.Min.X), int32(r.Min.Y), int32(r.Max.X), int32(r.Max.Y)}
226		out = append(out, dr)
227	}
228	return out
229}
230
231// hold records what the target holds after this frame: only the windows
232// it drew, and the scene with its compared slices copied into the target's
233// buffers (zero allocations once they are large enough): the caller may
234// rewrite its slices in place later.
235func (tg *target) hold(s ports.Scene, d *damageRegion) {
236	tg.heldWindows = append(tg.heldWindows[:0], s.Windows...)
237	tg.heldSeparators = append(tg.heldSeparators[:0], s.Separators...)
238	tg.heldLayers = append(tg.heldLayers[:0], s.Layers...)
239	tg.heldHints = append(tg.heldHints[:0], s.DropHints...)
240	tg.heldIndicators = append(tg.heldIndicators[:0], s.CaptureIndicators...)
241	tg.valid, tg.sceneSeq, tg.scene, tg.windows = true, s.Seq, s, d.drawn
242	tg.scene.Windows, tg.scene.Separators, tg.scene.Layers = tg.heldWindows, tg.heldSeparators, tg.heldLayers
243	tg.scene.DropHints, tg.scene.CaptureIndicators = tg.heldHints, tg.heldIndicators
244	// Only whether they are set matters (any capture redraws everything):
245	// sentinels, so no pointer into the caller's capture state is kept.
246	tg.scene.Capture, tg.scene.CaptureScene = nil, nil
247	if s.Capture != nil {
248		tg.scene.Capture = &heldCapture
249	}
250	if s.CaptureScene != nil {
251		tg.scene.CaptureScene = &heldCaptureScene
252	}
253}
254
255var (
256	heldCapture      ports.SceneCapture
257	heldCaptureScene ports.Scene
258)
259
260// sceneDelta is the region (physical, through phys) where cur differs from
261// old, two scenes of one output; ok is false when the whole output must be
262// redrawn: anything but the windows and separators differs, the windows
263// are not the same list, or the region covers more than limit pixels.
264// Each window that differs (any field) adds its old and new rects, each
265// separator present in only one scene adds its own. A new Scene field
266// belongs here too (see Scene.SameAs, TestSceneSameAsCoversEveryField); a
267// new SceneWindow field is checked by TestSceneWindowFieldCount.
268// Scene.Animating is not compared: it schedules the next frame, it draws
269// nothing.
270func sceneDelta(old, cur ports.Scene, phys func(ports.Rect) image.Rectangle, limit int) (image.Rectangle, bool) {
271	if old.Security != cur.Security || old.Output != cur.Output ||
272		old.OutputWidth != cur.OutputWidth || old.OutputHeight != cur.OutputHeight ||
273		old.Scale != cur.Scale || old.Transform != cur.Transform || old.Off != cur.Off ||
274		old.Background != cur.Background || old.Border != cur.Border ||
275		old.WorkspaceClip != cur.WorkspaceClip || old.TileInset != cur.TileInset || old.Dim != cur.Dim || old.DimBehind != cur.DimBehind ||
276		old.Capture != nil || cur.Capture != nil || old.CaptureScene != nil || cur.CaptureScene != nil ||
277		!slices.Equal(old.Layers, cur.Layers) || !slices.Equal(old.DropHints, cur.DropHints) ||
278		!slices.Equal(old.CaptureIndicators, cur.CaptureIndicators) ||
279		len(old.Windows) != len(cur.Windows) {
280		return image.Rectangle{}, false
281	}
282	// windows() paints the tile lines and the Dim veil under the first
283	// window that opens the floats: when that moves, the paint order of the
284	// whole output changed, not only the rects of the windows that differ.
285	if floatsStart(old) != floatsStart(cur) {
286		return image.Rectangle{}, false
287	}
288	var area image.Rectangle
289	for i := range old.Windows {
290		a, b := old.Windows[i], cur.Windows[i]
291		if a.ID != b.ID {
292			return image.Rectangle{}, false
293		}
294		if a != b {
295			area = area.Union(phys(a.Rect)).Union(phys(b.Rect))
296		}
297	}
298	area = area.Union(separatorDelta(old.Separators, cur.Separators, phys))
299	if area.Dx()*area.Dy() > limit {
300		return image.Rectangle{}, false
301	}
302	return area, true
303}
304
305// separatorDelta is the region where the separator lists differ: a line in
306// one list more often than in the other. Core builds the lists in layout
307// order (one pass over the placements, sides in a fixed order), so between
308// two frames of the same windows they are index-aligned: equal lists cost
309// one comparison, and with lists of the same length only the pairs that
310// differ by index are counted in the other list (a focus change lights a
311// few lines, not all). Lists of different lengths (a line scrolled on or
312// off) count every line.
313func separatorDelta(old, cur []ports.Separator, phys func(ports.Rect) image.Rectangle) image.Rectangle {
314	var area image.Rectangle
315	if slices.Equal(old, cur) {
316		return area
317	}
318	if len(old) == len(cur) {
319		for i := range old {
320			if old[i] == cur[i] {
321				continue
322			}
323			if countSeparator(old, old[i]) != countSeparator(cur, old[i]) {
324				area = area.Union(phys(old[i].Rect))
325			}
326			if countSeparator(old, cur[i]) != countSeparator(cur, cur[i]) {
327				area = area.Union(phys(cur[i].Rect))
328			}
329		}
330		return area
331	}
332	for _, sep := range old {
333		if countSeparator(old, sep) != countSeparator(cur, sep) {
334			area = area.Union(phys(sep.Rect))
335		}
336	}
337	for _, sep := range cur {
338		if countSeparator(old, sep) != countSeparator(cur, sep) {
339			area = area.Union(phys(sep.Rect))
340		}
341	}
342	return area
343}
344
345func countSeparator(list []ports.Separator, sep ports.Separator) int {
346	n := 0
347	for _, o := range list {
348		if o == sep {
349			n++
350		}
351	}
352	return n
353}

Keyboard shortcuts

Single-key shortcuts are on. ctrl k and esc work whatever this says.

ctrl k :
go to a section, branch, tag, file or repository
?
this list
j k
move the row cursor down / up
enter
open the row under the cursor; on Files, a directory opens or closes in place
↑ ↓ ← → home end
in the file tree (focus on a row): previous / next row, close / open a directory or go to its parent / first entry, first / last row. They never open a file
l h
on Files: open a directory or a file / close a directory or go up to its parent, then to the parent page. Elsewhere: into the side panel (on a merge request, its files) / back to the content; there j k move between its controls
g g G
first / last row
/
filter the list; on Files, find a file anywhere in the repository (esc clears, enter opens the best match)
b
switch branch or tag
g s g f g c g b g m g i g r g a
tabs: summary, files, commits, branches & tags, merge requests, issues, releases, actions (when available)
g h
home
w
wide mode: use the whole width of the screen, or not (remembered)
y
copy a permalink pinned to the commit
d u x
diff: split / unified / collapse or expand all
e E
diff: the whole file in view / every file, with the lines the hunks hide
n
merge request: next note in the diff
esc
close a dialog, leave a field

Branches 25

Tags 10

↑↓ moveenter openesc close