detached e745ff7

docs: content zooms only on open, close and overview cards; present-state perf numbers

Transitions: moves and resizes clip or pad the content, never scale it;
the veil under a closing float goes at once; pixel springs settle at half
a pixel; the frame timer is reset, not rebuilt. Redraw bullet: separator
comparison and the pinned publish budgets (32 / 24 / 70).
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e745ff74c7e4341558bef96efbed2257874317f5
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brice · · 2026-10-05 02:45 UTC
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9865a27
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1 file · +2 -2
M docs/performance.md +2 -2
@@ -8,8 +8,8 @@ How NeferWL keeps its CPU and memory use low, how to measure it, and the referen
88 - **Allocation-free steady-state presentation.** Frame callbacks, presentation reports, DRM flips, Vulkan submissions and surface updates reuse owner-goroutine scratch or immutable snapshots. Surface updates (one per `wl_surface.commit`) are recycled once no queued update references them.
99 - **Cursor rides on game frames under VRR.** While a fullscreen game drives VRR, a cursor move waits for the game's next frame instead of its own commit: a cursor-only commit refreshes the panel at its slowest rate (~21 ms at 48 Hz) and delays the next game frame by as much. If the game stops drawing, the cursor still commits alone at 24 Hz.
1010 - **Game frames keep a short gap after each VRR flip.** On amdgpu, a flip committed right after the previous flip event can miss the early refresh and wait for the panel's slowest rate (~21 ms at 48 Hz); the next frame then lands at the same point, and the screen stays at 48 Hz while the game renders at 150 fps. Game frames under VRR therefore commit at least `render.vrr-flip-gap` (default 1 ms) after the previous flip. `internal/adapters/drm/vrr_flip_gap.go` has the measurements.
11-- **Transitions.** Swipe landings, scrolling, workspace switches, moving columns and windows, consume and expel, column width and window height, maximize, fullscreen, the floating toggle, drag drops and workspaces sent to another monitor each move by one critically damped spring per moving value, advanced on the flips of the output that shows them. Windows that open, close or leave with the stash fade and scale from 90 %, and the overview zooms its cards; both reuse the per-window alpha and preview zoom of the compose pass, so no transition adds a GPU pass, a blur or a texture copy. A closing window is drawn from its last content, which the renderer already imported. A window that fades or zooms is never scanned out directly. Client-driven resizes, panels and hotplug never animate. Clients get one configure, to the final size; the window frame moves and resizes while the content is not scaled, only clipped or padded.
12-- **Redraw only what moved.** An output whose scene is unchanged keeps its scene `Seq` and is not recomposed; a content-only change redraws only the damaged region. When only windows move, the renderer compares the new scene with the one each render target holds and redraws the union of the old and new rects of the windows that changed; anything else (layers, scale, transform, dim, capture) redraws the whole output. Resizing one of three columns at 2560×1600 redraws about 0.2 M pixels per frame instead of 4.1 M. Advancing the springs, the scene comparison and the draw list of a moving window cost 0 allocations; publishing the scenes of two outputs with six moving windows costs a pinned 36. All are guarded by `make perf-check`. Measured cost of a full composed frame at 2560×1600: ~0.16 ms on an RX 9070 XT, ~1.4 ms on a Raphael iGPU, ~3 ms on a Radeon 680M, against an 11.1 ms frame at 90 Hz.
11+- **Transitions.** Swipe landings, scrolling, workspace switches, moving columns and windows, consume and expel, column width and window height, maximize, fullscreen, the floating toggle, drag drops and workspaces sent to another monitor each move by one critically damped spring per moving value, advanced on the flips of the output that shows them. Windows that open, close or leave with the stash fade and scale from 90 %, and the overview zooms its cards; both reuse the per-window alpha and preview zoom of the compose pass, so no transition adds a GPU pass, a blur or a texture copy. A closing window is drawn from its last content, which the renderer already imported; the veil under a closing float goes at once, so the close redraws only the float's rect. A window that fades or zooms is never scanned out directly. Client-driven resizes, panels and hotplug never animate. Clients get one configure, to the final size. During a move or a resize the window frame moves and the content is not scaled, only clipped or padded; the content zooms with the frame only while a window opens, closes or is an overview card. A spring that moves pixels settles as soon as it can no longer leave half a pixel of its target, so its last rendered frame is already the settled one and the sub-pixel tail (about a third of a 100 px move's frames) is not drawn; fades keep their fine epsilon. The frame fallback timer is made once and reset per frame.
12+- **Redraw only what moved.** An output whose scene is unchanged keeps its scene `Seq` and is not recomposed; a content-only change redraws only the damaged region. When only windows move, the renderer compares the new scene with the one each render target holds and redraws the union of the old and new rects of the windows that changed; anything else (layers, scale, transform, dim, capture) redraws the whole output. Resizing one of three columns at 2560×1600 redraws about 0.2 M pixels per frame instead of 4.1 M. Advancing the springs, the scene comparison (separator lists of the same length are compared index by index, as core emits them in layout order) and the draw list of a moving window cost 0 allocations; publishing the scenes of two outputs with six moving windows (position, fade, dim and zoom motions) costs a pinned 32 on both the page-flip and the fallback-timer paths, 24 with closing windows and 70 while the overview opens. All are guarded by `make perf-check`. Measured cost of a full composed frame at 2560×1600: ~0.16 ms on an RX 9070 XT, ~1.4 ms on a Raphael iGPU, ~3 ms on a Radeon 680M, against an 11.1 ms frame at 90 Hz.
1313 - **Compressed render targets.** On GPUs whose display modifiers use several memory planes (AMD DCC), the exported render targets use them when the display accepts one; otherwise NeferWL falls back to a single-plane modifier, then to linear. The chosen modifier and its plane count are logged as `zero-copy output`.
1414 - **Bounded capture.** Protocol requests and sync-file handles still need small allocations; pixel storage and worker batches are reused. At most 32 protocol requests are outstanding globally, with up to eight per output frame, one SHM-copy worker and two reusable GPU staging slots per output. Saturation fails requests instead of waiting or growing a queue. Two 4K slots use about 63 MiB of host-visible memory, capped at 128 MiB per output; HDR adds one GPU-local 8-bit conversion image (about 32 MiB at 4K, up to 64 MiB), outside the host-memory cap. Display capture resources are allocated on first capture and retained until the output stops. Hidden workspace capture uses a separate, demand-driven child renderer and pipeline with its own worker and two staging slots (up to 128 MiB host-visible memory), plus child render targets; each child image is capped at 256 MiB and 16384 pixels per side. The child retires once unused and idle, and is recreated for session or size changes. Copies cost GPU time and bandwidth. Capture of the displayed frame forces composition, and so does the capture indicator (red border or pill, shown while a session lives and for one second after each captured frame; see `docs/headless.md`), which also costs a second composition per capture frame because no capture holds it (a request waits at most 250 ms for the scene that shows its indicator, without drawing anything while it waits); hidden workspace capture can keep display scanout. Offscreen capture currently serves only a whole-workspace target and requests matching its exact physical dimensions, not crops. There is no per-client reservation of the shared request limit.
1515 - **Default GOGC.** The Go live heap is a few MB (client buffers live in shared and GPU memory), so the runtime default `GOGC=100` with a 256 MiB soft limit gives 2 collections on the tiled playback test where `GOGC=50` gave 13. `GOGC` and `GOMEMLIMIT` from the environment win.
@@ -8,8 +8,8 @@ How NeferWL keeps its CPU and memory use low, how to measure it, and the referen
8 - **Allocation-free steady-state presentation.** Frame callbacks, presentation reports, DRM flips, Vulkan submissions and surface updates reuse owner-goroutine scratch or immutable snapshots. Surface updates (one per `wl_surface.commit`) are recycled once no queued update references them.8 - **Allocation-free steady-state presentation.** Frame callbacks, presentation reports, DRM flips, Vulkan submissions and surface updates reuse owner-goroutine scratch or immutable snapshots. Surface updates (one per `wl_surface.commit`) are recycled once no queued update references them.
9 - **Cursor rides on game frames under VRR.** While a fullscreen game drives VRR, a cursor move waits for the game's next frame instead of its own commit: a cursor-only commit refreshes the panel at its slowest rate (~21 ms at 48 Hz) and delays the next game frame by as much. If the game stops drawing, the cursor still commits alone at 24 Hz.9 - **Cursor rides on game frames under VRR.** While a fullscreen game drives VRR, a cursor move waits for the game's next frame instead of its own commit: a cursor-only commit refreshes the panel at its slowest rate (~21 ms at 48 Hz) and delays the next game frame by as much. If the game stops drawing, the cursor still commits alone at 24 Hz.
10 - **Game frames keep a short gap after each VRR flip.** On amdgpu, a flip committed right after the previous flip event can miss the early refresh and wait for the panel's slowest rate (~21 ms at 48 Hz); the next frame then lands at the same point, and the screen stays at 48 Hz while the game renders at 150 fps. Game frames under VRR therefore commit at least `render.vrr-flip-gap` (default 1 ms) after the previous flip. `internal/adapters/drm/vrr_flip_gap.go` has the measurements.10 - **Game frames keep a short gap after each VRR flip.** On amdgpu, a flip committed right after the previous flip event can miss the early refresh and wait for the panel's slowest rate (~21 ms at 48 Hz); the next frame then lands at the same point, and the screen stays at 48 Hz while the game renders at 150 fps. Game frames under VRR therefore commit at least `render.vrr-flip-gap` (default 1 ms) after the previous flip. `internal/adapters/drm/vrr_flip_gap.go` has the measurements.
11-- **Transitions.** Swipe landings, scrolling, workspace switches, moving columns and windows, consume and expel, column width and window height, maximize, fullscreen, the floating toggle, drag drops and workspaces sent to another monitor each move by one critically damped spring per moving value, advanced on the flips of the output that shows them. Windows that open, close or leave with the stash fade and scale from 90 %, and the overview zooms its cards; both reuse the per-window alpha and preview zoom of the compose pass, so no transition adds a GPU pass, a blur or a texture copy. A closing window is drawn from its last content, which the renderer already imported. A window that fades or zooms is never scanned out directly. Client-driven resizes, panels and hotplug never animate. Clients get one configure, to the final size; the window frame moves and resizes while the content is not scaled, only clipped or padded.11+- **Transitions.** Swipe landings, scrolling, workspace switches, moving columns and windows, consume and expel, column width and window height, maximize, fullscreen, the floating toggle, drag drops and workspaces sent to another monitor each move by one critically damped spring per moving value, advanced on the flips of the output that shows them. Windows that open, close or leave with the stash fade and scale from 90 %, and the overview zooms its cards; both reuse the per-window alpha and preview zoom of the compose pass, so no transition adds a GPU pass, a blur or a texture copy. A closing window is drawn from its last content, which the renderer already imported; the veil under a closing float goes at once, so the close redraws only the float's rect. A window that fades or zooms is never scanned out directly. Client-driven resizes, panels and hotplug never animate. Clients get one configure, to the final size. During a move or a resize the window frame moves and the content is not scaled, only clipped or padded; the content zooms with the frame only while a window opens, closes or is an overview card. A spring that moves pixels settles as soon as it can no longer leave half a pixel of its target, so its last rendered frame is already the settled one and the sub-pixel tail (about a third of a 100 px move's frames) is not drawn; fades keep their fine epsilon. The frame fallback timer is made once and reset per frame.
12-- **Redraw only what moved.** An output whose scene is unchanged keeps its scene `Seq` and is not recomposed; a content-only change redraws only the damaged region. When only windows move, the renderer compares the new scene with the one each render target holds and redraws the union of the old and new rects of the windows that changed; anything else (layers, scale, transform, dim, capture) redraws the whole output. Resizing one of three columns at 2560×1600 redraws about 0.2 M pixels per frame instead of 4.1 M. Advancing the springs, the scene comparison and the draw list of a moving window cost 0 allocations; publishing the scenes of two outputs with six moving windows costs a pinned 36. All are guarded by `make perf-check`. Measured cost of a full composed frame at 2560×1600: ~0.16 ms on an RX 9070 XT, ~1.4 ms on a Raphael iGPU, ~3 ms on a Radeon 680M, against an 11.1 ms frame at 90 Hz.12+- **Redraw only what moved.** An output whose scene is unchanged keeps its scene `Seq` and is not recomposed; a content-only change redraws only the damaged region. When only windows move, the renderer compares the new scene with the one each render target holds and redraws the union of the old and new rects of the windows that changed; anything else (layers, scale, transform, dim, capture) redraws the whole output. Resizing one of three columns at 2560×1600 redraws about 0.2 M pixels per frame instead of 4.1 M. Advancing the springs, the scene comparison (separator lists of the same length are compared index by index, as core emits them in layout order) and the draw list of a moving window cost 0 allocations; publishing the scenes of two outputs with six moving windows (position, fade, dim and zoom motions) costs a pinned 32 on both the page-flip and the fallback-timer paths, 24 with closing windows and 70 while the overview opens. All are guarded by `make perf-check`. Measured cost of a full composed frame at 2560×1600: ~0.16 ms on an RX 9070 XT, ~1.4 ms on a Raphael iGPU, ~3 ms on a Radeon 680M, against an 11.1 ms frame at 90 Hz.
13 - **Compressed render targets.** On GPUs whose display modifiers use several memory planes (AMD DCC), the exported render targets use them when the display accepts one; otherwise NeferWL falls back to a single-plane modifier, then to linear. The chosen modifier and its plane count are logged as `zero-copy output`.13 - **Compressed render targets.** On GPUs whose display modifiers use several memory planes (AMD DCC), the exported render targets use them when the display accepts one; otherwise NeferWL falls back to a single-plane modifier, then to linear. The chosen modifier and its plane count are logged as `zero-copy output`.
14 - **Bounded capture.** Protocol requests and sync-file handles still need small allocations; pixel storage and worker batches are reused. At most 32 protocol requests are outstanding globally, with up to eight per output frame, one SHM-copy worker and two reusable GPU staging slots per output. Saturation fails requests instead of waiting or growing a queue. Two 4K slots use about 63 MiB of host-visible memory, capped at 128 MiB per output; HDR adds one GPU-local 8-bit conversion image (about 32 MiB at 4K, up to 64 MiB), outside the host-memory cap. Display capture resources are allocated on first capture and retained until the output stops. Hidden workspace capture uses a separate, demand-driven child renderer and pipeline with its own worker and two staging slots (up to 128 MiB host-visible memory), plus child render targets; each child image is capped at 256 MiB and 16384 pixels per side. The child retires once unused and idle, and is recreated for session or size changes. Copies cost GPU time and bandwidth. Capture of the displayed frame forces composition, and so does the capture indicator (red border or pill, shown while a session lives and for one second after each captured frame; see `docs/headless.md`), which also costs a second composition per capture frame because no capture holds it (a request waits at most 250 ms for the scene that shows its indicator, without drawing anything while it waits); hidden workspace capture can keep display scanout. Offscreen capture currently serves only a whole-workspace target and requests matching its exact physical dimensions, not crops. There is no per-client reservation of the shared request limit.14 - **Bounded capture.** Protocol requests and sync-file handles still need small allocations; pixel storage and worker batches are reused. At most 32 protocol requests are outstanding globally, with up to eight per output frame, one SHM-copy worker and two reusable GPU staging slots per output. Saturation fails requests instead of waiting or growing a queue. Two 4K slots use about 63 MiB of host-visible memory, capped at 128 MiB per output; HDR adds one GPU-local 8-bit conversion image (about 32 MiB at 4K, up to 64 MiB), outside the host-memory cap. Display capture resources are allocated on first capture and retained until the output stops. Hidden workspace capture uses a separate, demand-driven child renderer and pipeline with its own worker and two staging slots (up to 128 MiB host-visible memory), plus child render targets; each child image is capped at 256 MiB and 16384 pixels per side. The child retires once unused and idle, and is recreated for session or size changes. Copies cost GPU time and bandwidth. Capture of the displayed frame forces composition, and so does the capture indicator (red border or pill, shown while a session lives and for one second after each captured frame; see `docs/headless.md`), which also costs a second composition per capture frame because no capture holds it (a request waits at most 250 ms for the scene that shows its indicator, without drawing anything while it waits); hidden workspace capture can keep display scanout. Offscreen capture currently serves only a whole-workspace target and requests matching its exact physical dimensions, not crops. There is no per-client reservation of the shared request limit.
15 - **Default GOGC.** The Go live heap is a few MB (client buffers live in shared and GPU memory), so the runtime default `GOGC=100` with a 256 MiB soft limit gives 2 collections on the tiled playback test where `GOGC=50` gave 13. `GOGC` and `GOMEMLIMIT` from the environment win.15 - **Default GOGC.** The Go live heap is a few MB (client buffers live in shared and GPU memory), so the runtime default `GOGC=100` with a 256 MiB soft limit gives 2 collections on the tiled playback test where `GOGC=50` gave 13. `GOGC` and `GOMEMLIMIT` from the environment win.

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