Desktop: Only rerender the UI if it has changed (#3688)
* Only rerender ui if it has changed * Don't immedeatly request new frame at the end of the event loop * Request redraw after ui update * Always request redraw after timeout * Fix setting control flow in all cases * Remove comment --------- Co-authored-by: Timon <me@timon.zip>
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@ -6,7 +6,7 @@ use std::thread;
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use std::time::{Duration, Instant};
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use winit::application::ApplicationHandler;
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use winit::dpi::{PhysicalPosition, PhysicalSize};
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use winit::event::{ButtonSource, ElementState, MouseButton, WindowEvent};
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use winit::event::{ButtonSource, ElementState, MouseButton, StartCause, WindowEvent};
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use winit::event_loop::{ActiveEventLoop, ControlFlow, EventLoop};
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use winit::window::WindowId;
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@ -260,6 +260,9 @@ impl App {
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if let Some(render_state) = &mut self.render_state {
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render_state.set_overlays_scene(scene);
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}
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if let Some(window) = &self.window {
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window.request_redraw();
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}
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}
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DesktopFrontendMessage::PersistenceWriteDocument { id, document } => {
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self.persistent_data.write_document(id, document);
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@ -632,10 +635,17 @@ impl ApplicationHandler for App {
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}
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}
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fn new_events(&mut self, event_loop: &dyn ActiveEventLoop, cause: winit::event::StartCause) {
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if let StartCause::ResumeTimeReached { .. } = cause
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&& let Some(window) = &self.window
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{
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window.request_redraw();
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}
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}
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fn about_to_wait(&mut self, event_loop: &dyn ActiveEventLoop) {
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// Set a timeout in case we miss any cef schedule requests
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let timeout = Instant::now() + Duration::from_millis(10);
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let wait_until = timeout.min(self.cef_schedule.unwrap_or(timeout));
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let mut wait_until = Instant::now() + Duration::from_millis(10);
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if let Some(schedule) = self.cef_schedule
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&& schedule < Instant::now()
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{
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@ -644,11 +654,9 @@ impl ApplicationHandler for App {
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for _ in 0..CEF_MESSAGE_LOOP_MAX_ITERATIONS {
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self.cef_context.work();
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}
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} else if let Some(cef_schedule) = self.cef_schedule {
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wait_until = wait_until.min(cef_schedule);
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}
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if let Some(window) = &self.window.as_ref() {
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window.request_redraw();
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}
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event_loop.set_control_flow(ControlFlow::WaitUntil(wait_until));
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}
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}
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@ -23,6 +23,7 @@ pub(crate) struct RenderState {
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bind_group: Option<wgpu::BindGroup>,
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#[derivative(Debug = "ignore")]
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overlays_scene: Option<vello::Scene>,
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surface_outdated: bool,
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}
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impl RenderState {
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@ -186,6 +187,7 @@ impl RenderState {
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ui_texture: None,
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bind_group: None,
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overlays_scene: None,
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surface_outdated: true,
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}
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}
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@ -196,6 +198,7 @@ impl RenderState {
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self.desired_width = width;
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self.desired_height = height;
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self.surface_outdated = true;
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if width > 0 && height > 0 && (self.config.width != width || self.config.height != height) {
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self.config.width = width;
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@ -215,14 +218,17 @@ impl RenderState {
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}
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pub(crate) fn set_viewport_scale(&mut self, scale: [f32; 2]) {
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self.surface_outdated = true;
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self.viewport_scale = scale;
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}
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pub(crate) fn set_viewport_offset(&mut self, offset: [f32; 2]) {
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self.surface_outdated = true;
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self.viewport_offset = offset;
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}
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pub(crate) fn set_overlays_scene(&mut self, scene: vello::Scene) {
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self.surface_outdated = true;
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self.overlays_scene = Some(scene);
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}
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@ -241,6 +247,9 @@ impl RenderState {
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}
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pub(crate) fn render(&mut self, window: &Window) -> Result<(), RenderError> {
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if !self.surface_outdated {
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return Ok(());
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}
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let ui_scale = if let Some(ui_texture) = &self.ui_texture
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&& (self.desired_width != ui_texture.width() || self.desired_height != ui_texture.height())
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{
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@ -302,11 +311,13 @@ impl RenderState {
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if ui_scale.is_some() {
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return Err(RenderError::OutdatedUITextureError);
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}
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self.surface_outdated = false;
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Ok(())
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}
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fn update_bindgroup(&mut self) {
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self.surface_outdated = true;
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let viewport_texture_view = self.viewport_texture.as_ref().unwrap_or(&self.transparent_texture).create_view(&wgpu::TextureViewDescriptor::default());
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let overlays_texture_view = self
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.overlays_texture
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