gallery/vendor/wgpu-hal-30.0.1/examples/halmark/shader.wgsl
Greg Pomerantz 2f4768f354 Fix 120Hz scroll jank end-to-end: render-ahead present + full-cache eviction off the UI thread
Three root causes, all fixed and verified on the Pixel 9 Pro:

1. Present phase (backend + renderer): VSYNC_LOCKED_RENDER defers the
   render to the vsync wake; RENDER_AHEAD presents the previous frame at
   the start of render() (phase = wake + ~1.1 ms) and holds the new
   frame one slot. Crash fix: a held wgpu frame must be PRESENTED, never
   merely dropped, before the next acquire (AlreadyAcquired panic at
   launch otherwise); discard_pending_frame presents too.

2. Full-res prefetch churn (src/lib.rs): the 8-slot full cache cycled
   through a ~20-cell viewport forever (137 decodes/20 s) and each
   eviction free()'d a 50 MB Vec on the UI thread (20-52 ms CPU spikes,
   ~7/s = the residual SLOWEV NonMain jank). Fix: 60 s tombstone
   cooldown on evicted paths (idle prefetch skips, urgent tap bypasses)
   + off-thread reaper for the freed blobs (insert: 21 ms -> 4 us).

3. (earlier) Skia final flush + Mailbox present mode (vendor, M3).

Instrumentation (all behind --features perf): OTHR/INVK/INVK_TAG/FLCK
lines for cross-thread closure timing and push-site tagging.

Warm measured swipe, 8580-file grid: cadence median 8.33 ms (exact
120 Hz), p99 15.5 ms, 5/552 gaps >16.7 ms (0.9%, max 28.3 ms, zero
>33 ms); PRES phase median ~994 us, zero late frames. Docs updated
(docs/BUGS/scroll-jank-120hz.md, full scorecard + line reference).

Also: vendored i-slint-core + wgpu-hal (vkshim interposition patch),
vkshim profiling tooling, backend made a non-optional dep, debuggable
flag for simpleperf (REMOVE before shipping).
2026-10-30 02:49:23 -04:00

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1.1 KiB
WebGPU Shading Language

struct Globals {
mvp: mat4x4<f32>,
size: vec2<f32>,
_pad0: u32,
_pad1: u32,
};
struct Locals {
position: vec2<f32>,
velocity: vec2<f32>,
color: u32,
_pad0: u32,
_pad1: u32,
_pad2: u32,
};
@group(0)
@binding(0)
var<uniform> globals: Globals;
@group(1)
@binding(0)
var<uniform> locals: Locals;
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
@location(1) color: vec4<f32>,
};
@vertex
fn vs_main(@builtin(vertex_index) vi: u32) -> VertexOutput {
let tc = vec2<f32>(f32(vi & 1u), 0.5 * f32(vi & 2u));
let offset = vec2<f32>(tc.x * globals.size.x, tc.y * globals.size.y);
let pos = globals.mvp * vec4<f32>(locals.position + offset, 0.0, 1.0);
let color = vec4<f32>((vec4<u32>(locals.color) >> vec4<u32>(0u, 8u, 16u, 24u)) & vec4<u32>(255u)) / 255.0;
return VertexOutput(pos, tc, color);
}
@group(0)
@binding(1)
var tex: texture_2d<f32>;
@group(0)
@binding(2)
var sam: sampler;
@fragment
fn fs_main(vertex: VertexOutput) -> @location(0) vec4<f32> {
return vertex.color * textureSampleLevel(tex, sam, vertex.tex_coords, 0.0);
}