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).
51 lines
1.1 KiB
WebGPU Shading Language
51 lines
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);
|
|
}
|