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  3. Decided to try writing a Wayland compositor for fun.

Decided to try writing a Wayland compositor for fun.

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  • ? Guest

    Dmabuf screencasting is crazy good. Here's a histogram of the screencasting overhead on my 2560ร—1600@165 screenโ€”the median is 300 microseconds, and the worst across 12,669 frames was just below 1 ms. Most of that time is spent rendering the frame, perhaps something could even be further optimized in Smithay.

    And yeah, if you look at the profiling timeline, I zoomed it in such a way that almost the entire width is taken by one frame, that is 6.05 ms long. Most of it is completely empty!

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    Guest
    wrote on last edited by
    #11

    Today in Wayland compositor profiling! Turns out closing a shm pool file descriptor can result in a fat stall of up to like 6 ms with the kernel waiting on some spinlocks. Which is extra fun when you realize it covers the entire frame budget of your 165 Hz screen, and some clients are sometimes doing it every frame!

    I'm trying a "dropping thread" workaround where the fd closing happens on a separate thread. Appears to work at the first glance.

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    • ? Guest

      Today in Wayland compositor profiling! Turns out closing a shm pool file descriptor can result in a fat stall of up to like 6 ms with the kernel waiting on some spinlocks. Which is extra fun when you realize it covers the entire frame budget of your 165 Hz screen, and some clients are sometimes doing it every frame!

      I'm trying a "dropping thread" workaround where the fd closing happens on a separate thread. Appears to work at the first glance.

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      Guest
      wrote on last edited by
      #12

      new main loop stall dropped

      and it is, uhhhhh, epoll_wait doing blocking disk decryption for solid 8 ms? is that a thing that it does?

      seems to have happened once over a long period but still

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      • ? Guest

        new main loop stall dropped

        and it is, uhhhhh, epoll_wait doing blocking disk decryption for solid 8 ms? is that a thing that it does?

        seems to have happened once over a long period but still

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        Guest
        wrote on last edited by
        #13

        Found the same disc decryption during rendering. Does it just randomly decide to do it or something?

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        • ? Guest

          Found the same disc decryption during rendering. Does it just randomly decide to do it or something?

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          Guest
          wrote on last edited by
          #14

          Aside from this and some other weirdness, not a single dropped frame on my slower laptop! (which is admittedly just 60 Hz)

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          • ? Guest

            Aside from this and some other weirdness, not a single dropped frame on my slower laptop! (which is admittedly just 60 Hz)

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            Guest
            wrote on last edited by
            #15

            Thought of another thing to plot in Tracy: target presentation time offset! This is the difference between when a frame was shown on screen and the target time that we were rendering for.

            Here you can see data across 17 seconds of runtime while recording with OBS. Offset on both monitors fluctuates within a few microseconds around zero, which means that our rendering lands right on time.

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            • ? Guest

              Thought of another thing to plot in Tracy: target presentation time offset! This is the difference between when a frame was shown on screen and the target time that we were rendering for.

              Here you can see data across 17 seconds of runtime while recording with OBS. Offset on both monitors fluctuates within a few microseconds around zero, which means that our rendering lands right on time.

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              Guest
              wrote on last edited by
              #16

              It's also common to see one frame worth of offset like on this zoomed-out screenshot. This happens when the compositor wakes up from idling too late into the monitor refresh cycle and doesn't manage to render a new frame in time.

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              • ? Guest

                It's also common to see one frame worth of offset like on this zoomed-out screenshot. This happens when the compositor wakes up from idling too late into the monitor refresh cycle and doesn't manage to render a new frame in time.

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                Guest
                wrote on last edited by
                #17

                I'm still working on niri btw (and using it myself too). Today I finally finished a window layout refactor that was due from very early on.

                Now the layout always works correctly, with all the paddings, struts, fullscreen windows and animations. It's tricky because while most of the logic operates only on the "working area" (view excluding struts), fullscreen windows in particular must cover the entire view area, while otherwise acting as just another regular window column.

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                • ? Guest

                  I'm still working on niri btw (and using it myself too). Today I finally finished a window layout refactor that was due from very early on.

                  Now the layout always works correctly, with all the paddings, struts, fullscreen windows and animations. It's tricky because while most of the logic operates only on the "working area" (view excluding struts), fullscreen windows in particular must cover the entire view area, while otherwise acting as just another regular window column.

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                  Guest
                  wrote on last edited by
                  #18

                  niri development is ongoing, getting a lot of help from kchibisov too.

                  Today I implemented an interactive area screenshot capture tool. Almost like a mini screenshot UI

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                  • ? Guest

                    niri development is ongoing, getting a lot of help from kchibisov too.

                    Today I implemented an interactive area screenshot capture tool. Almost like a mini screenshot UI

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                    Guest
                    wrote on last edited by
                    #19

                    Decided to make a new demo video for niri, finally. The last one was so old that niri didn't even have cursors implemented, it showed an orange rectangle instead. ๐Ÿซ 

                    Here's the link again for the curious: https://github.com/YaLTeR/niri

                    Very happy I've come this far writing my own compositor from scratch. Honestly thought my motivation would only last for two weeks max, but here we are.

                    Learned a ton in the process, and now this experience helps me with Mutter & Shell profiling.

                    #rust

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                    • ? Guest

                      Decided to make a new demo video for niri, finally. The last one was so old that niri didn't even have cursors implemented, it showed an orange rectangle instead. ๐Ÿซ 

                      Here's the link again for the curious: https://github.com/YaLTeR/niri

                      Very happy I've come this far writing my own compositor from scratch. Honestly thought my motivation would only last for two weeks max, but here we are.

                      Learned a ton in the process, and now this experience helps me with Mutter & Shell profiling.

                      #rust

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                      Guest
                      wrote on last edited by
                      #20

                      The development pace had slowed down a little, so I've tagged an alpha release for niri: https://github.com/YaLTeR/niri/releases/tag/v0.1.0-alpha.1

                      Also made a COPR for the occasion, if you're on Fedora: https://copr.fedorainfracloud.org/coprs/yalter/niri/

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                      • ? Guest

                        The development pace had slowed down a little, so I've tagged an alpha release for niri: https://github.com/YaLTeR/niri/releases/tag/v0.1.0-alpha.1

                        Also made a COPR for the occasion, if you're on Fedora: https://copr.fedorainfracloud.org/coprs/yalter/niri/

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                        Guest
                        wrote on last edited by
                        #21

                        A month has passed and a number of important additions have landed in niri, so here's a second alpha release: https://github.com/YaLTeR/niri/releases/tag/v0.1.0-alpha.2

                        Highlights include relative-pointer and pointer-constraints which let Xwayland masterfully handle 3D games mouse look, and popup unconstraining which prevents popups from opening off-screen. I actually made popups place within their window with some padding, which looks quite nice.

                        #rust #wayland

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                        • ? Guest

                          A month has passed and a number of important additions have landed in niri, so here's a second alpha release: https://github.com/YaLTeR/niri/releases/tag/v0.1.0-alpha.2

                          Highlights include relative-pointer and pointer-constraints which let Xwayland masterfully handle 3D games mouse look, and popup unconstraining which prevents popups from opening off-screen. I actually made popups place within their window with some padding, which looks quite nice.

                          #rust #wayland

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                          Guest
                          wrote on last edited by
                          #22

                          Aaahhhhhh another difficult refactor down and niri now does multi-GPU! By which I mean that monitors plugged into secondary GPUs will now light up and work. All the screenshot UI and screencast portal stuff also works just fine. Wouldn't be able to do this as quickly without Smithay's MultiRenderer support and lots of help from @drakulix ๐Ÿ˜„

                          I went for the easier strat of always rendering on the primary GPU, but you can also pick render GPU dynamically, which apparently cosmic-comp does, cool!

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                          • ? Guest

                            Aaahhhhhh another difficult refactor down and niri now does multi-GPU! By which I mean that monitors plugged into secondary GPUs will now light up and work. All the screenshot UI and screencast portal stuff also works just fine. Wouldn't be able to do this as quickly without Smithay's MultiRenderer support and lots of help from @drakulix ๐Ÿ˜„

                            I went for the easier strat of always rendering on the primary GPU, but you can also pick render GPU dynamically, which apparently cosmic-comp does, cool!

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                            Guest
                            wrote on last edited by
                            #23

                            Tagged niri v0.1.0-alpha.3 with multi-GPU support, borders and other improvements! Multi-GPU was one of the bigger things I wanted to get done before going out of alpha so I guess I'm slowly getting there.

                            https://github.com/YaLTeR/niri/releases/tag/v0.1.0-alpha.3

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                            • ? Guest

                              Tagged niri v0.1.0-alpha.3 with multi-GPU support, borders and other improvements! Multi-GPU was one of the bigger things I wanted to get done before going out of alpha so I guess I'm slowly getting there.

                              https://github.com/YaLTeR/niri/releases/tag/v0.1.0-alpha.3

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                              Guest
                              wrote on last edited by
                              #24

                              Turns out that if you implement xdg-decoration in your compositor but tell clients that you want CSD, then SDL2 + libdecor clients will break due to a bug. The bug is already fixed, but the fix hasn't made it to any SDL2 release yet, let alone all the runtimes and vendored copies.

                              Hiding xdg-decoration from clients it is then

                              #wayland #sdl

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                              • ? Guest

                                Turns out that if you implement xdg-decoration in your compositor but tell clients that you want CSD, then SDL2 + libdecor clients will break due to a bug. The bug is already fixed, but the fix hasn't made it to any SDL2 release yet, let alone all the runtimes and vendored copies.

                                Hiding xdg-decoration from clients it is then

                                #wayland #sdl

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                                Guest
                                wrote on last edited by
                                #25

                                I added text rendering to niri using pangocairo, which turned out to be surprisingly simple. It basically "just worked". This unlocks a lot of features, beginning with a hotkey overlay, which should help people get started (suggested by @ju).

                                I've tagged niri 0.1.0-beta.1 which includes the overlay along with many more improvements: https://github.com/YaLTeR/niri/releases/tag/v0.1.0-beta.1

                                I'm now happy enough with the feature set so in a week I'll release 0.1.0. Time to finally catch up on other projects I've been neglecting.

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                                • ? Guest

                                  I added text rendering to niri using pangocairo, which turned out to be surprisingly simple. It basically "just worked". This unlocks a lot of features, beginning with a hotkey overlay, which should help people get started (suggested by @ju).

                                  I've tagged niri 0.1.0-beta.1 which includes the overlay along with many more improvements: https://github.com/YaLTeR/niri/releases/tag/v0.1.0-beta.1

                                  I'm now happy enough with the feature set so in a week I'll release 0.1.0. Time to finally catch up on other projects I've been neglecting.

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                                  Guest
                                  wrote on last edited by
                                  #26

                                  I'm pretty excited to finally be able to "release" niri soon but god I'm glad I set aside a beta week for bugfixes. We already stumbled upon and fixed several issues

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                                  • ? Guest

                                    I'm pretty excited to finally be able to "release" niri soon but god I'm glad I set aside a beta week for bugfixes. We already stumbled upon and fixed several issues

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                                    Guest
                                    wrote on last edited by
                                    #27

                                    A few latency tests before release confirm that niri's still doing good (at least on idle; I don't have any repaint scheduling yet but on idle it doesn't matter). The compositors are pretty much within the noise threshold from each other. Except some sway fullscreen bug and Shell losing one frame somewhere.

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                                    • ? Guest

                                      A few latency tests before release confirm that niri's still doing good (at least on idle; I don't have any repaint scheduling yet but on idle it doesn't matter). The compositors are pretty much within the noise threshold from each other. Except some sway fullscreen bug and Shell losing one frame somewhere.

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                                      Guest
                                      wrote on last edited by
                                      #28

                                      Well, I'm happy to release the first stable version of niri, my scrollable-tiling compositor: https://github.com/YaLTeR/niri/releases/tag/v0.1.0

                                      Very satisfied with the current state, even though there's plenty left to do. Took a lot of time and work but I've certainly learned a lot, and I'm glad to have contributed a bit to Smithay too!

                                      #wayland #rust #smithay

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                                      • ? Guest

                                        Well, I'm happy to release the first stable version of niri, my scrollable-tiling compositor: https://github.com/YaLTeR/niri/releases/tag/v0.1.0

                                        Very satisfied with the current state, even though there's plenty left to do. Took a lot of time and work but I've certainly learned a lot, and I'm glad to have contributed a bit to Smithay too!

                                        #wayland #rust #smithay

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                                        Guest
                                        wrote on last edited by
                                        #29

                                        Before adding more animations into niri, I'm making a "visual tests" application. It shows a set of hardcoded scenarios which I can quickly go through and visually check that everything looks right.

                                        It uses solid color rectangles as "windows", but otherwise this is the real niri layout code and real niri + Smithay rendering code, drawing to a GTK GL area.

                                        For example, on the last test you can see that my offscreen code currently clips CSD shadows (during the open animation).

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                                        • ? Guest

                                          Before adding more animations into niri, I'm making a "visual tests" application. It shows a set of hardcoded scenarios which I can quickly go through and visually check that everything looks right.

                                          It uses solid color rectangles as "windows", but otherwise this is the real niri layout code and real niri + Smithay rendering code, drawing to a GTK GL area.

                                          For example, on the last test you can see that my offscreen code currently clips CSD shadows (during the open animation).

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                                          Guest
                                          wrote on last edited by
                                          #30

                                          visual tests are such a lifesaver, so glad I stole that idea from osu!lazer

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