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[metal] Improve layer initialization and resizing #6107

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merged 7 commits into from
Sep 8, 2024

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madsmtm
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@madsmtm madsmtm commented Aug 12, 2024

Description

Overriding the layer on NSView, as is currently done, makes the view "layer-hosting", see wantsLayer.

This prevents Winit from emitting the RedrawRequested event at the desired frame, because overwriting the layer implicitly disables the drawRect:/updateLayer mechanisms that we need to use. Instead, Winit is currently forced to emit the event after all other events have been processed, which is hacky, and does not integrate well with redraws.

In this PR, I've changed it so that wgpu, when it is given a view without a CAMetalLayer, instead creates a new sublayer that it renders into (as is already done on iOS).

Note that this might theoretically have a slight performance impact, since the system now has to do more state-tracking, but I suspect it's miniscule (wasn't able to measure it with bunnymark), and I'd argue that it's a small price to pay for correctness.

I guess that another solution would be to properly implement the CALayerDelegate, and call drawRect:/updateLayer in there ourselves - though that's a can of worms I'm not really prepared to open.

Connections

Fixes #1168, mostly by using kCAGravityResize, but the situation will also be properly fixed in the future, since Winit can clean up its current redrawing hacks.

Related similar issues: #249, gfx-rs/wgpu-rs#536, rust-windowing/glutin#1340, rust-windowing/winit#1901 and rust-windowing/winit#2640.

Also makes the situation better for #3756, if the user enables present_with_transaction, resizing becomes perfectly smooth.

Finally, it removes our dependence on having access to NSView, paving the way for a future where raw-window-handle may only provide CALayer.

Testing

See this repo which contains roughly the "minimal" setup needed to get wgpu working on macOS and iOS without Winit. The crate renders a triangle whose top corner is at a fixed location from the right edge of the window, which is useful for testing that redrawing works as it should. It also has a few different features that you can try out to see how things look using some of the different methods for rendering that macOS/iOS provides. Use the patch key in Cargo.toml to test it with and without this PR.

I've also tested this with Winit on macOS and Mac Catalyst, by resizing the hello_triangle window, and moving it between an external monitors.

Current behaviour:

current.mp4

With this PR:

now.mp4

Checklist

  • Run cargo fmt.
  • Run cargo clippy. If applicable, add:
    • --target wasm32-unknown-unknown
    • --target wasm32-unknown-emscripten
  • Run cargo xtask test to run tests.
  • Add change to CHANGELOG.md. See simple instructions inside file.

TODO (though can still be reviewed in the meantime)

  • Test drawing in non-fullwindow views (and maybe scaled / transformed / rotated / weird views?).
  • Test passing a MTKView to wgpu.
  • Test with SDL and other such "window providers" in the Rust ecosystem? I'll need some help with this!
    • sdl2's example seems to work fine (they're using a custom view with a CAMetalLayer as the root layer, so shouldn't be affected by most of this).

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madsmtm commented Aug 12, 2024

Another solution than this would be to make wgpu handle when to render internally (e.g. provide a "render" callback). Not sure how that'd work on other platforms though, which is why I've gone this route instead.

@madsmtm madsmtm force-pushed the improve-metal-resizing branch from 37dba73 to 817257c Compare August 12, 2024 21:30
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Wumpf commented Aug 13, 2024

I'm a bit short on time right now, but I'll try to have a deeper look later this week! Looks really well researched and documented, looking forward to it :)

@Wumpf Wumpf self-requested a review August 13, 2024 21:08
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Excellent! This documents what's going on and all the considerations going on so much better, with the old code (not having read it before) I had no clue what was actually going on.

I tested it on an M1 Sonoma 14.4.1 with a low-dpi screen attached and it performs as advertised in the PR description 👌

Can land as-is, but I think @cwfitzgerald wanted to have look as well (?)
Regarding the todos left on the PR description: I see no problem in catching up on this later. Unfortunately I also don't have any of these slightly more unusual cases ready for testing

wgpu-types/src/lib.rs Outdated Show resolved Hide resolved
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@madsmtm madsmtm force-pushed the improve-metal-resizing branch 3 times, most recently from e337fdb to ff9d88f Compare August 25, 2024 15:50
@madsmtm madsmtm mentioned this pull request Aug 25, 2024
4 tasks
Overriding the `layer` on `NSView` makes the view "layer-hosting", see
[wantsLayer], which disables drawing functionality on the view like
`drawRect:`/`updateLayer`.

This prevents crates like Winit from providing a robust rendering
callback that integrates well with the rest of the system.

Instead, if the layer is not CAMetalLayer, we create a new sublayer, and
render to that instead.

[wantsLayer]: https://developer.apple.com/documentation/appkit/nsview/1483695-wantslayer?language=objc
We do not need to use it, and the layer itself is already retained, so
it won't be de-allocated from under our feet.
@madsmtm
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madsmtm commented Aug 30, 2024

So, I've run into a macOS bug that has been driving me insane, because it took me so long to figure out that it's actually that, an OS bug, and not because I was doing something wrong. It happens when setting an autoresizingMask to something that auto-sizes (like we do with kCALayerWidthSizable | kCALayerHeightSizable), using a contentsGravity that auto-resizes (like we do with kCAGravityResize), and using auto layout on the owning view. I believe that it is an OS bug because I can reproduce it in a virtual machine on macOS 14.6 and on macOS 15 beta 3, but not on macOS 13.5.

I am fairly sure that what's happening is that AppKit's auto layout algorithm, when calculating the size on the containing NSView, sets the same size on the inner CALayer, and this size happens to contain a fractional value on high DPI screens (on macOS 13 and below, the auto layout algorithm did not create fractional view sizes, so it is not a problem there). Layers do not like fractional values in their width/height (documented here, though unknown why this is the case), and so the auto-resize mechanism ends up rounding these values to not be fractional. This, in turn, causes there to be a difference between the layer's bounds, and the superlayer's bounds, and kCAGravityResize interprets it as-if we we want it to maintain this difference, and then things blow up.

This is a problem when using Wgpu inside more complicated layouts, since the bounds of the layer will slowly drift out of sync with reality the more you resize, as can be seen in this repo by using the "two-triangles" Cargo feature, or in the video below:

broken-auto-layout.mov

I would argue this is not a blocker for this PR, as it still improves things so far, but it's something that I'll try to work on resolving in any case.

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scoopr commented Sep 3, 2024

Hm, it looks like I was less familiar with the AppKit view and layer management than I thought.

By not making it layer-hosting, does that mean that the layer should be only updated in the drawRect:/updateLayer?
I'm just slightly concerned that there is no undue restrictions when doing it like that. I'm thinking of maybe a case of using another thread to do nextDrawable in a custom loop, to do some fancy framepacing tricks (or maybe slow rendering without interfering other UI). Its just a bit unclear from the docs that what is required or allowed for layer-backed vs layer-hosted in the particular case of CAMetalLayer, though I bet it skips most of AppKit requirements.

I'm fairly sure I'm just paranoid but wanted to air out my concerns.

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madsmtm commented Sep 4, 2024

By not making it layer-hosting, does that mean that the layer should be only updated in the drawRect:/updateLayer?

No no, layers can be updated safely anywhere, from any thread, regardless of whether the view they're contained in is layer-hosting or just layer-backed. Only issue is that you will get tearing and such unless you use Wgpu's present_with_transaction, or restrict your drawing inside drawRect:/updateLayer.

The difference between layer-hosting and layer-backed is only in terms of how the NSView talks to its CALayer - and with layer-hosting views, NSView functionality that Winit uses (i.e. drawRect:/updateLayer) is disabled, which is the primary motivation for this PR's changes.

Does that make sense?

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madsmtm commented Sep 4, 2024

I've toiled further away on this, and I I've come to the conclusion that the only proper way to fix the issue I talked about in #6107 (comment) is to use observers, that is, make the new layer that we create observe the contentsScale and bounds of the super layer, and update it's properties when those change.

You can see implementations of this idea rust-windowing/raw-window-metal#19 and rust-windowing/softbuffer#234, it's fairly tricky stuff since the Key-Value-Observing APIs are just very terrible outside of Objective-C.

I then tried to actually implement this in Wgpu, but since it's still using the objc crate, I had to resort to all sorts of hacks to get it to work. In the end, I threw the code away; it's doable, but it's not pretty, and I would rather have Wgpu depend on raw-window-metal so that we can maintain this logic in a central place. That's a discussion for a separate PR though, I think this PR is good to go now.

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Wumpf commented Sep 8, 2024

sounds very reasonable to me. Thanks again for documenting everything so well both in comments as well as the thought process here on the PR!

@Wumpf Wumpf merged commit fb0cb1e into gfx-rs:trunk Sep 8, 2024
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@madsmtm madsmtm deleted the improve-metal-resizing branch September 8, 2024 14:45
@jimblandy
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@madsmtm Thank you so much for the comments in wgpu_hal::metal::Surface::get_metal_layer! They're very helpful.

ArthurBrussee pushed a commit to ArthurBrussee/wgpu that referenced this pull request Sep 15, 2024
* [metal]: Create a new layer instead of overwriting the existing one

Overriding the `layer` on `NSView` makes the view "layer-hosting", see
[wantsLayer], which disables drawing functionality on the view like
`drawRect:`/`updateLayer`.

This prevents crates like Winit from providing a robust rendering
callback that integrates well with the rest of the system.

Instead, if the layer is not CAMetalLayer, we create a new sublayer, and
render to that instead.

[wantsLayer]: https://developer.apple.com/documentation/appkit/nsview/1483695-wantslayer?language=objc

* [metal]: Fix double-free when re-using layer

* doc: Document the behavior when mis-configuring width/height of Surface

* [metal]: Use kCAGravityResize for smoother resizing

* [metal] Do not keep the view around that the surface was created from

We do not need to use it, and the layer itself is already retained, so
it won't be de-allocated from under our feet.

* Always set delegate on layers created by Wgpu

* More docs on contentsGravity
ArthurBrussee pushed a commit to ArthurBrussee/wgpu that referenced this pull request Sep 16, 2024
* [metal]: Create a new layer instead of overwriting the existing one

Overriding the `layer` on `NSView` makes the view "layer-hosting", see
[wantsLayer], which disables drawing functionality on the view like
`drawRect:`/`updateLayer`.

This prevents crates like Winit from providing a robust rendering
callback that integrates well with the rest of the system.

Instead, if the layer is not CAMetalLayer, we create a new sublayer, and
render to that instead.

[wantsLayer]: https://developer.apple.com/documentation/appkit/nsview/1483695-wantslayer?language=objc

* [metal]: Fix double-free when re-using layer

* doc: Document the behavior when mis-configuring width/height of Surface

* [metal]: Use kCAGravityResize for smoother resizing

* [metal] Do not keep the view around that the surface was created from

We do not need to use it, and the layer itself is already retained, so
it won't be de-allocated from under our feet.

* Always set delegate on layers created by Wgpu

* More docs on contentsGravity
ArthurBrussee added a commit to ArthurBrussee/wgpu that referenced this pull request Sep 16, 2024
@tychedelia tychedelia mentioned this pull request Oct 27, 2024
ErichDonGubler added a commit to erichdongubler-mozilla/wgpu that referenced this pull request Oct 29, 2024
ErichDonGubler pushed a commit to erichdongubler-mozilla/wgpu that referenced this pull request Oct 29, 2024
ErichDonGubler pushed a commit to erichdongubler-mozilla/wgpu that referenced this pull request Oct 30, 2024
ErichDonGubler pushed a commit to erichdongubler-mozilla/wgpu that referenced this pull request Oct 30, 2024
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Not sure if anyone has noticed, yet for me it's quite obvious even on the video demonstration provided in the PR that after the fix the resizing is more jittery and laggy. It does fix the white blanks at the edges, yet introduces some delay.

I've spent about an hour just to find what was causing this undesirable behavior after updating dependencies in my personal project. I think that it's important to emphasize that the laggy resizing introduced by this PR is not what some users might want.

@madsmtm
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madsmtm commented Nov 25, 2024

Not sure if anyone has noticed, yet for me it's quite obvious even on the video demonstration provided in the PR that after the fix the resizing is more jittery and laggy. It does fix the white blanks at the edges, yet introduces some delay.

I've spent about an hour just to find what was causing this undesirable behavior after updating dependencies in my personal project. I think that it's important to emphasize that the laggy resizing introduced by this PR is not what some users might want.

Hmm, that's probably because we're using kCAGravityResize, which might be forcing the system to do more buffering or something? I'm unsure!

Could I get you to try #6210? EDIT: Nvmd, we raced.

And separately, also try the following diff:

diff --git a/wgpu-hal/src/metal/surface.rs b/wgpu-hal/src/metal/surface.rs
index b35c73c91..5f0fda802 100644
--- a/wgpu-hal/src/metal/surface.rs
+++ b/wgpu-hal/src/metal/surface.rs
@@ -23,7 +23,7 @@ use parking_lot::{Mutex, RwLock};
 #[link(name = "QuartzCore", kind = "framework")]
 extern "C" {
     #[allow(non_upper_case_globals)]
-    static kCAGravityResize: *mut Object;
+    static kCAGravityTopLeft: *mut Object;
 }
 
 extern "C" fn layer_should_inherit_contents_scale_from_window(
@@ -243,7 +243,7 @@ impl super::Surface {
             // Unfortunately, it also makes it harder to see changes to
             // `width` and `height` in `configure`. When debugging resize
             // issues, swap this for `kCAGravityTopLeft` instead.
-            let _: () = msg_send![new_layer, setContentsGravity: unsafe { kCAGravityResize }];
+            let _: () = msg_send![new_layer, setContentsGravity: unsafe { kCAGravityTopLeft }];
 
             // Set initial scale factor of the layer. This is kept in sync by
             // `configure` (on UIKit), and the delegate below (on AppKit).

@polina4096
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After applying the patch the result seems worse. Noticeable lag remains and now the window sometimes flashes at the top.

Screen.Recording.2024-11-26.at.02.48.52.mov

@madsmtm
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madsmtm commented Nov 26, 2024

After applying the patch the result seems worse

Huh!

Could you try with the following (should effectively reverse this PR), possibly in combination with the diff before:

diff --git a/wgpu-hal/src/metal/surface.rs b/wgpu-hal/src/metal/surface.rs
index b35c73c91..854b6deff 100644
--- a/wgpu-hal/src/metal/surface.rs
+++ b/wgpu-hal/src/metal/surface.rs
@@ -204,10 +204,10 @@ impl super::Surface {
 
             // Create a new sublayer.
             let new_layer: *mut Object = msg_send![class!(CAMetalLayer), new];
-            let () = msg_send![root_layer, addSublayer: new_layer];
+            let () = msg_send![view.as_ptr(), setLayer: new_layer];
 
             #[cfg(target_os = "macos")]
-            {
+            if false {
                 // Automatically resize the sublayer's frame to match the
                 // superlayer's bounds.
                 //

for me it's quite obvious even on the video demonstration

Still not entirely sure I see the issue btw, could you explain further what you mean? As in, how would I verify whether the issue is present or not? The distance between the window corner and the cursor?

@polina4096
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polina4096 commented Nov 26, 2024

Wow, this seems like the perfect solution. Applying this patch atop of master gave the best results: no delay/lag when resizing and also no blanks/artifacts. However, when applied with the previous patch you sent the window has some artifacts at the top when resizing.

To determine whether the problem is still present, pay close attention to the triangle edges, or the window border. In the case of videos in the PR, it looks like the window itself is being resized at a "lower framerate". As for the triangle, its edges are updated to match the new size at a slower rate than in the other video.

To reiterate, applying the most recent patch atop of master fixes everything.

@madsmtm
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madsmtm commented Nov 26, 2024

Okay, so I think I see what you mean (and I think the effect is more visible when you actually do it, than in the videos).

But I couldn't see the effect when using #6210?

Tested with cargo run --bin wgpu-examples -- hello_triangle (no optimizations, though I found the same when enabling optimizations).

Current trunk (3016c56):

current.mp4

With this patch applied:

with-patch.mp4

After #6210:

pr-6210.mp4

@polina4096
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polina4096 commented Nov 26, 2024

After testing it again with cargo run --bin wgpu-examples -- hello_triangle I concluded that patched and #6210 looks almost exactly the same. The main difference arises when the app constantly draws to the screen.

I've also tested it in my application which schedules redraws according to DisplayLink and #6210 appears to have undesirable lag when resizing, yet after the patch #6107 (comment) applied to master it works flawlessly.

@polina4096
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polina4096 commented Nov 26, 2024

I'm not an expert in terms of how the rendering should work on macOS. However, through a lot of testing it seems that the Display Link approach minimizes the latency for applications that must redraw in sync with the display refresh rate, such as games. There may be a better approach available that I'm not aware of.

@madsmtm
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madsmtm commented Dec 3, 2024

You are right that Display Link is the "best" approach to rendering on macOS (with probably a bunch of caveats there), but it's not really a viable approach for Wgpu + Winit because it's not cross-platform.

I'd be interested in seeing your code, I really would've thought that #6210 wouldn't have such issues - unless the issue just is that it's more expensive to register that observer than I thought, and the cost ends up causing delays in your rendering code? I'd be interested in seeing a flamegraph of the two!

@polina4096
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@madsmtm, I've pushed the code to https://github.com/polina4096/wgpu-pr6107-demo. There are two binaries, one is using the patched (#6107 (comment)) trunk, other is using #6210. For both, the rendering is scheduled using Display Link.

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Resizing on macOS is cursed again
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