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gpui_linux: Force scene rebuild after GPU device recovery (#52389)
After GPU device recovery clears the atlas, the next frame could re-present a stale scene via the needs_present path (which skips scene rebuilding). The stale scene references texture IDs that no longer exist in the cleared atlas, causing an index-out-of-bounds panic. Fix this by setting a force_render_after_recovery flag when device recovery completes. The platform refresh loop reads this flag and passes force_render: true in RequestFrameOptions, ensuring GPUI rebuilds the scene before presenting. Fixes ZED-5QT Release Notes: - N/A or Added/Fixed/Improved ...
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parent
9973a349a4
commit
dbd95ea742
4 changed files with 21 additions and 6 deletions
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@ -116,6 +116,7 @@ pub struct WaylandWindowState {
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handle: AnyWindowHandle,
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active: bool,
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hovered: bool,
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pub(crate) force_render_after_recovery: bool,
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in_progress_configure: Option<InProgressConfigure>,
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resize_throttle: bool,
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in_progress_window_controls: Option<WindowControls>,
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@ -389,6 +390,7 @@ impl WaylandWindowState {
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handle,
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active: false,
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hovered: false,
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force_render_after_recovery: false,
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in_progress_window_controls: None,
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window_controls: WindowControls::default(),
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client_inset: None,
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@ -570,11 +572,16 @@ impl WaylandWindowStatePtr {
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let mut state = self.state.borrow_mut();
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state.surface.frame(&state.globals.qh, state.surface.id());
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state.resize_throttle = false;
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let force_render = state.force_render_after_recovery;
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state.force_render_after_recovery = false;
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drop(state);
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let mut cb = self.callbacks.borrow_mut();
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if let Some(fun) = cb.request_frame.as_mut() {
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fun(Default::default());
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fun(RequestFrameOptions {
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force_render,
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..Default::default()
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});
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}
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}
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@ -1372,6 +1379,7 @@ impl PlatformWindow for WaylandWindow {
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// The current scene references atlas textures that were cleared during recovery.
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// Skip this frame and let the next frame rebuild the scene with fresh textures.
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state.force_render_after_recovery = true;
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return;
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}
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@ -1883,11 +1883,14 @@ impl X11ClientState {
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if let Some(window) = state.windows.get_mut(&x_window) {
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let expose_event_received = window.expose_event_received;
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window.expose_event_received = false;
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let force_render = std::mem::take(
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&mut window.window.state.borrow_mut().force_render_after_recovery,
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);
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let window = window.window.clone();
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drop(state);
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window.refresh(RequestFrameOptions {
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require_presentation: expose_event_received,
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force_render: false,
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force_render,
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});
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}
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xcb_connection
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@ -277,6 +277,7 @@ pub struct X11WindowState {
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hidden: bool,
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active: bool,
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hovered: bool,
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pub(crate) force_render_after_recovery: bool,
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fullscreen: bool,
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client_side_decorations_supported: bool,
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decorations: WindowDecorations,
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@ -750,6 +751,7 @@ impl X11WindowState {
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input_handler: None,
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active: false,
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hovered: false,
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force_render_after_recovery: false,
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fullscreen: false,
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maximized_vertical: false,
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maximized_horizontal: false,
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@ -1637,6 +1639,7 @@ impl PlatformWindow for X11Window {
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// The current scene references atlas textures that were cleared during recovery.
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// Skip this frame and let the next frame rebuild the scene with fresh textures.
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inner.force_render_after_recovery = true;
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return;
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}
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@ -1143,10 +1143,11 @@ impl WindowsWindowInner {
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fn draw_window(&self, handle: HWND, force_render: bool) -> Option<isize> {
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let mut request_frame = self.state.callbacks.request_frame.take()?;
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// we are instructing gpui to force render a frame, this will
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// re-populate all the gpu textures for us so we can resume drawing in
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// case we disabled drawing earlier due to a device loss
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self.state.renderer.borrow_mut().mark_drawable();
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if force_render {
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// Re-enable drawing after a device loss recovery. The forced render
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// will rebuild the scene with fresh atlas textures.
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self.state.renderer.borrow_mut().mark_drawable();
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}
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request_frame(RequestFrameOptions {
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require_presentation: false,
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force_render,
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