feat(borders): reduce redraws to improve perf

This commit is contained in:
LGUG2Z
2024-11-03 13:37:42 -08:00
parent 5525a382b9
commit 431970d7b6
2 changed files with 75 additions and 57 deletions

View File

@@ -11,10 +11,10 @@ use crate::core::Rect;
use crate::windows_api;
use crate::WindowsApi;
use crate::WINDOWS_11;
use std::ops::Deref;
use std::sync::atomic::Ordering;
use std::sync::mpsc;
use std::sync::LazyLock;
use std::time::Duration;
use windows::Foundation::Numerics::Matrix3x2;
use windows::Win32::Foundation::BOOL;
use windows::Win32::Foundation::HWND;
@@ -37,28 +37,36 @@ use windows::Win32::Graphics::Direct2D::D2D1_RENDER_TARGET_PROPERTIES;
use windows::Win32::Graphics::Direct2D::D2D1_RENDER_TARGET_TYPE_DEFAULT;
use windows::Win32::Graphics::Direct2D::D2D1_ROUNDED_RECT;
use windows::Win32::Graphics::Dxgi::Common::DXGI_FORMAT_UNKNOWN;
use windows::Win32::Graphics::Gdi::BeginPaint;
use windows::Win32::Graphics::Gdi::EndPaint;
use windows::Win32::Graphics::Gdi::InvalidateRect;
use windows::Win32::Graphics::Gdi::PAINTSTRUCT;
use windows::Win32::UI::WindowsAndMessaging::DefWindowProcW;
use windows::Win32::UI::WindowsAndMessaging::DispatchMessageW;
use windows::Win32::UI::WindowsAndMessaging::GetMessageW;
use windows::Win32::UI::WindowsAndMessaging::PostQuitMessage;
use windows::Win32::UI::WindowsAndMessaging::TranslateMessage;
use windows::Win32::UI::WindowsAndMessaging::CS_HREDRAW;
use windows::Win32::UI::WindowsAndMessaging::CS_VREDRAW;
use windows::Win32::UI::WindowsAndMessaging::MSG;
use windows::Win32::UI::WindowsAndMessaging::WM_DESTROY;
use windows::Win32::UI::WindowsAndMessaging::WM_PAINT;
use windows::Win32::UI::WindowsAndMessaging::WM_SIZE;
use windows::Win32::UI::WindowsAndMessaging::WNDCLASSW;
use windows_core::PCWSTR;
#[allow(clippy::expect_used)]
pub static RENDER_FACTORY: LazyLock<ID2D1Factory> = unsafe {
static RENDER_FACTORY: LazyLock<ID2D1Factory> = unsafe {
LazyLock::new(|| {
D2D1CreateFactory::<ID2D1Factory>(D2D1_FACTORY_TYPE_MULTI_THREADED, None)
.expect("creating RENDER_FACTORY failed")
})
};
static BRUSH_PROPERTIES: LazyLock<D2D1_BRUSH_PROPERTIES> =
LazyLock::new(|| D2D1_BRUSH_PROPERTIES {
opacity: 1.0,
transform: Matrix3x2::identity(),
});
pub extern "system" fn border_hwnds(hwnd: HWND, lparam: LPARAM) -> BOOL {
let hwnds = unsafe { &mut *(lparam.0 as *mut Vec<isize>) };
let hwnd = hwnd.0 as isize;
@@ -97,7 +105,6 @@ impl Border {
let window_class = WNDCLASSW {
hInstance: h_module.into(),
lpszClassName: class_name,
style: CS_HREDRAW | CS_VREDRAW,
lpfnWndProc: Some(Self::callback),
hbrBackground: WindowsApi::create_solid_brush(0),
..Default::default()
@@ -124,8 +131,6 @@ impl Border {
let _ = TranslateMessage(&msg);
DispatchMessageW(&msg);
}
std::thread::sleep(Duration::from_millis(10))
}
Ok(())
@@ -168,16 +173,17 @@ impl Border {
WindowsApi::close_window(self.hwnd)
}
pub fn update(&self, rect: &Rect, mut should_invalidate: bool) -> color_eyre::Result<()> {
pub fn update(&self, rect: &Rect, should_invalidate: bool) -> color_eyre::Result<()> {
// Make adjustments to the border
let mut rect = *rect;
rect.add_margin(BORDER_WIDTH.load(Ordering::SeqCst));
rect.add_padding(-BORDER_OFFSET.load(Ordering::SeqCst));
rect.add_margin(BORDER_WIDTH.load(Ordering::Relaxed));
rect.add_padding(-BORDER_OFFSET.load(Ordering::Relaxed));
// Update the position of the border if required
// This effectively handles WM_MOVE
// Also if I remove this no borders render at all lol
if !WindowsApi::window_rect(self.hwnd)?.eq(&rect) {
WindowsApi::set_border_pos(self.hwnd, &rect, Z_ORDER.load().into())?;
should_invalidate = true;
}
// Invalidate the rect to trigger the callback to update colours etc.
@@ -200,15 +206,10 @@ impl Border {
) -> LRESULT {
unsafe {
match message {
WM_PAINT => {
WM_SIZE | WM_PAINT => {
if let Ok(rect) = WindowsApi::window_rect(window.0 as isize) {
let render_targets = RENDER_TARGETS.lock();
if let Some(render_target) = render_targets.get(&(window.0 as isize)) {
let brush_properties = D2D1_BRUSH_PROPERTIES {
opacity: 1.0,
transform: Matrix3x2::identity(),
};
let pixel_size = D2D_SIZE_U {
width: rect.right as u32,
height: rect.bottom as u32,
@@ -241,28 +242,42 @@ impl Border {
a: 1.0,
};
if let Ok(brush) =
render_target.CreateSolidColorBrush(&color, Some(&brush_properties))
if let Ok(brush) = render_target
.CreateSolidColorBrush(&color, Some(BRUSH_PROPERTIES.deref()))
{
// Calculate border radius based on style
let style = STYLE.load();
let radius = match style {
BorderStyle::System => {
if *WINDOWS_11 {
10.0
} else {
0.0
}
}
BorderStyle::Rounded => 10.0,
BorderStyle::Square => 0.0,
};
render_target.BeginDraw();
render_target.Clear(None);
match radius {
0.0 => {
// Calculate border radius based on style
let style = match STYLE.load() {
BorderStyle::System => {
if *WINDOWS_11 {
BorderStyle::Rounded
} else {
BorderStyle::Square
}
}
BorderStyle::Rounded => BorderStyle::Rounded,
BorderStyle::Square => BorderStyle::Square,
};
match style {
BorderStyle::Rounded => {
let radius = 8.0 + border_width as f32 / 2.0;
let rounded_rect = D2D1_ROUNDED_RECT {
rect,
radiusX: radius,
radiusY: radius,
};
render_target.DrawRoundedRectangle(
&rounded_rect,
&brush,
border_width as f32,
None,
);
}
BorderStyle::Square => {
let rect = D2D_RECT_F {
left: rect.left,
top: rect.top,
@@ -277,24 +292,15 @@ impl Border {
None,
);
}
10.0 => {
let rounded_rect = D2D1_ROUNDED_RECT {
rect,
radiusX: radius,
radiusY: radius,
};
render_target.DrawRoundedRectangle(
&rounded_rect,
&brush,
border_width as f32,
None,
);
}
_ => unreachable!(),
_ => {}
}
let _ = render_target.EndDraw(None, None);
// If we don't do this we'll get spammed with WM_PAINT according to Raymond Chen
// https://stackoverflow.com/questions/41783234/why-does-my-call-to-d2d1rendertargetdrawtext-result-in-a-wm-paint-being-se#comment70756781_41783234
let _ = BeginPaint(window, &mut PAINTSTRUCT::default());
let _ = EndPaint(window, &PAINTSTRUCT::default());
}
}
}

View File

@@ -30,6 +30,9 @@ use std::sync::atomic::Ordering;
use std::sync::Arc;
use std::sync::OnceLock;
use windows::Win32::Graphics::Direct2D::ID2D1HwndRenderTarget;
use windows::Win32::System::Threading::GetCurrentThread;
use windows::Win32::System::Threading::SetThreadPriority;
use windows::Win32::System::Threading::THREAD_PRIORITY_TIME_CRITICAL;
pub static BORDER_WIDTH: AtomicI32 = AtomicI32::new(8);
pub static BORDER_OFFSET: AtomicI32 = AtomicI32::new(-1);
@@ -127,13 +130,22 @@ fn window_kind_colour(focus_kind: WindowKind) -> u32 {
}
pub fn listen_for_notifications(wm: Arc<Mutex<WindowManager>>) {
std::thread::spawn(move || loop {
match handle_notifications(wm.clone()) {
Ok(()) => {
tracing::warn!("restarting finished thread");
std::thread::spawn(move || {
unsafe {
if let Err(error) = SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_TIME_CRITICAL)
{
tracing::error!("{error}");
}
Err(error) => {
tracing::warn!("restarting failed thread: {}", error);
}
loop {
match handle_notifications(wm.clone()) {
Ok(()) => {
tracing::warn!("restarting finished thread");
}
Err(error) => {
tracing::warn!("restarting failed thread: {}", error);
}
}
}
});
@@ -446,7 +458,7 @@ pub fn handle_notifications(wm: Arc<Mutex<WindowManager>>) -> color_eyre::Result
if rect != new_rect {
rect = new_rect;
border.update(&rect, true)?;
border.update(&rect, false)?;
}
}