use prometeu_hal::app_mode::AppMode; use prometeu_hal::{ FrameId, Game2DFramePacket, RenderSubmission, RenderSubmissionPacket, ShellUiFramePacket, }; #[derive(Debug, Clone, Copy, PartialEq, Eq)] pub enum RenderTransitionState { Idle, Pending { from: AppMode, to: AppMode }, } #[derive(Debug, Clone, Copy, PartialEq, Eq)] pub enum RenderSubmissionError { PacketAppModeMismatch { active: AppMode }, } #[derive(Debug, Clone, Copy, PartialEq, Eq)] pub enum RenderPacingPolicy { FrameScheduled, LifecycleDriven, } #[derive(Debug, Clone, Copy, PartialEq, Eq)] pub enum RenderExecutionPolicy { LocalSynchronous, WorkerCapableWithLocalFallback, } #[derive(Debug, Clone, Copy, PartialEq, Eq)] pub struct RenderPolicy { pub app_mode: AppMode, pub pacing: RenderPacingPolicy, pub execution: RenderExecutionPolicy, } impl RenderPolicy { pub const fn for_app_mode(app_mode: AppMode) -> Self { match app_mode { AppMode::Game => Self { app_mode, pacing: RenderPacingPolicy::FrameScheduled, execution: RenderExecutionPolicy::WorkerCapableWithLocalFallback, }, AppMode::Shell => Self { app_mode, pacing: RenderPacingPolicy::LifecycleDriven, execution: RenderExecutionPolicy::LocalSynchronous, }, } } pub const fn uses_frame_scheduler(self) -> bool { matches!(self.pacing, RenderPacingPolicy::FrameScheduled) } } pub trait RenderSurface { fn consume_submission(&mut self, submission: &RenderSubmission); } #[derive(Debug, Clone, Default)] pub struct RenderHandoff { pending: Option, last_consumed: Option, replaced_before_consume: u64, discarded_pending: u64, } impl RenderHandoff { pub fn publish(&mut self, submission: RenderSubmission) { if self.pending.replace(submission).is_some() { self.replaced_before_consume = self.replaced_before_consume.wrapping_add(1); } } pub fn pending_submission(&self) -> Option<&RenderSubmission> { self.pending.as_ref() } pub fn latest_submission(&self) -> Option<&RenderSubmission> { self.pending.as_ref().or(self.last_consumed.as_ref()) } pub fn take_latest(&mut self) -> Option { self.pending.take() } pub fn record_consumed(&mut self, submission: RenderSubmission) { self.last_consumed = Some(submission); } pub fn discard_pending(&mut self) -> Option { let discarded = self.pending.take(); if discarded.is_some() { self.discarded_pending = self.discarded_pending.wrapping_add(1); } discarded } pub fn replaced_before_consume(&self) -> u64 { self.replaced_before_consume } pub fn discarded_pending(&self) -> u64 { self.discarded_pending } } #[derive(Debug, Clone)] pub struct RenderManager { active_app_mode: AppMode, active_policy: RenderPolicy, next_frame_id: FrameId, handoff: RenderHandoff, transition_state: RenderTransitionState, } impl RenderManager { pub fn new(active_app_mode: AppMode) -> Self { Self { active_app_mode, active_policy: RenderPolicy::for_app_mode(active_app_mode), next_frame_id: FrameId::ZERO, handoff: RenderHandoff::default(), transition_state: RenderTransitionState::Idle, } } pub fn active_app_mode(&self) -> AppMode { self.active_app_mode } pub fn active_render_policy(&self) -> RenderPolicy { self.active_policy } pub fn policy_for_app_mode(app_mode: AppMode) -> RenderPolicy { RenderPolicy::for_app_mode(app_mode) } pub fn transition_state(&self) -> RenderTransitionState { self.transition_state } pub fn latest_complete_submission(&self) -> Option<&RenderSubmission> { self.handoff.latest_submission() } pub fn pending_submission(&self) -> Option<&RenderSubmission> { self.handoff.pending_submission() } pub fn replaced_before_consume(&self) -> u64 { self.handoff.replaced_before_consume() } pub fn discarded_pending(&self) -> u64 { self.handoff.discarded_pending() } pub fn discard_pending_submission(&mut self) -> Option { self.handoff.discard_pending() } pub fn set_active_app_mode(&mut self, app_mode: AppMode) { if self.active_app_mode == app_mode { return; } let previous = self.active_app_mode; self.active_app_mode = app_mode; self.active_policy = RenderPolicy::for_app_mode(app_mode); self.transition_state = RenderTransitionState::Pending { from: previous, to: app_mode }; } pub fn acknowledge_transition(&mut self) { self.transition_state = RenderTransitionState::Idle; } pub fn close_frame_with_packet( &mut self, packet: RenderSubmissionPacket, ) -> Result<&RenderSubmission, RenderSubmissionError> { let frame_id = self.next_frame_id; let submission = match (self.active_app_mode, packet) { (AppMode::Game, RenderSubmissionPacket::Game2D(packet)) => { RenderSubmission::game2d(frame_id, packet) } (AppMode::Shell, RenderSubmissionPacket::ShellUi(packet)) => { RenderSubmission::shell_ui(frame_id, packet) } (active, _) => { return Err(RenderSubmissionError::PacketAppModeMismatch { active }); } }; self.next_frame_id = self.next_frame_id.next(); self.handoff.publish(submission); Ok(self.handoff.pending_submission().expect("submission was just stored")) } pub fn close_compat_frame(&mut self) -> &RenderSubmission { let packet = match self.active_app_mode { AppMode::Game => RenderSubmissionPacket::Game2D(Game2DFramePacket::default()), AppMode::Shell => RenderSubmissionPacket::ShellUi(ShellUiFramePacket::new(Vec::new())), }; self.close_frame_with_packet(packet).expect("compat packet matches active app mode") } pub fn publish_latest(&mut self, surface: &mut S) -> bool { let Some(submission) = self.handoff.take_latest() else { return false; }; surface.consume_submission(&submission); self.handoff.record_consumed(submission); true } } impl Default for RenderManager { fn default() -> Self { Self::new(AppMode::Game) } } #[cfg(test)] mod tests { use super::*; #[derive(Default)] struct RecordingSurface { seen: Vec, } impl RenderSurface for RecordingSurface { fn consume_submission(&mut self, submission: &RenderSubmission) { self.seen.push(submission.frame_id); } } #[test] fn frame_closure_assigns_monotonic_frame_ids() { let mut manager = RenderManager::new(AppMode::Game); let first = manager.close_compat_frame().frame_id; let second = manager.close_compat_frame().frame_id; assert_eq!(first, FrameId::new(0)); assert_eq!(second, FrameId::new(1)); } #[test] fn latest_complete_submission_wins_without_queue_growth() { let mut manager = RenderManager::new(AppMode::Game); manager.close_compat_frame(); manager.close_compat_frame(); let latest = manager.latest_complete_submission().expect("latest submission"); assert_eq!(latest.frame_id, FrameId::new(1)); } #[test] fn rejects_packet_that_does_not_match_active_app_mode() { let mut manager = RenderManager::new(AppMode::Game); let err = manager .close_frame_with_packet(RenderSubmissionPacket::ShellUi(ShellUiFramePacket::new( Vec::new(), ))) .expect_err("shell packet is invalid in game mode"); assert_eq!(err, RenderSubmissionError::PacketAppModeMismatch { active: AppMode::Game }); } #[test] fn app_mode_switch_records_noop_transition_placeholder() { let mut manager = RenderManager::new(AppMode::Game); manager.set_active_app_mode(AppMode::Shell); assert_eq!(manager.active_app_mode(), AppMode::Shell); assert_eq!( manager.transition_state(), RenderTransitionState::Pending { from: AppMode::Game, to: AppMode::Shell } ); manager.acknowledge_transition(); assert_eq!(manager.transition_state(), RenderTransitionState::Idle); } #[test] fn render_policy_maps_game_to_frame_scheduled_worker_capable() { let policy = RenderPolicy::for_app_mode(AppMode::Game); assert_eq!(policy.pacing, RenderPacingPolicy::FrameScheduled); assert_eq!(policy.execution, RenderExecutionPolicy::WorkerCapableWithLocalFallback); assert!(policy.uses_frame_scheduler()); } #[test] fn render_policy_maps_shell_to_lifecycle_driven_local_sync() { let policy = RenderPolicy::for_app_mode(AppMode::Shell); assert_eq!(policy.pacing, RenderPacingPolicy::LifecycleDriven); assert_eq!(policy.execution, RenderExecutionPolicy::LocalSynchronous); assert!(!policy.uses_frame_scheduler()); } #[test] fn active_render_policy_follows_app_mode_transition() { let mut manager = RenderManager::new(AppMode::Game); assert_eq!(manager.active_render_policy(), RenderPolicy::for_app_mode(AppMode::Game)); manager.set_active_app_mode(AppMode::Shell); assert_eq!(manager.active_render_policy(), RenderPolicy::for_app_mode(AppMode::Shell)); } #[test] fn publish_latest_hands_submission_to_surface() { let mut manager = RenderManager::new(AppMode::Game); let mut surface = RecordingSurface::default(); assert!(!manager.publish_latest(&mut surface)); manager.close_compat_frame(); assert!(manager.publish_latest(&mut surface)); assert_eq!(surface.seen, vec![FrameId::new(0)]); } #[test] fn render_handoff_takes_owned_latest_submission() { let mut handoff = RenderHandoff::default(); assert!(handoff.take_latest().is_none()); handoff.publish(RenderSubmission::game2d(FrameId::new(7), Game2DFramePacket::default())); let submission = handoff.take_latest().expect("pending submission"); assert_eq!(submission.frame_id, FrameId::new(7)); assert!(handoff.take_latest().is_none()); } #[test] fn render_handoff_counts_replacement_before_consume() { let mut handoff = RenderHandoff::default(); handoff.publish(RenderSubmission::game2d(FrameId::new(1), Game2DFramePacket::default())); handoff.publish(RenderSubmission::game2d(FrameId::new(2), Game2DFramePacket::default())); assert_eq!(handoff.replaced_before_consume(), 1); assert_eq!(handoff.take_latest().expect("latest").frame_id, FrameId::new(2)); } #[test] fn render_handoff_discards_pending_submission() { let mut handoff = RenderHandoff::default(); assert!(handoff.discard_pending().is_none()); handoff.publish(RenderSubmission::game2d(FrameId::new(3), Game2DFramePacket::default())); let discarded = handoff.discard_pending().expect("discarded pending"); assert_eq!(discarded.frame_id, FrameId::new(3)); assert_eq!(handoff.discarded_pending(), 1); assert!(handoff.take_latest().is_none()); } #[test] fn publish_latest_consumes_pending_but_keeps_observable_last_submission() { let mut manager = RenderManager::new(AppMode::Game); let mut surface = RecordingSurface::default(); manager.close_compat_frame(); assert!(manager.pending_submission().is_some()); assert!(manager.publish_latest(&mut surface)); assert!(manager.pending_submission().is_none()); assert_eq!( manager.latest_complete_submission().expect("last consumed").frame_id, FrameId::ZERO ); } }