#964: start again when the first frame never reaches the screen

With High Performance chosen on a hybrid laptop, the window's first
frame never reached the screen: no error, no panic, the app stayed in
the background without a window and the log stopped after "rendering
with". The start-up recovery of #502 only saw failures.

A watch thread now gives the first frame 20 seconds from the app's
creation (after the files named at the start opened). When the second
frame hasn't begun by then, so the first was never presented, the app
starts again without that adapter, as it does after a graphics failure,
and this process ends. A window minimized at the start isn't counted.
When the hung processor was chosen in Preferences, the status bar's
note after the restart points to Automatic.

docs/development.md explains it and how to recover from a Graphics
Processor choice that doesn't work; ROADMAP Last updated.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
bflatastic 2026-10-10 23:25:47 +07:00
parent 45516a6a96
commit 199a464140
4 changed files with 117 additions and 3 deletions

File diff suppressed because one or more lines are too long

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@ -26,9 +26,16 @@
//! the graphics fail while the window is starting up, [`finish`] starts the app again without
//! that adapter, as the next one in the order would be tried. Each restart leaves out one more
//! adapter, so it ends when none is left.
//!
//! An adapter can also hang instead of failing: on a hybrid laptop with High Performance chosen,
//! the discrete GPU never put the window's first frame on the screen, with no error and no panic,
//! and the app stayed in the background without a window (#964). [`watch_first_frame`] gives the
//! first frame [`FIRST_FRAME_TIMEOUT`] once the app is created and, when it doesn't come, starts
//! the app again without that adapter in the same way.
use std::sync::atomic::{AtomicBool, Ordering};
use std::sync::{Arc, OnceLock};
use std::time::{Duration, Instant};
use eframe::egui_wgpu::NativeAdapterSelectorMethod;
use eframe::wgpu::{self, Backend, Backends, DeviceType, PowerPreference};
@ -50,6 +57,11 @@ const HELP: &str =
/// window is something else (such as the compositor restarting).
pub const STARTUP_FRAMES: u64 = 10;
/// How long the window's first frame may take to reach the screen, from the app's creation,
/// before its adapter counts as hanging ([`watch_first_frame`]). The first frame draws the whole
/// interface and compiles its shaders, a second at most on a slow machine.
pub const FIRST_FRAME_TIMEOUT: Duration = Duration::from_secs(20);
/// The preference used when Preferences say Automatic. Windows and macOS show frames from any GPU
/// (the integrated one avoids the flicker of #306). Elsewhere, the system's own order: Mesa's
/// device-select layer puts the GPU the desktop runs on first (the integrated one on hybrid
@ -311,6 +323,8 @@ pub struct Startup {
adapter: OnceLock<String>,
/// The UI's context, which counts the frames run.
ui: OnceLock<egui::Context>,
/// When the app was created, the files named at the start opened: the first frame is due.
ready: OnceLock<Instant>,
}
impl Startup {
@ -319,6 +333,71 @@ impl Startup {
// Set once; the window is created once.
let _ = self.ui.set(ctx.clone());
}
/// The app is ready to draw its first frame.
pub fn ready(&self) {
// Set once, like `created`.
let _ = self.ready.set(Instant::now());
}
}
/// What [`watch_first_frame`] makes of the window's start.
#[derive(Debug, PartialEq, Eq)]
enum FirstFrame {
/// Not due yet.
Wait,
/// On the screen (the second frame began, so the first was presented), or the window was
/// minimized at the start: nothing to watch.
Shown,
/// Overdue.
Hung,
}
/// The window's start after `frames` frames run, `since` its first frame was due.
fn first_frame(frames: u64, since: Duration, minimized: bool) -> FirstFrame {
if frames >= 2 || minimized {
FirstFrame::Shown
} else if since >= FIRST_FRAME_TIMEOUT {
FirstFrame::Hung
} else {
FirstFrame::Wait
}
}
/// Watch the window's first frame from another thread: when it hasn't reached the screen
/// [`FIRST_FRAME_TIMEOUT`] after the app was created ([`Startup::ready`]), start the app again
/// without the adapter, as [`finish`] does for one that failed, and end this process, whose UI
/// thread is stuck in the graphics driver.
pub fn watch_first_frame(startup: Arc<Startup>) {
let watch = move || loop {
std::thread::sleep(Duration::from_millis(250));
let Some(due) = startup.ready.get() else { continue };
let ui = startup.ui.get();
let frames = ui.map_or(0, egui::Context::cumulative_frame_nr);
let minimized = ui.and_then(|c| c.input(|i| i.viewport().minimized)).unwrap_or(false);
match first_frame(frames, due.elapsed(), minimized) {
FirstFrame::Wait => continue,
FirstFrame::Shown => return,
FirstFrame::Hung => {}
}
let mut skip = skipped();
let Some(failed) = restart_without(true, frames, startup.adapter.get().map(String::as_str), &skip) else { return };
log::error!(
"the window's first frame didn't reach the screen in {}s on graphics adapter {failed}: starting again without it",
FIRST_FRAME_TIMEOUT.as_secs()
);
skip.push(failed.to_string());
match restart(&skip.join(",")) {
Ok(()) => std::process::exit(0),
Err(e) => {
log::error!("starting again failed: {e}");
return;
}
}
};
if let Err(e) = std::thread::Builder::new().name("first frame".into()).spawn(watch) {
log::warn!("no watch on the window's first frame: {e}");
}
}
/// eframe's adapter choice: the first of [`adapter_order`] for `power`, the GPUs that drive a
@ -729,6 +808,24 @@ mod tests {
assert_eq!(parse_skip(&key(Backend::Gl, 0, 0, "Mesa, llvmpipe")), ["Gl:Mesa llvmpipe"]);
}
#[test]
fn a_first_frame_that_never_reaches_the_screen_hangs_its_adapter() {
let s = Duration::from_secs;
// The second frame began: the first was presented.
assert_eq!(first_frame(2, s(60), false), FirstFrame::Shown);
// Still drawing (or presenting) the first frame: waited for, then given up on (#964).
for frames in [0, 1] {
assert_eq!(first_frame(frames, s(3), false), FirstFrame::Wait);
assert_eq!(first_frame(frames, FIRST_FRAME_TIMEOUT, false), FirstFrame::Hung);
}
// A window minimized at the start may not draw again until restored.
assert_eq!(first_frame(1, s(60), true), FirstFrame::Shown);
// A hung adapter is left out once, like one that failed.
let skip = vec!["Dx12:10de:28a0".to_string()];
assert_eq!(restart_without(true, 1, Some("Dx12:10de:28a0"), &skip), None);
assert_eq!(restart_without(true, 1, Some("Dx12:8086:a7a8"), &skip), Some("Dx12:8086:a7a8"));
}
#[test]
fn a_restart_tries_the_next_adapter() {
let c = issue_502();

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@ -504,7 +504,9 @@ fn main() -> std::process::ExitCode {
#[cfg(feature = "wgpu")]
let displays = gpu::preferred_displays(gpu_pref, power_env);
#[cfg(feature = "wgpu")]
if gpu::automatic(gpu_pref, power_env) {
let chosen_gpu = !gpu::automatic(gpu_pref, power_env);
#[cfg(feature = "wgpu")]
if !chosen_gpu {
let listed: Vec<String> = displays.iter().map(ToString::to_string).collect();
log::info!("display GPUs (PCI vendor:device): {}", if listed.is_empty() { "unknown".to_string() } else { listed.join(", ") });
} else {
@ -534,6 +536,8 @@ fn main() -> std::process::ExitCode {
};
#[cfg(feature = "wgpu")]
gpu::watch_panics();
#[cfg(feature = "wgpu")]
gpu::watch_first_frame(startup.clone());
// Files opened from Finder and the Dock arrive as events, not arguments.
#[cfg(target_os = "macos")]
open_documents::install();
@ -577,7 +581,15 @@ fn main() -> std::process::ExitCode {
log::info!("rendering with {summary} (power preference {power:?})");
created.created(&cc.egui_ctx);
if !gpu::skipped().is_empty() {
app.status(format!("The graphics processor tried first couldn't show the window, so VectorCraft started again on {summary}"));
// A processor chosen in Settings can be the one that can't show the window.
let hint = if chosen_gpu {
" (Settings › Performance › Graphics Processor › Automatic uses the one that drives your display)"
} else {
""
};
app.status(format!(
"The graphics processor tried first couldn't show the window, so VectorCraft started again on {summary}{hint}"
));
}
app.graphics_adapter = Some(summary);
let (loss, ctx) = (graphics_loss.clone(), cc.egui_ctx.clone());
@ -609,6 +621,9 @@ fn main() -> std::process::ExitCode {
#[cfg(not(target_os = "macos"))]
let _ = in_window_menus;
file_access::unconfined(|| open_files(&mut app, files));
// The first frame is due from now (`gpu::watch_first_frame`).
#[cfg(feature = "wgpu")]
created.ready();
Ok(Box::new(App { app, graphics_loss, graphics_lost: false, frames: 0 }))
}),
)

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@ -57,6 +57,8 @@ The canvas is rasterized on the CPU (`vectorcraft-render`, vello_cpu); the GPU (
- **Automatic on Linux and the BSDs** is the GPU that drives the panel or a monitor, then the system's order: Mesa's Vulkan device-select layer puts the GPU the desktop runs on first (the integrated one on hybrid laptops; `DRI_PRIME` and `MESA_VK_DEVICE_SELECT` steer it). A Wayland compositor may not accept frames from another GPU: on a desktop whose compositor ran on an NVIDIA GPU, rendering on the Ryzen's integrated GPU made KWin end the window's connection ("importing the supplied dmabufs failed") and 0.5.0 crashed at startup (#502).
- 0.5.0 saved `powerSaving`, its default, for everyone; it reads as `automatic`.
- **If the window fails on its adapter while starting up** (an error from wgpu, or a panic inside wgpu or egui-wgpu during the first frames), the app starts again without that adapter and tries the next one, telling which in the status bar; the run that failed keeps its log as `vectorcraft.1.log`. On Unix the new app replaces the process (an AppImage stays mounted); on Windows it starts beside it. Adapters are told apart by backend and PCI ids, or by name where the backend reports no ids (Metal lists every GPU of a dual-GPU Mac as `0000:0000`, #651). The adapters left out travel in `VECTORCRAFT_GPU_SKIP` (`backend:vendor:device`, such as `Vulkan:1002:164e`), one more on each restart, so the restarts end. When no adapter is left, the app logs why and exits with an error instead of panicking.
- **If the window's first frame never reaches the screen** within 20 seconds of the app being created (the files named at the start opened), the adapter counts as hanging and the app starts again without it in the same way (#964: High Performance on a hybrid laptop left the app running in the background with no window and nothing in the log). A window minimized at the start isn't counted. When the processor that hung was chosen in Preferences, the status bar points to Automatic.
- **To recover from a Graphics Processor choice that doesn't work** without editing files: start once with `WGPU_POWER_PREF=low` (or `WGPU_ADAPTER_NAME=…`), which overrides the preference for that start while settings still save, and set Graphics Processor back to Automatic. `VECTORCRAFT_NO_PREFS=1` also starts without it, but saves nothing.
- **Environment variables** for when the choice still goes wrong, all read at startup and stronger than the preference:
- `WGPU_POWER_PREF`: `low`, `high` or `none` (the system's order).
- `WGPU_ADAPTER_NAME`: part of an adapter's name, any case (`WGPU_ADAPTER_NAME=nvidia`, `=radv`, `=intel`); the names are in the log.