Implement architecture improvements for 1.0 release
Priority 1 - Stability: - Dirty region invalidation in SkiaRenderingEngine - Font fallback chain (FontFallbackManager) for emoji/CJK/international text - Input method polish with Fcitx5 support alongside IBus Priority 2 - Platform Integration: - Portal file picker (PortalFilePickerService) with zenity/kdialog fallback - System theme detection (SystemThemeService) for GNOME/KDE/XFCE/etc - Notification actions support with D-Bus callbacks Priority 3 - Performance: - GPU acceleration (GpuRenderingEngine) with OpenGL, software fallback - Virtualization manager (VirtualizationManager) for list recycling 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
349
Rendering/GpuRenderingEngine.cs
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349
Rendering/GpuRenderingEngine.cs
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// Licensed to the .NET Foundation under one or more agreements.
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// The .NET Foundation licenses this file to you under the MIT license.
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using SkiaSharp;
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using Microsoft.Maui.Platform.Linux.Window;
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using System.Runtime.InteropServices;
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namespace Microsoft.Maui.Platform.Linux.Rendering;
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/// <summary>
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/// GPU-accelerated rendering engine using OpenGL.
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/// Falls back to software rendering if GPU initialization fails.
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/// </summary>
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public class GpuRenderingEngine : IDisposable
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{
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private readonly X11Window _window;
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private GRContext? _grContext;
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private GRBackendRenderTarget? _renderTarget;
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private SKSurface? _surface;
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private SKCanvas? _canvas;
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private bool _disposed;
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private bool _gpuAvailable;
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private int _width;
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private int _height;
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// Fallback to software rendering
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private SKBitmap? _softwareBitmap;
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private SKCanvas? _softwareCanvas;
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// Dirty region tracking
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private readonly List<SKRect> _dirtyRegions = new();
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private readonly object _dirtyLock = new();
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private bool _fullRedrawNeeded = true;
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private const int MaxDirtyRegions = 32;
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/// <summary>
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/// Gets whether GPU acceleration is available and active.
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/// </summary>
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public bool IsGpuAccelerated => _gpuAvailable && _grContext != null;
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/// <summary>
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/// Gets the current rendering backend name.
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/// </summary>
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public string BackendName => IsGpuAccelerated ? "OpenGL" : "Software";
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public int Width => _width;
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public int Height => _height;
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public GpuRenderingEngine(X11Window window)
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{
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_window = window;
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_width = window.Width;
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_height = window.Height;
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// Try to initialize GPU rendering
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_gpuAvailable = TryInitializeGpu();
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if (!_gpuAvailable)
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{
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Console.WriteLine("[GpuRenderingEngine] GPU not available, using software rendering");
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InitializeSoftwareRendering();
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}
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_window.Resized += OnWindowResized;
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_window.Exposed += OnWindowExposed;
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}
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private bool TryInitializeGpu()
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{
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try
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{
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// Check if we can create an OpenGL context
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var glInterface = GRGlInterface.Create();
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if (glInterface == null)
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{
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Console.WriteLine("[GpuRenderingEngine] Failed to create GL interface");
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return false;
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}
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_grContext = GRContext.CreateGl(glInterface);
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if (_grContext == null)
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{
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Console.WriteLine("[GpuRenderingEngine] Failed to create GR context");
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glInterface.Dispose();
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return false;
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}
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CreateGpuSurface();
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Console.WriteLine("[GpuRenderingEngine] GPU acceleration enabled");
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return true;
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}
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catch (Exception ex)
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{
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Console.WriteLine($"[GpuRenderingEngine] GPU initialization failed: {ex.Message}");
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return false;
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}
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}
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private void CreateGpuSurface()
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{
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if (_grContext == null) return;
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_renderTarget?.Dispose();
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_surface?.Dispose();
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var width = Math.Max(1, _width);
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var height = Math.Max(1, _height);
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// Create framebuffer info (assuming default framebuffer 0)
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var framebufferInfo = new GRGlFramebufferInfo(0, SKColorType.Rgba8888.ToGlSizedFormat());
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_renderTarget = new GRBackendRenderTarget(
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width, height,
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0, // sample count
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8, // stencil bits
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framebufferInfo);
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_surface = SKSurface.Create(
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_grContext,
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_renderTarget,
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GRSurfaceOrigin.BottomLeft,
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SKColorType.Rgba8888);
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if (_surface == null)
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{
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Console.WriteLine("[GpuRenderingEngine] Failed to create GPU surface, falling back to software");
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_gpuAvailable = false;
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InitializeSoftwareRendering();
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return;
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}
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_canvas = _surface.Canvas;
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}
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private void InitializeSoftwareRendering()
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{
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var width = Math.Max(1, _width);
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var height = Math.Max(1, _height);
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_softwareBitmap?.Dispose();
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_softwareCanvas?.Dispose();
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var imageInfo = new SKImageInfo(width, height, SKColorType.Bgra8888, SKAlphaType.Premul);
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_softwareBitmap = new SKBitmap(imageInfo);
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_softwareCanvas = new SKCanvas(_softwareBitmap);
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_canvas = _softwareCanvas;
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}
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private void OnWindowResized(object? sender, (int Width, int Height) size)
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{
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_width = size.Width;
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_height = size.Height;
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if (_gpuAvailable && _grContext != null)
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{
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CreateGpuSurface();
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}
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else
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{
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InitializeSoftwareRendering();
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}
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_fullRedrawNeeded = true;
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}
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private void OnWindowExposed(object? sender, EventArgs e)
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{
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_fullRedrawNeeded = true;
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}
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/// <summary>
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/// Marks a region as needing redraw.
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/// </summary>
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public void InvalidateRegion(SKRect region)
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{
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if (region.IsEmpty || region.Width <= 0 || region.Height <= 0)
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return;
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region = SKRect.Intersect(region, new SKRect(0, 0, Width, Height));
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if (region.IsEmpty) return;
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lock (_dirtyLock)
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{
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if (_dirtyRegions.Count >= MaxDirtyRegions)
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{
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_fullRedrawNeeded = true;
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_dirtyRegions.Clear();
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return;
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}
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_dirtyRegions.Add(region);
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}
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}
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/// <summary>
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/// Marks the entire surface as needing redraw.
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/// </summary>
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public void InvalidateAll()
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{
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_fullRedrawNeeded = true;
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}
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/// <summary>
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/// Renders the view tree with dirty region optimization.
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/// </summary>
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public void Render(SkiaView rootView)
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{
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if (_canvas == null) return;
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// Measure and arrange
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var availableSize = new SKSize(Width, Height);
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rootView.Measure(availableSize);
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rootView.Arrange(new SKRect(0, 0, Width, Height));
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// Determine regions to redraw
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List<SKRect> regionsToRedraw;
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bool isFullRedraw;
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lock (_dirtyLock)
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{
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isFullRedraw = _fullRedrawNeeded || _dirtyRegions.Count == 0;
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if (isFullRedraw)
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{
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regionsToRedraw = new List<SKRect> { new SKRect(0, 0, Width, Height) };
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_dirtyRegions.Clear();
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_fullRedrawNeeded = false;
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}
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else
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{
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regionsToRedraw = new List<SKRect>(_dirtyRegions);
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_dirtyRegions.Clear();
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}
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}
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// Render each dirty region
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foreach (var region in regionsToRedraw)
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{
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_canvas.Save();
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if (!isFullRedraw)
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{
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_canvas.ClipRect(region);
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}
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// Clear region
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_canvas.Clear(SKColors.White);
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// Draw view tree
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rootView.Draw(_canvas);
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_canvas.Restore();
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}
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// Draw popup overlays
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SkiaView.DrawPopupOverlays(_canvas);
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// Draw modal dialogs
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if (LinuxDialogService.HasActiveDialog)
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{
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LinuxDialogService.DrawDialogs(_canvas, new SKRect(0, 0, Width, Height));
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}
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_canvas.Flush();
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// Present to window
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if (_gpuAvailable && _grContext != null)
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{
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_grContext.Submit();
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// Swap buffers would happen here via GLX/EGL
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}
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else if (_softwareBitmap != null)
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{
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var pixels = _softwareBitmap.GetPixels();
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if (pixels != IntPtr.Zero)
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{
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_window.DrawPixels(pixels, Width, Height, _softwareBitmap.RowBytes);
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}
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}
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}
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/// <summary>
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/// Gets performance statistics for the GPU context.
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/// </summary>
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public GpuStats GetStats()
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{
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if (_grContext == null)
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{
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return new GpuStats { IsGpuAccelerated = false };
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}
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// Get resource cache limits from GRContext
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_grContext.GetResourceCacheLimits(out var maxResources, out var maxBytes);
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return new GpuStats
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{
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IsGpuAccelerated = true,
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MaxTextureSize = 4096, // Common default, SkiaSharp doesn't expose this directly
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ResourceCacheUsedBytes = 0, // Would need to track manually
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ResourceCacheLimitBytes = maxBytes
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};
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}
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/// <summary>
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/// Purges unused GPU resources to free memory.
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/// </summary>
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public void PurgeResources()
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{
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_grContext?.PurgeResources();
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}
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public SKCanvas? GetCanvas() => _canvas;
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protected virtual void Dispose(bool disposing)
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{
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if (!_disposed)
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{
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if (disposing)
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{
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_window.Resized -= OnWindowResized;
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_window.Exposed -= OnWindowExposed;
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_surface?.Dispose();
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_renderTarget?.Dispose();
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_grContext?.Dispose();
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_softwareBitmap?.Dispose();
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_softwareCanvas?.Dispose();
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}
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_disposed = true;
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}
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}
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public void Dispose()
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{
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Dispose(true);
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GC.SuppressFinalize(this);
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}
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}
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/// <summary>
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/// GPU performance statistics.
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/// </summary>
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public class GpuStats
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{
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public bool IsGpuAccelerated { get; init; }
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public int MaxTextureSize { get; init; }
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public long ResourceCacheUsedBytes { get; init; }
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public long ResourceCacheLimitBytes { get; init; }
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public double ResourceCacheUsedMB => ResourceCacheUsedBytes / (1024.0 * 1024.0);
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public double ResourceCacheLimitMB => ResourceCacheLimitBytes / (1024.0 * 1024.0);
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}
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