fix(capture/mutter): stale-frame flashes + stuck input after disconnect on GNOME
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Deep dive into the two GNOME-only host bugs (KWin/gamescope clean):

1. Stale-frame flashes (windows at old positions, typed text reverting):
   Mutter renders its virtual monitors DIRECTLY into the PipeWire buffer
   pool, and NVIDIA has no implicit dmabuf fencing — our zero-copy
   import raced the render and encoded each pool buffer's PREVIOUS
   contents. Fix, in order of preference:
   - Consumer-side PipeWire explicit sync (SPA_META_SyncTimeline): new
     drm_sync module (DRM timeline-syncobj wait/signal via raw ioctls,
     unit-tested incl. a live signal->wait round trip); announced
     post-format via update_params (the OBS pattern — at connect time
     the meta makes producers fail allocation, observed on KWin), with
     a blocks=3 Buffers filter so the producer's sync pod wins; acquire
     point awaited before any read (GPU import or CPU mmap), release
     point signaled on every path.
   - Where the producer can't do explicit sync (Mutter on NVIDIA today:
     no cogl sync_fd, "error alloc buffers"), a sticky fallback flips
     the capture to the synchronous CPU/shm path — Mutter's glReadPixels
     download orders against its render, so frames are correct by
     construction. First session pays one ~10 s probe+retry; later
     sessions go straight there. Validated live on home-worker-3
     (GNOME 50 + RTX 4090): clean fallback, 30 MB HEVC streamed.
   - Sync is only announced on Mutter sessions (new VirtualOutput.mutter
     tag): KWin+NVIDIA fails allocation when merely asked, and doesn't
     need it (verified unchanged: zero-copy CUDA import + 1.1 MB/10 s).
   PUNKTFUNK_EXPLICIT_SYNC=0 disables the probe outright.

2. Clicks wedged in the focused app after disconnect+reconnect: a client
   vanishing mid-press left keys/buttons latched in the compositor —
   Mutter keeps the destroyed EIS device's implicit grab and the focused
   app stops taking clicks until restarted. EiState now tracks held
   keys/buttons/touches (wire codes) and synthesizes releases through
   the normal inject path before the EIS connection goes away.

GNOME hosts on NVIDIA temporarily lose zero-copy (correctness over
throughput); the moment Mutter+driver gain working explicit sync, the
sync path engages automatically and zero-copy returns.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-06-13 00:34:42 +00:00
parent 2ebffe3457
commit 8531135bb7
10 changed files with 743 additions and 163 deletions
+71
View File
@@ -163,6 +163,11 @@ async fn session_main(mut rx: UnboundedReceiver<InputEvent>, source: EiSource) {
}
}
}
// A client that vanished mid-press must not leave keys/buttons latched in the
// compositor — Mutter keeps the implicit grab of a destroyed device's button and the
// focused app stops taking clicks until it is restarted. Release everything still
// held before the EIS connection (and its devices) go away.
state.release_all(&context);
}
/// Tie down the verbose tuple the connect step returns. The keep-alive must stay alive for the
@@ -360,6 +365,14 @@ struct EiState {
/// kind a client sends + whether it emitted, so an unexpected client — e.g. a touch-only
/// tablet hitting a compositor without ei_touchscreen — is immediately diagnosable).
seen_kinds: u32,
/// Wire codes currently held down (keys = VK, buttons = GameStream ids, touches = ids)
/// — synthesized back up at session end ([`EiState::release_all`]). A client that
/// vanishes mid-press must not leave the compositor with a latched key or an implicit
/// pointer grab: observed on Mutter, a button held by a destroyed EIS device wedges
/// click delivery to the focused app until that app is restarted.
held_keys: Vec<u32>,
held_buttons: Vec<u32>,
held_touches: Vec<u32>,
}
/// Stable small index per [`InputKind`] for the `seen_kinds` bitmask.
@@ -390,6 +403,47 @@ impl EiState {
start: Instant::now(),
injected: 0,
seen_kinds: 0,
held_keys: Vec::new(),
held_buttons: Vec::new(),
held_touches: Vec::new(),
}
}
/// Release everything the remote client still holds — called when the session ends
/// (client gone, EIS closing). Synthesizes wire-level release events through the
/// normal [`EiState::inject`] path so the compositor sees proper key-up / button-up /
/// touch-up frames before the devices disappear.
fn release_all(&mut self, ctx: &ei::Context) {
let (keys, buttons, touches) = (
std::mem::take(&mut self.held_keys),
std::mem::take(&mut self.held_buttons),
std::mem::take(&mut self.held_touches),
);
if keys.is_empty() && buttons.is_empty() && touches.is_empty() {
return;
}
tracing::info!(
keys = keys.len(),
buttons = buttons.len(),
touches = touches.len(),
"libei: releasing input still held at session end"
);
let release = |kind: InputKind, code: u32| InputEvent {
kind,
_pad: [0; 3],
code,
x: 0,
y: 0,
flags: 0,
};
for code in buttons {
self.inject(&release(InputKind::MouseButtonUp, code), ctx);
}
for code in keys {
self.inject(&release(InputKind::KeyUp, code), ctx);
}
for id in touches {
self.inject(&release(InputKind::TouchUp, id), ctx);
}
}
@@ -620,6 +674,23 @@ impl EiState {
}
if emitted {
// Track held state on the wire codes so `release_all` can undo it at
// session end (vanished clients must not leave anything latched).
match ev.kind {
InputKind::KeyDown if !self.held_keys.contains(&ev.code) => {
self.held_keys.push(ev.code);
}
InputKind::KeyUp => self.held_keys.retain(|&c| c != ev.code),
InputKind::MouseButtonDown if !self.held_buttons.contains(&ev.code) => {
self.held_buttons.push(ev.code);
}
InputKind::MouseButtonUp => self.held_buttons.retain(|&c| c != ev.code),
InputKind::TouchDown if !self.held_touches.contains(&ev.code) => {
self.held_touches.push(ev.code);
}
InputKind::TouchUp => self.held_touches.retain(|&c| c != ev.code),
_ => {}
}
dev.frame(self.last_serial, self.now_us());
}
if let Err(e) = ctx.flush() {