Given this happens around _screen_ edges, I'm going to guess this is related to Universal Control (the feature where you can drag your mouse "through" the edge of your screen to control nearby Macs/iPads).
Some `if`/`else`/`else if` path for drawing on M-family machines/Intel machines/software fallback that is getting tripped up by this being an A18 instead?
But at the moment when it lags the system switches from hardware cursor to software cursor (CGCursorIsDrawnInFramebuffer() goes from 0 to 1) so maybe that transition is stalled somehow on Macbook Neo.
With the disclaimer that I have zero knowledge of the MacBook Neo hardware, but I do know a bit about GPUs in general (including having written some GPU-accelerated drivers for Windows and the associated cursor-handling code), I'm going to make a wild guess: this lag is caused by waiting for the GPU command queue to flush.
As a bit of background information: the GPU is fed commands from a queue that the CPU writes to. These commands perform the drawing operations that the GPU is designed to accelerate. A hardware cursor is basically a small bitmap that can be positioned anywhere on the screen and moved around by simply updating position registers (which is normally done per mouse interrupt); the hardware draws it automatically. A software cursor is manually drawn by the graphics stack, which saves what was under it, draws the cursor, and then whenever it needs to be moved, writes the original data back, saves the data at the new position, and then draws the cursor there.
Flushing the command queue is necessary when switching to a software cursor, or otherwise doing software writes to the framebuffer, because you need to wait for the GPU to finish drawing what it has queued, or it may end up drawing over what software wants to draw, including the cursor. Or worse, the command is a blit (e.g. scrolling a window) and you end up with remnants of the cursor at its previous position.
how do hardware cursors work in a composited desktop?
the cursor could just be another small rectangle texture you position on top of the other surfaces. there is no need to read the framebuffer/write into it, its just a z-stack of 3d surfaces now
>A software cursor is manually drawn by the graphics stack, which saves what was under it, draws the cursor, and then whenever it needs to be moved, writes the original data back, saves the data at the new position, and then draws the cursor there.
If a hardware layer is not being used the cursor layer will be treated like any other layer in the compositor. Modern compositors don't try and save and write pixels like that. It will just rerender it.
>(which is normally done per mouse interrupt);
It's normally done every frame the compositor makes.
>or it may end up drawing over what software wants to draw
The compositor composites everything at that will be shown on the next refresh of the display. Things don't indepently step on each others toes since it's just the compositor rendering and synchronizing all hardware layers (planes).
I’m not sure what the bug is, but this is a terrible fix. What this is doing is forcing the WindowServer to composite the cursor rather than treat it as a hardware overlay. I suppose the issue must be pretty bad for OP if this helps, but … ugh.
Terrible fix but it's a fix that's minimally-invasive and addresses a bug that causes a disproportionate annoyance to the fix. I can imagine your cursor lagging is something that is extremely annoying over time.
The root cause for the issue is probably (I'm not an Apple developer) due to huge round rectangles on the window shape corners. Rendering the window with the corners would include rendering whatever other windows and widgets under the window. (Which will have a lag and some more operations with transparency, which the developers probably want to avoid - while I'm not sure about this part).
This is such a nice fix but then you install it's set it up to launch on start and forget about it. 5 years later the bug has been fixed for 4 and I still have tho script record a random pixel every 10 seconds.
Never know how to know that the hacky fix is no longer needed
We showed [Gates] how the Macintosh mouse cursor moved smoothly, in a flicker-free fashion.
"What kind of hardware do you use to draw the cursor?", he asked. Many current personal computers had special hardware to draw small bitmaps called "sprites", and he thought we might be doing something similar.
guard is an inverted if statement, with the additional requirement that the branch must exit the parent scope. It's useful sometimes for readability, particularly for avoiding the "pyramid of doom" when you have a lot of preconditions that need to be checked:
if fooOK
if barOK {
if bazOK {
// do something
}
}
}
Obviously there are other options (like writing a negated if), but sometimes guard is more readable. It's a style thing.
The more important use case for guard is that 'guard let' statements can pattern-match and introduce bindings that are valid for the rest of the scope:
guard let foo = someOptional else { return }
print(foo);
This is useful enough that Rust copied it in the form of 'let ... else {}' statements (but did not bring over boolean guard statements).
guard has two advantages: the compiler ensures that you exit the current scope if the condition does not hold (via return, break, continue, etc), and bindings established in the guard clause (e.g. let foo = optionalBar) remaining in scope after the guard block, rather than inside it like an if block.
Is the fix working because it forces the WindowServer to do a full composition of the cursor overlay, or just because it prevents the system from throttling down into a lower power mode?
Some `if`/`else`/`else if` path for drawing on M-family machines/Intel machines/software fallback that is getting tripped up by this being an A18 instead?
With the disclaimer that I have zero knowledge of the MacBook Neo hardware, but I do know a bit about GPUs in general (including having written some GPU-accelerated drivers for Windows and the associated cursor-handling code), I'm going to make a wild guess: this lag is caused by waiting for the GPU command queue to flush.
As a bit of background information: the GPU is fed commands from a queue that the CPU writes to. These commands perform the drawing operations that the GPU is designed to accelerate. A hardware cursor is basically a small bitmap that can be positioned anywhere on the screen and moved around by simply updating position registers (which is normally done per mouse interrupt); the hardware draws it automatically. A software cursor is manually drawn by the graphics stack, which saves what was under it, draws the cursor, and then whenever it needs to be moved, writes the original data back, saves the data at the new position, and then draws the cursor there.
Flushing the command queue is necessary when switching to a software cursor, or otherwise doing software writes to the framebuffer, because you need to wait for the GPU to finish drawing what it has queued, or it may end up drawing over what software wants to draw, including the cursor. Or worse, the command is a blit (e.g. scrolling a window) and you end up with remnants of the cursor at its previous position.
the cursor could just be another small rectangle texture you position on top of the other surfaces. there is no need to read the framebuffer/write into it, its just a z-stack of 3d surfaces now
If a hardware layer is not being used the cursor layer will be treated like any other layer in the compositor. Modern compositors don't try and save and write pixels like that. It will just rerender it.
>(which is normally done per mouse interrupt);
It's normally done every frame the compositor makes.
>or it may end up drawing over what software wants to draw
The compositor composites everything at that will be shown on the next refresh of the display. Things don't indepently step on each others toes since it's just the compositor rendering and synchronizing all hardware layers (planes).
The root cause for the issue is probably (I'm not an Apple developer) due to huge round rectangles on the window shape corners. Rendering the window with the corners would include rendering whatever other windows and widgets under the window. (Which will have a lag and some more operations with transparency, which the developers probably want to avoid - while I'm not sure about this part).
When the counter hits e.g. 200, spam the user with notifications.
We showed [Gates] how the Macintosh mouse cursor moved smoothly, in a flicker-free fashion.
"What kind of hardware do you use to draw the cursor?", he asked. Many current personal computers had special hardware to draw small bitmaps called "sprites", and he thought we might be doing something similar.
The audacity of developers to restart the discussion whether the mouse should follow user input induces rage on so many levels.
The more important use case for guard is that 'guard let' statements can pattern-match and introduce bindings that are valid for the rest of the scope:
This is useful enough that Rust copied it in the form of 'let ... else {}' statements (but did not bring over boolean guard statements).