From a46c0df7eddecab194719dd77ef487bc81f04e76 Mon Sep 17 00:00:00 2001 From: Isaac Freund Date: Tue, 6 Jan 2026 21:00:44 +0000 Subject: [PATCH] Server: fix wlroots assertion failure on GPU reset --- river/Server.zig | 32 +++++++++++++++++++++++++++----- 1 file changed, 27 insertions(+), 5 deletions(-) diff --git a/river/Server.zig b/river/Server.zig index 2a8065d..fcd2c99 100644 --- a/river/Server.zig +++ b/river/Server.zig @@ -57,6 +57,7 @@ session: ?*wlr.Session, renderer: *wlr.Renderer, allocator: *wlr.Allocator, +gpu_reset_recover: ?*wl.EventSource = null, security_context_manager: *wlr.SecurityContextManagerV1, @@ -373,19 +374,40 @@ fn terminate(_: c_int, wl_server: *wl.Server) c_int { fn handleRendererLost(listener: *wl.Listener(void)) void { const server: *Server = @fieldParentPtr("renderer_lost", listener); + if (server.gpu_reset_recover != null) { + log.info("ignoring GPU reset event, recovery already scheduled", .{}); + return; + } + log.info("received GPU reset event, scheduling recovery", .{}); + // There's a design wart in this wlroots API: calling wlr_renderer_destroy() + // from inside this listener for the renderer lost event causes the assertion + // that all listener lists are empty in wlr_renderer_destroy() to fail. This + // happens even if river has already called server.renderer_lost.link.remove() + // since wlroots uses wl_signal_emit_mutable(), which is implemented by adding + // temporary links to the list during iteration. + // Using an idle callback is the most straightforward way to work around this + // design wart. + const event_loop = server.wl_server.getEventLoop(); + server.gpu_reset_recover = event_loop.addIdle(*Server, gpuResetRecoverIdle, server) catch |err| switch (err) { + error.OutOfMemory => { + log.err("out of memory", .{}); + return; + }, + }; +} - log.info("recovering from GPU reset", .{}); - +fn gpuResetRecoverIdle(server: *Server) void { + server.gpu_reset_recover = null; // There's not much that can be done if creating a new renderer or allocator fails. // With luck there might be another GPU reset after which we try again and succeed. - - server.recoverFromGpuReset() catch |err| switch (err) { + server.gpuResetRecover() catch |err| switch (err) { error.RendererCreateFailed => log.err("failed to create new renderer after GPU reset", .{}), error.AllocatorCreateFailed => log.err("failed to create new allocator after GPU reset", .{}), }; } -fn recoverFromGpuReset(server: *Server) !void { +fn gpuResetRecover(server: *Server) !void { + log.info("recovering from GPU reset", .{}); const new_renderer = try wlr.Renderer.autocreate(server.backend); errdefer new_renderer.destroy();