Files
niri/src/layout/tile.rs
T
Ivan Molodetskikh 5c32031111 shader_element: Make shader optional
The element is long-lived, but the shader itself isn't.
2024-05-03 20:20:36 +04:00

888 lines
31 KiB
Rust

use std::cell::RefCell;
use std::cmp::max;
use std::rc::Rc;
use std::time::Duration;
use niri_config::CornerRadius;
use smithay::backend::allocator::Fourcc;
use smithay::backend::renderer::element::solid::{SolidColorBuffer, SolidColorRenderElement};
use smithay::backend::renderer::element::utils::RescaleRenderElement;
use smithay::backend::renderer::element::{Element, Kind};
use smithay::backend::renderer::gles::GlesRenderer;
use smithay::utils::{Logical, Point, Rectangle, Scale, Size, Transform};
use super::focus_ring::{FocusRing, FocusRingRenderElement};
use super::{
LayoutElement, LayoutElementRenderElement, LayoutElementRenderSnapshot, Options,
RESIZE_ANIMATION_THRESHOLD,
};
use crate::animation::Animation;
use crate::niri_render_elements;
use crate::render_helpers::border::BorderRenderElement;
use crate::render_helpers::clipped_surface::{ClippedSurfaceRenderElement, RoundedCornerDamage};
use crate::render_helpers::damage::ExtraDamage;
use crate::render_helpers::offscreen::OffscreenRenderElement;
use crate::render_helpers::renderer::NiriRenderer;
use crate::render_helpers::resize::ResizeRenderElement;
use crate::render_helpers::snapshot::RenderSnapshot;
use crate::render_helpers::{render_to_encompassing_texture, RenderTarget};
/// Toplevel window with decorations.
#[derive(Debug)]
pub struct Tile<W: LayoutElement> {
/// The toplevel window itself.
window: W,
/// The border around the window.
border: FocusRing,
/// The focus ring around the window.
///
/// It's supposed to be on the Workspace, but for the sake of a nicer open animation it's
/// currently here.
focus_ring: FocusRing,
/// Whether this tile is fullscreen.
///
/// This will update only when the `window` actually goes fullscreen, rather than right away,
/// to avoid black backdrop flicker before the window has had a chance to resize.
is_fullscreen: bool,
/// The black backdrop for fullscreen windows.
fullscreen_backdrop: SolidColorBuffer,
/// The size we were requested to fullscreen into.
fullscreen_size: Size<i32, Logical>,
/// The animation upon opening a window.
open_animation: Option<Animation>,
/// The animation of the window resizing.
resize_animation: Option<ResizeAnimation>,
/// The animation of a tile visually moving horizontally.
move_x_animation: Option<MoveAnimation>,
/// The animation of a tile visually moving vertically.
move_y_animation: Option<MoveAnimation>,
/// Snapshot of the last render for use in the close animation.
unmap_snapshot: RefCell<Option<TileRenderSnapshot>>,
/// Extra damage for clipped surface corner radius changes.
rounded_corner_damage: RoundedCornerDamage,
/// Configurable properties of the layout.
pub options: Rc<Options>,
}
niri_render_elements! {
TileRenderElement<R> => {
LayoutElement = LayoutElementRenderElement<R>,
FocusRing = FocusRingRenderElement,
SolidColor = SolidColorRenderElement,
Offscreen = RescaleRenderElement<OffscreenRenderElement>,
Resize = ResizeRenderElement,
Border = BorderRenderElement,
ClippedSurface = ClippedSurfaceRenderElement<R>,
ExtraDamage = ExtraDamage,
}
}
type TileRenderSnapshot =
RenderSnapshot<TileRenderElement<GlesRenderer>, TileRenderElement<GlesRenderer>>;
#[derive(Debug)]
struct ResizeAnimation {
anim: Animation,
size_from: Size<i32, Logical>,
snapshot: LayoutElementRenderSnapshot,
}
#[derive(Debug)]
struct MoveAnimation {
anim: Animation,
from: i32,
}
impl<W: LayoutElement> Tile<W> {
pub fn new(window: W, options: Rc<Options>) -> Self {
let rules = window.rules();
let border_config = rules.border.resolve_against(options.border);
let focus_ring_config = rules.focus_ring.resolve_against(options.focus_ring.into());
Self {
window,
border: FocusRing::new(border_config.into()),
focus_ring: FocusRing::new(focus_ring_config.into()),
is_fullscreen: false, // FIXME: up-to-date fullscreen right away, but we need size.
fullscreen_backdrop: SolidColorBuffer::new((0, 0), [0., 0., 0., 1.]),
fullscreen_size: Default::default(),
open_animation: None,
resize_animation: None,
move_x_animation: None,
move_y_animation: None,
unmap_snapshot: RefCell::new(None),
rounded_corner_damage: Default::default(),
options,
}
}
pub fn update_config(&mut self, options: Rc<Options>) {
let rules = self.window.rules();
let border_config = rules.border.resolve_against(self.options.border);
self.border.update_config(border_config.into());
let focus_ring_config = rules
.focus_ring
.resolve_against(self.options.focus_ring.into());
self.focus_ring.update_config(focus_ring_config.into());
self.options = options;
}
pub fn update_window(&mut self) {
// FIXME: remove when we can get a fullscreen size right away.
if self.fullscreen_size != Size::from((0, 0)) {
self.is_fullscreen = self.window.is_fullscreen();
}
if let Some(animate_from) = self.window.take_animation_snapshot() {
let size_from = if let Some(resize) = self.resize_animation.take() {
// Compute like in animated_window_size(), but using the snapshot geometry (since
// the current one is already overwritten).
let mut size = animate_from.size;
let val = resize.anim.value();
let size_from = resize.size_from;
size.w = (size_from.w as f64 + (size.w - size_from.w) as f64 * val).round() as i32;
size.h = (size_from.h as f64 + (size.h - size_from.h) as f64 * val).round() as i32;
size
} else {
animate_from.size
};
let change = self.window.size().to_point() - size_from.to_point();
let change = max(change.x.abs(), change.y.abs());
if change > RESIZE_ANIMATION_THRESHOLD {
let anim = Animation::new(0., 1., 0., self.options.animations.window_resize.anim);
self.resize_animation = Some(ResizeAnimation {
anim,
size_from,
snapshot: animate_from,
});
} else {
self.resize_animation = None;
}
}
let rules = self.window.rules();
let border_config = rules.border.resolve_against(self.options.border);
self.border.update_config(border_config.into());
let focus_ring_config = rules
.focus_ring
.resolve_against(self.options.focus_ring.into());
self.focus_ring.update_config(focus_ring_config.into());
let window_size = self.window_size();
let radius = rules
.geometry_corner_radius
.unwrap_or_default()
.fit_to(window_size.w as f32, window_size.h as f32);
self.rounded_corner_damage.set_corner_radius(radius);
self.rounded_corner_damage.set_size(window_size);
}
pub fn advance_animations(&mut self, current_time: Duration, is_active: bool) {
if let Some(anim) = &mut self.open_animation {
anim.set_current_time(current_time);
if anim.is_done() {
self.open_animation = None;
}
}
if let Some(resize) = &mut self.resize_animation {
resize.anim.set_current_time(current_time);
if resize.anim.is_done() {
self.resize_animation = None;
}
}
if let Some(move_) = &mut self.move_x_animation {
move_.anim.set_current_time(current_time);
if move_.anim.is_done() {
self.move_x_animation = None;
}
}
if let Some(move_) = &mut self.move_y_animation {
move_.anim.set_current_time(current_time);
if move_.anim.is_done() {
self.move_y_animation = None;
}
}
let rules = self.window.rules();
let draw_border_with_background = rules
.draw_border_with_background
.unwrap_or_else(|| !self.window.has_ssd());
let border_width = self.effective_border_width().unwrap_or(0);
let radius = if self.is_fullscreen {
CornerRadius::default()
} else {
rules
.geometry_corner_radius
.map_or(CornerRadius::default(), |radius| {
radius.expanded_by(border_width as f32)
})
};
self.border.update(
self.animated_window_size(),
!draw_border_with_background,
radius,
);
self.border.set_active(is_active);
let draw_focus_ring_with_background = if self.effective_border_width().is_some() {
false
} else {
draw_border_with_background
};
let radius = if self.is_fullscreen {
CornerRadius::default()
} else if self.effective_border_width().is_some() {
radius
} else {
rules.geometry_corner_radius.unwrap_or_default()
}
.expanded_by(self.focus_ring.width() as f32);
self.focus_ring.update(
self.animated_tile_size(),
!draw_focus_ring_with_background,
radius,
);
self.focus_ring.set_active(is_active);
}
pub fn are_animations_ongoing(&self) -> bool {
self.open_animation.is_some()
|| self.resize_animation.is_some()
|| self.move_x_animation.is_some()
|| self.move_y_animation.is_some()
}
pub fn render_offset(&self) -> Point<i32, Logical> {
let mut offset = Point::from((0., 0.));
if let Some(move_) = &self.move_x_animation {
offset.x += f64::from(move_.from) * move_.anim.value();
}
if let Some(move_) = &self.move_y_animation {
offset.y += f64::from(move_.from) * move_.anim.value();
}
offset.to_i32_round()
}
pub fn start_open_animation(&mut self) {
self.open_animation = Some(Animation::new(
0.,
1.,
0.,
self.options.animations.window_open.0,
));
}
pub fn open_animation(&self) -> &Option<Animation> {
&self.open_animation
}
pub fn resize_animation(&self) -> Option<&Animation> {
self.resize_animation.as_ref().map(|resize| &resize.anim)
}
pub fn animate_move_from(&mut self, from: Point<i32, Logical>) {
self.animate_move_x_from(from.x);
self.animate_move_y_from(from.y);
}
pub fn animate_move_x_from(&mut self, from: i32) {
self.animate_move_x_from_with_config(from, self.options.animations.window_movement.0);
}
pub fn animate_move_x_from_with_config(&mut self, from: i32, config: niri_config::Animation) {
let current_offset = self.render_offset().x;
// Preserve the previous config if ongoing.
let anim = self.move_x_animation.take().map(|move_| move_.anim);
let anim = anim
.map(|anim| anim.restarted(1., 0., 0.))
.unwrap_or_else(|| Animation::new(1., 0., 0., config));
self.move_x_animation = Some(MoveAnimation {
anim,
from: from + current_offset,
});
}
pub fn animate_move_y_from(&mut self, from: i32) {
self.animate_move_y_from_with_config(from, self.options.animations.window_movement.0);
}
pub fn animate_move_y_from_with_config(&mut self, from: i32, config: niri_config::Animation) {
let current_offset = self.render_offset().y;
// Preserve the previous config if ongoing.
let anim = self.move_y_animation.take().map(|move_| move_.anim);
let anim = anim
.map(|anim| anim.restarted(1., 0., 0.))
.unwrap_or_else(|| Animation::new(1., 0., 0., config));
self.move_y_animation = Some(MoveAnimation {
anim,
from: from + current_offset,
});
}
pub fn window(&self) -> &W {
&self.window
}
pub fn window_mut(&mut self) -> &mut W {
&mut self.window
}
pub fn into_window(self) -> W {
self.window
}
pub fn is_fullscreen(&self) -> bool {
self.is_fullscreen
}
/// Returns `None` if the border is hidden and `Some(width)` if it should be shown.
fn effective_border_width(&self) -> Option<i32> {
if self.is_fullscreen {
return None;
}
if self.border.is_off() {
return None;
}
Some(self.border.width())
}
/// Returns the location of the window's visual geometry within this Tile.
pub fn window_loc(&self) -> Point<i32, Logical> {
let mut loc = Point::from((0, 0));
// In fullscreen, center the window in the given size.
if self.is_fullscreen {
let window_size = self.window.size();
let target_size = self.fullscreen_size;
// Windows aren't supposed to be larger than the fullscreen size, but in case we get
// one, leave it at the top-left as usual.
if window_size.w < target_size.w {
loc.x += (target_size.w - window_size.w) / 2;
}
if window_size.h < target_size.h {
loc.y += (target_size.h - window_size.h) / 2;
}
}
if let Some(width) = self.effective_border_width() {
loc += (width, width).into();
}
loc
}
pub fn tile_size(&self) -> Size<i32, Logical> {
let mut size = self.window.size();
if self.is_fullscreen {
// Normally we'd just return the fullscreen size here, but this makes things a bit
// nicer if a fullscreen window is bigger than the fullscreen size for some reason.
size.w = max(size.w, self.fullscreen_size.w);
size.h = max(size.h, self.fullscreen_size.h);
return size;
}
if let Some(width) = self.effective_border_width() {
size.w = size.w.saturating_add(width * 2);
size.h = size.h.saturating_add(width * 2);
}
size
}
pub fn window_size(&self) -> Size<i32, Logical> {
self.window.size()
}
fn animated_window_size(&self) -> Size<i32, Logical> {
let mut size = self.window.size();
if let Some(resize) = &self.resize_animation {
let val = resize.anim.value();
let size_from = resize.size_from;
size.w = (size_from.w as f64 + (size.w - size_from.w) as f64 * val).round() as i32;
size.w = max(1, size.w);
size.h = (size_from.h as f64 + (size.h - size_from.h) as f64 * val).round() as i32;
size.h = max(1, size.h);
}
size
}
fn animated_tile_size(&self) -> Size<i32, Logical> {
let mut size = self.animated_window_size();
if self.is_fullscreen {
// Normally we'd just return the fullscreen size here, but this makes things a bit
// nicer if a fullscreen window is bigger than the fullscreen size for some reason.
size.w = max(size.w, self.fullscreen_size.w);
size.h = max(size.h, self.fullscreen_size.h);
return size;
}
if let Some(width) = self.effective_border_width() {
size.w = size.w.saturating_add(width * 2);
size.h = size.h.saturating_add(width * 2);
}
size
}
pub fn buf_loc(&self) -> Point<i32, Logical> {
let mut loc = Point::from((0, 0));
loc += self.window_loc();
loc += self.window.buf_loc();
loc
}
pub fn is_in_input_region(&self, mut point: Point<f64, Logical>) -> bool {
point -= self.window_loc().to_f64();
self.window.is_in_input_region(point)
}
pub fn is_in_activation_region(&self, point: Point<f64, Logical>) -> bool {
let activation_region = Rectangle::from_loc_and_size((0, 0), self.tile_size());
activation_region.to_f64().contains(point)
}
pub fn request_tile_size(&mut self, mut size: Size<i32, Logical>, animate: bool) {
// Can't go through effective_border_width() because we might be fullscreen.
if !self.border.is_off() {
let width = self.border.width();
size.w = max(1, size.w - width * 2);
size.h = max(1, size.h - width * 2);
}
self.window.request_size(size, animate);
}
pub fn tile_width_for_window_width(&self, size: i32) -> i32 {
if self.border.is_off() {
size
} else {
size.saturating_add(self.border.width() * 2)
}
}
pub fn tile_height_for_window_height(&self, size: i32) -> i32 {
if self.border.is_off() {
size
} else {
size.saturating_add(self.border.width() * 2)
}
}
pub fn window_height_for_tile_height(&self, size: i32) -> i32 {
if self.border.is_off() {
size
} else {
size.saturating_sub(self.border.width() * 2)
}
}
pub fn request_fullscreen(&mut self, size: Size<i32, Logical>) {
self.fullscreen_backdrop.resize(size);
self.fullscreen_size = size;
self.window.request_fullscreen(size);
}
pub fn min_size(&self) -> Size<i32, Logical> {
let mut size = self.window.min_size();
if let Some(width) = self.effective_border_width() {
size.w = max(1, size.w);
size.h = max(1, size.h);
size.w = size.w.saturating_add(width * 2);
size.h = size.h.saturating_add(width * 2);
}
size
}
pub fn max_size(&self) -> Size<i32, Logical> {
let mut size = self.window.max_size();
if let Some(width) = self.effective_border_width() {
if size.w > 0 {
size.w = size.w.saturating_add(width * 2);
}
if size.h > 0 {
size.h = size.h.saturating_add(width * 2);
}
}
size
}
pub fn draw_border_with_background(&self) -> bool {
if self.effective_border_width().is_some() {
return false;
}
self.window
.rules()
.draw_border_with_background
.unwrap_or_else(|| !self.window.has_ssd())
}
fn render_inner<R: NiriRenderer>(
&self,
renderer: &mut R,
location: Point<i32, Logical>,
scale: Scale<f64>,
view_size: Size<i32, Logical>,
focus_ring: bool,
target: RenderTarget,
) -> impl Iterator<Item = TileRenderElement<R>> {
let _span = tracy_client::span!("Tile::render_inner");
let alpha = if self.is_fullscreen {
1.
} else {
self.window.rules().opacity.unwrap_or(1.).clamp(0., 1.)
};
let window_loc = self.window_loc();
let window_size = self.window_size();
let animated_window_size = self.animated_window_size();
let window_render_loc = location + window_loc;
let area = Rectangle::from_loc_and_size(window_render_loc, animated_window_size);
// If we're resizing, try to render a shader, or a fallback.
let mut resize_shader = None;
let mut resize_popups = None;
let mut resize_fallback = None;
if let Some(resize) = &self.resize_animation {
resize_popups = Some(
self.window
.render_popups(renderer, window_render_loc, scale, alpha, target)
.into_iter()
.map(Into::into),
);
if let Some(shader) = ResizeRenderElement::shader(renderer) {
let gles_renderer = renderer.as_gles_renderer();
if let Some(texture_from) = resize.snapshot.texture(gles_renderer, scale, target) {
let window_elements = self.window.render_normal(
gles_renderer,
Point::from((0, 0)),
scale,
1.,
target,
);
let current = render_to_encompassing_texture(
gles_renderer,
scale,
Transform::Normal,
Fourcc::Abgr8888,
&window_elements,
)
.map_err(|err| warn!("error rendering window to texture: {err:?}"))
.ok();
let rules = self.window.rules();
let clip_to_geometry =
!self.is_fullscreen && rules.clip_to_geometry == Some(true);
let corner_radius = rules.geometry_corner_radius.unwrap_or_default();
if let Some((texture_current, _sync_point, texture_current_geo)) = current {
let elem = ResizeRenderElement::new(
shader,
area,
scale,
texture_from.clone(),
resize.snapshot.size,
(texture_current, texture_current_geo),
window_size,
resize.anim.value() as f32,
resize.anim.clamped_value().clamp(0., 1.) as f32,
corner_radius,
clip_to_geometry,
alpha,
);
// FIXME: with split popups, this will use the resize element ID for
// popups, but we want the real IDs.
self.window
.set_offscreen_element_id(Some(elem.id().clone()));
resize_shader = Some(elem.into());
}
}
}
if resize_shader.is_none() {
let fallback_buffer = SolidColorBuffer::new(area.size, [1., 0., 0., 1.]);
resize_fallback = Some(
SolidColorRenderElement::from_buffer(
&fallback_buffer,
area.loc.to_physical_precise_round(scale),
scale,
alpha,
Kind::Unspecified,
)
.into(),
);
self.window.set_offscreen_element_id(None);
}
}
// If we're not resizing, render the window itself.
let mut window_surface = None;
let mut window_popups = None;
let mut rounded_corner_damage = None;
if resize_shader.is_none() && resize_fallback.is_none() {
let window = self
.window
.render(renderer, window_render_loc, scale, alpha, target);
let geo = Rectangle::from_loc_and_size(window_render_loc, window_size);
let rules = self.window.rules();
let clip_to_geometry = !self.is_fullscreen && rules.clip_to_geometry == Some(true);
let radius = rules
.geometry_corner_radius
.unwrap_or_default()
.fit_to(window_size.w as f32, window_size.h as f32);
let clip_shader = ClippedSurfaceRenderElement::shader(renderer).cloned();
let border_shader = BorderRenderElement::shader(renderer).cloned();
if clip_to_geometry && clip_shader.is_some() {
let damage = self.rounded_corner_damage.element();
rounded_corner_damage = Some(damage.with_location(window_render_loc).into());
}
window_surface = Some(window.normal.into_iter().map(move |elem| match elem {
LayoutElementRenderElement::Wayland(elem) => {
// If we should clip to geometry, render a clipped window.
if clip_to_geometry {
if let Some(shader) = clip_shader.clone() {
if ClippedSurfaceRenderElement::will_clip(&elem, scale, geo, radius) {
return ClippedSurfaceRenderElement::new(
elem,
scale,
geo,
shader.clone(),
radius,
)
.into();
}
}
}
// Otherwise, render it normally.
LayoutElementRenderElement::Wayland(elem).into()
}
LayoutElementRenderElement::SolidColor(elem) => {
// In this branch we're rendering a blocked-out window with a solid
// color. We need to render it with a rounded corner shader even if
// clip_to_geometry is false, because in this case we're assuming that
// the unclipped window CSD already has corners rounded to the
// user-provided radius, so our blocked-out rendering should match that
// radius.
if radius != CornerRadius::default() {
if let Some(shader) = border_shader.clone() {
return BorderRenderElement::new(
&shader,
scale,
elem.geometry(Scale::from(1.)).to_logical(1),
Rectangle::from_loc_and_size(Point::from((0, 0)), geo.size),
elem.color(),
elem.color(),
0.,
elem.geometry(Scale::from(1.)).to_logical(1),
0.,
radius,
)
.into();
}
}
// Otherwise, render the solid color as is.
LayoutElementRenderElement::SolidColor(elem).into()
}
}));
window_popups = Some(window.popups.into_iter().map(Into::into));
}
let rv = resize_popups
.into_iter()
.flatten()
.chain(resize_shader)
.chain(resize_fallback)
.chain(window_popups.into_iter().flatten())
.chain(rounded_corner_damage)
.chain(window_surface.into_iter().flatten());
let elem = self.is_fullscreen.then(|| {
SolidColorRenderElement::from_buffer(
&self.fullscreen_backdrop,
location.to_physical_precise_round(scale),
scale,
1.,
Kind::Unspecified,
)
.into()
});
let rv = rv.chain(elem);
let elem = self.effective_border_width().map(|width| {
self.border
.render(
renderer,
location + Point::from((width, width)),
scale,
view_size,
)
.map(Into::into)
});
let rv = rv.chain(elem.into_iter().flatten());
let elem = focus_ring.then(|| {
self.focus_ring
.render(renderer, location, scale, view_size)
.map(Into::into)
});
rv.chain(elem.into_iter().flatten())
}
pub fn render<R: NiriRenderer>(
&self,
renderer: &mut R,
location: Point<i32, Logical>,
scale: Scale<f64>,
view_size: Size<i32, Logical>,
focus_ring: bool,
target: RenderTarget,
) -> impl Iterator<Item = TileRenderElement<R>> {
let _span = tracy_client::span!("Tile::render");
if let Some(anim) = &self.open_animation {
let renderer = renderer.as_gles_renderer();
let elements =
self.render_inner(renderer, location, scale, view_size, focus_ring, target);
let elements = elements.collect::<Vec<TileRenderElement<_>>>();
let elem = OffscreenRenderElement::new(
renderer,
scale.x as i32,
&elements,
anim.clamped_value().clamp(0., 1.) as f32,
);
self.window()
.set_offscreen_element_id(Some(elem.id().clone()));
let mut center = location;
center.x += self.tile_size().w / 2;
center.y += self.tile_size().h / 2;
Some(TileRenderElement::Offscreen(
RescaleRenderElement::from_element(
elem,
center.to_physical_precise_round(scale),
(anim.value() / 2. + 0.5).max(0.),
),
))
.into_iter()
.chain(None.into_iter().flatten())
} else {
self.window().set_offscreen_element_id(None);
let elements =
self.render_inner(renderer, location, scale, view_size, focus_ring, target);
None.into_iter().chain(Some(elements).into_iter().flatten())
}
}
pub fn store_unmap_snapshot_if_empty(
&self,
renderer: &mut GlesRenderer,
scale: Scale<f64>,
view_size: Size<i32, Logical>,
) {
let mut snapshot = self.unmap_snapshot.borrow_mut();
if snapshot.is_some() {
return;
}
*snapshot = Some(self.render_snapshot(renderer, scale, view_size));
}
fn render_snapshot(
&self,
renderer: &mut GlesRenderer,
scale: Scale<f64>,
view_size: Size<i32, Logical>,
) -> TileRenderSnapshot {
let _span = tracy_client::span!("Tile::render_snapshot");
let contents = self.render_inner(
renderer,
Point::from((0, 0)),
scale,
view_size,
false,
RenderTarget::Output,
);
// A bit of a hack to render blocked out as for screencast, but I think it's fine here.
let blocked_out_contents = self.render_inner(
renderer,
Point::from((0, 0)),
scale,
view_size,
false,
RenderTarget::Screencast,
);
RenderSnapshot {
contents: contents.collect(),
blocked_out_contents: blocked_out_contents.collect(),
block_out_from: self.window.rules().block_out_from,
size: self.animated_tile_size(),
texture: Default::default(),
blocked_out_texture: Default::default(),
}
}
pub fn take_unmap_snapshot(&self) -> Option<TileRenderSnapshot> {
self.unmap_snapshot.take()
}
}