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Prepare nested Metal layers before compositing
Traverse the layer tree before compositing so nested Metal layers consume queued drawables and recycle their pool. Add a nested presentation probe covering pool reuse and Vulkan-to-OpenGL pixel readback.
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@@ -82,7 +82,7 @@ Useful probes (build tokenized Python helpers from `build/runtime/tools/`):
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- `riot-event-coalescing-check`: preserve key events and latest mouse motion.
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- `m327-cgl-resolver-check`: first calls through dynamically looked-up GL functions retain floating-point arguments; expected `first_sampler_linear=1 first_color_arguments=1 errors=0,0`. Build with `build-m58f327-opengl.py` and run with `run-riot-native-check.py m327-cgl-resolver-check`.
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- `m327-cgl-direct-check`: with `RCLOL_GPU_DIRECT_OTHER_WINDOW_TEST=1` and an owned 337x339 native target, interleave 338x339 fallback surfaces; expected `active_presenter_preserved=1 fallback_frames=357`. This needs the native presentation fixture; it is not a `run-riot-native-check.py` choice.
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- `riot-metal-presentation-check`: Vulkan clear reaches the GL texture, including late window/context attachment.
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- `riot-metal-presentation-check`: Vulkan clear reaches the GL texture, including late window/context attachment. Set `RIOT_PRESENTATION_NESTED=1` to place the Metal layer beneath two ordinary layers and verify that its drawables are still presented and recycled past the three-drawable pool limit.
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- `riot-metal-concurrency-check`: submission ordering, resource lifetime and concurrent recording.
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`RIOT_PRESENTATION_STRESS=1` makes the presentation probe run 120 frames. With the game and clients closed, force async encoding for this standalone probe using the guest flag `/tmp/metal-async-encode`, then remove it. The tested old path leaked 120 synchronization FDs over 120 frames; the fixed path leaked zero. Inspect the probe's host `/proc/PID/fd` for `anon_inode:syncobj_file` if reproducing that test.
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@@ -218,6 +218,8 @@ The first import of a drawable into the presenting OpenGL context, and the first
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A non-zero error or `FAILED` means the frames cannot reach the window. Before 2026-10-16 the import did not mark the memory as dedicated, which the extension requires; Mesa ignores it, and it is the suspected cause of the NVIDIA black screen (not yet confirmed). An NVIDIA log of 2026-10-16 showed `glTiling=optimal` with `setup_error=0x501 storage_error=0x501 FAILED`: NVIDIA's GL rejects `GL_LINEAR_TILING_EXT`, so the linear Vulkan image could not be imported. Since then the internal image and the GL texture use optimal tiling when `GL_VENDOR` contains NVIDIA (`vkTiling=optimal glTiling=optimal ok` is the expected line); everything else keeps linear. If the game shows a black screen on NVIDIA, report it with this file.
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An additional NVIDIA report on `68f816d` showed successful optimal-tiling import but repeated `Metal Device timed out giving us a Drawable to present` messages. Its [presentation trace](https://github.com/lucannez64/darling-lol/issues/3#issuecomment-6214732591) shows all three drawables queued and all three main-thread presentation callbacks running, followed by timeouts with three frames still queued. The compositor only prepared a Metal layer when it was the root layer, skipping nested Metal layers. It now prepares Metal layers throughout the tree. A standalone nested-layer reproduction exhausts the pool before this correction and passes ten presentations with pixel readback after it; the root-layer probe also passes. Confirmation on the reporter's NVIDIA system is still needed.
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### Host-side checks
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These are host settings, not game settings. Run on AC power, and use a performance power profile (`powerprofilesctl set performance`, or `asusctl profile -P Performance` on ASUS laptops). On the tested desktop the game is limited mostly by its own main thread on the CPU, not by the GPU (see [status](STATUS.md#game-fps-2026-10-1314)), so laptop CPU power limits matter as much as the GPU choice.
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