<NME> winit.rs
<BEF> use std::{
    sync::{atomic::Ordering, Mutex},
    time::Duration,
};

use slog::Logger;
#[cfg(feature = "debug")]
use smithay::backend::renderer::ImportMem;
#[cfg(feature = "egl")]
use smithay::{
    backend::{
        allocator::dmabuf::Dmabuf,
        renderer::{ImportDma, ImportEgl},
    },
    delegate_dmabuf,
    wayland::dmabuf::{DmabufGlobal, DmabufHandler, DmabufState, ImportError},
};
use smithay::{
    backend::{
        renderer::{
            damage::{DamageTrackedRenderer, DamageTrackedRendererError},
            element::AsRenderElements,
            gles2::{Gles2Renderer, Gles2Texture},
        },
        winit::{self, WinitEvent, WinitGraphicsBackend},
        SwapBuffersError,
    },
    input::pointer::{CursorImageAttributes, CursorImageStatus},
    output::{Mode, Output, PhysicalProperties, Subpixel},
    reexports::{
        calloop::EventLoop,
        wayland_server::{protocol::wl_surface, Display},
    },
    utils::{IsAlive, Point, Scale, Transform},
    wayland::{compositor, input_method::InputMethodSeat},
};

use crate::state::{AnvilState, Backend, CalloopData};
use crate::{drawing::*, render::*};

pub const OUTPUT_NAME: &str = "winit";

pub struct WinitData {
    backend: WinitGraphicsBackend,
    damage_tracked_renderer: DamageTrackedRenderer,
    #[cfg(feature = "egl")]
    dmabuf_state: Option<(DmabufState, DmabufGlobal)>,
    full_redraw: u8,
    #[cfg(feature = "debug")]
    pub fps: fps_ticker::Fps,
}

#[cfg(feature = "egl")]
impl DmabufHandler for AnvilState<WinitData> {
    fn dmabuf_state(&mut self) -> &mut DmabufState {
        event_loop.handle(),
        WinitData,
        #[cfg(feature = "egl")]
        Rc::new(RefCell::new(reader.clone())),
        log.clone(),
    );

            .import_dmabuf(&dmabuf, None)
            .map(|_| ())
            .map_err(|_| ImportError::Failed)
    }
}
#[cfg(feature = "egl")]
delegate_dmabuf!(AnvilState<WinitData>);

impl Backend for WinitData {
    fn seat_name(&self) -> String {
        String::from("winit")
    }
    fn reset_buffers(&mut self, _output: &Output) {
        self.full_redraw = 4;
    }
    fn early_import(&mut self, _surface: &wl_surface::WlSurface) {}
}

pub fn run_winit(log: Logger) {
    let mut event_loop = EventLoop::try_new().unwrap();
    let mut display = Display::new().unwrap();

    #[cfg_attr(not(feature = "egl"), allow(unused_mut))]
    let (mut backend, mut winit) = match winit::init(log.clone()) {
        Ok(ret) => ret,
        Err(err) => {
            slog::crit!(log, "Failed to initialize Winit backend: {}", err);
            return;
        }
    };
    let size = backend.window_size().physical_size;

    let mode = Mode {
        size,
        refresh: 60_000,
    };
    let output = Output::new(
        OUTPUT_NAME.to_string(),
        PhysicalProperties {
            size: (0, 0).into(),
            subpixel: Subpixel::Unknown,
            make: "Smithay".into(),
            model: "Winit".into(),
        },
        log.clone(),
    );
    let _global = output.create_global::<AnvilState<WinitData>>(&display.handle());
    output.change_current_state(Some(mode), Some(Transform::Flipped180), None, Some((0, 0).into()));
    output.set_preferred(mode);

    #[cfg(feature = "debug")]
                    draw_windows(
                        renderer,
                        frame,
                        reader.as_ref(),
                        &*state.window_map.borrow(),
                        None,
                        state.ctoken,
                        &log,
                    )?;

                    let (x, y) = *state.pointer_location.borrow();
                    // draw the dnd icon if any
                    {
                        let guard = state.dnd_icon.lock().unwrap();
    let mut fps_element = FpsElement::new(fps_texture);

    let data = {
                                    renderer,
                                    frame,
                                    surface,
                                    reader.as_ref(),
                                    (x as i32, y as i32),
                                    state.ctoken,
                                    &log,
                dmabuf_formats,
                log.clone(),
            );
            Some((state, global))
        } else {
            None
        };

        let damage_tracked_renderer = DamageTrackedRenderer::from_output(&output);

        WinitData {
            backend,
            damage_tracked_renderer,
            #[cfg(feature = "egl")]
            dmabuf_state,
            full_redraw: 0,
            #[cfg(feature = "debug")]
            fps: fps_ticker::Fps::default(),
        }
    };
                                renderer,
                                frame,
                                surface,
                                reader.as_ref(),
                                (x as i32, y as i32),
                                state.ctoken,
                                &log,

    let mut pointer_element = PointerElement::<Gles2Texture>::default();

    while state.running.load(Ordering::SeqCst) {
        if winit
            .dispatch_new_events(|event| match event {
                WinitEvent::Resized { size, .. } => {
                    // We only have one output
                    let output = state.space.outputs().next().unwrap().clone();
                    state.space.map_output(&output, (0, 0));
                    let mode = Mode {
                        size,
                        refresh: 60_000,
                    };
                    output.change_current_state(Some(mode), None, None, None);
                    output.set_preferred(mode);
                    crate::shell::fixup_positions(&mut state.space);
                }
                WinitEvent::Input(event) => {
                    state.process_input_event_windowed(&display.handle(), event, OUTPUT_NAME)
                }
                _ => (),
            })
            .is_err()
        {
            state.running.store(false, Ordering::SeqCst);
            break;
        }

        // drawing logic
        {
            let backend = &mut state.backend_data.backend;

            let mut cursor_guard = state.cursor_status.lock().unwrap();

            // draw the cursor as relevant
            // reset the cursor if the surface is no longer alive
            let mut reset = false;
            if let CursorImageStatus::Surface(ref surface) = *cursor_guard {
                reset = !surface.alive();
            }
            if reset {
                *cursor_guard = CursorImageStatus::Default;
            }
            let cursor_visible = !matches!(*cursor_guard, CursorImageStatus::Surface(_));

            pointer_element.set_status(cursor_guard.clone());

            #[cfg(feature = "debug")]
            let fps = state.backend_data.fps.avg().round() as u32;
            #[cfg(feature = "debug")]
            fps_element.update_fps(fps);

            let full_redraw = &mut state.backend_data.full_redraw;
            *full_redraw = full_redraw.saturating_sub(1);
            let space = &mut state.space;
            let damage_tracked_renderer = &mut state.backend_data.damage_tracked_renderer;

            let input_method = state.seat.input_method().unwrap();
            let dnd_icon = state.dnd_icon.as_ref();

            let scale = Scale::from(output.current_scale().fractional_scale());
            let cursor_hotspot = if let CursorImageStatus::Surface(ref surface) = *cursor_guard {
                compositor::with_states(surface, |states| {
                    states
                        .data_map
                        .get::<Mutex<CursorImageAttributes>>()
                        .unwrap()
                        .lock()
                        .unwrap()
                        .hotspot
                })
            } else {
                (0, 0).into()
            };
            let cursor_pos = state.pointer_location - cursor_hotspot.to_f64();
            let cursor_pos_scaled = cursor_pos.to_physical(scale).to_i32_round();

            let render_res = backend.bind().and_then(|_| {
                let age = if *full_redraw > 0 {
                    0
                } else {
                    backend.buffer_age().unwrap_or(0)
                };

                let renderer = backend.renderer();

                let mut elements = Vec::<CustomRenderElements<Gles2Renderer>>::new();

                elements.extend(pointer_element.render_elements(cursor_pos_scaled, scale));

                // draw input method surface if any
                let rectangle = input_method.coordinates();
                let position = Point::from((
                    rectangle.loc.x + rectangle.size.w,
                    rectangle.loc.y + rectangle.size.h,
                ));
                input_method.with_surface(|surface| {
                    elements.extend(AsRenderElements::<Gles2Renderer>::render_elements(
                        &smithay::desktop::space::SurfaceTree::from_surface(surface),
                        position.to_physical_precise_round(scale),
                        scale,
                    ));
                });

                // draw the dnd icon if any
                if let Some(surface) = dnd_icon {
                    if surface.alive() {
                        elements.extend(AsRenderElements::<Gles2Renderer>::render_elements(
                            &smithay::desktop::space::SurfaceTree::from_surface(surface),
                            cursor_pos_scaled,
                            scale,
                        ));
                    }
                }

                #[cfg(feature = "debug")]
                elements.push(CustomRenderElements::Fps(fps_element.clone()));

                render_output(
                    &output,
                    space,
                    &elements,
                    renderer,
                    damage_tracked_renderer,
                    age,
                    &log,
                )
                .map_err(|err| match err {
                    DamageTrackedRendererError::Rendering(err) => err.into(),
                    _ => unreachable!(),
                })
            });

            match render_res {
                Ok((damage, states)) => {
                    if let Some(damage) = damage {
                        if let Err(err) = backend.submit(Some(&*damage)) {
                            warn!(log, "Failed to submit buffer: {}", err);
                        }
                    }
                    backend.window().set_cursor_visible(cursor_visible);

                    // Send frame events so that client start drawing their next frame
                    state.send_frames(&output, &states);
                }
                Err(SwapBuffersError::ContextLost(err)) => {
                    error!(log, "Critical Rendering Error: {}", err);
                    state.running.store(false, Ordering::SeqCst);
                }
                Err(err) => warn!(log, "Rendering error: {}", err),
            }
        }

        let mut calloop_data = CalloopData { state, display };
        let result = event_loop.dispatch(Some(Duration::from_millis(16)), &mut calloop_data);
        CalloopData { state, display } = calloop_data;

        if result.is_err() {
            state.running.store(false, Ordering::SeqCst);
        } else {
            state.space.refresh();
            state.popups.cleanup();
            display.flush_clients().unwrap();
        }

        #[cfg(feature = "debug")]
        state.backend_data.fps.tick();
    }
}

<MSG> anvil: remove several Rc and RefCell

<DFF> @@ -56,7 +56,7 @@ pub fn run_winit(
         event_loop.handle(),
         WinitData,
         #[cfg(feature = "egl")]
-        Rc::new(RefCell::new(reader.clone())),
+        reader,
         log.clone(),
     );
 
@@ -114,14 +114,14 @@ pub fn run_winit(
                     draw_windows(
                         renderer,
                         frame,
-                        reader.as_ref(),
+                        state.egl_reader.as_ref(),
                         &*state.window_map.borrow(),
                         None,
                         state.ctoken,
                         &log,
                     )?;
 
-                    let (x, y) = *state.pointer_location.borrow();
+                    let (x, y) = state.pointer_location;
                     // draw the dnd icon if any
                     {
                         let guard = state.dnd_icon.lock().unwrap();
@@ -131,7 +131,7 @@ pub fn run_winit(
                                     renderer,
                                     frame,
                                     surface,
-                                    reader.as_ref(),
+                                    state.egl_reader.as_ref(),
                                     (x as i32, y as i32),
                                     state.ctoken,
                                     &log,
@@ -158,7 +158,7 @@ pub fn run_winit(
                                 renderer,
                                 frame,
                                 surface,
-                                reader.as_ref(),
+                                state.egl_reader.as_ref(),
                                 (x as i32, y as i32),
                                 state.ctoken,
                                 &log,

anvil: remove several Rc and RefCell