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weston/src/compositor.c

3909 lines
99 KiB

/*
* Copyright © 2010-2011 Intel Corporation
* Copyright © 2008-2011 Kristian Høgsberg
* Copyright © 2012 Collabora, Ltd.
*
* Permission to use, copy, modify, distribute, and sell this software and
* its documentation for any purpose is hereby granted without fee, provided
* that the above copyright notice appear in all copies and that both that
* copyright notice and this permission notice appear in supporting
* documentation, and that the name of the copyright holders not be used in
* advertising or publicity pertaining to distribution of the software
* without specific, written prior permission. The copyright holders make
* no representations about the suitability of this software for any
* purpose. It is provided "as is" without express or implied warranty.
*
* THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS
* SOFTWARE, INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
* FITNESS, IN NO EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY
* SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER
* RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF
* CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN
* CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
#include "config.h"
#include <fcntl.h>
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <stdint.h>
#include <limits.h>
#include <stdarg.h>
#include <assert.h>
#include <sys/ioctl.h>
#include <sys/mman.h>
#include <sys/wait.h>
#include <sys/socket.h>
#include <sys/utsname.h>
#include <sys/stat.h>
#include <unistd.h>
#include <math.h>
#include <linux/input.h>
#include <dlfcn.h>
#include <signal.h>
#include <setjmp.h>
#include <sys/time.h>
#include <time.h>
#ifdef HAVE_LIBUNWIND
#define UNW_LOCAL_ONLY
#include <libunwind.h>
#endif
#include "compositor.h"
#include "../shared/os-compatibility.h"
#include "git-version.h"
#include "version.h"
static struct wl_list child_process_list;
static struct weston_compositor *segv_compositor;
static int
sigchld_handler(int signal_number, void *data)
{
struct weston_process *p;
int status;
pid_t pid;
pid = waitpid(-1, &status, WNOHANG);
if (!pid)
return 1;
wl_list_for_each(p, &child_process_list, link) {
if (p->pid == pid)
break;
}
if (&p->link == &child_process_list) {
weston_log("unknown child process exited\n");
return 1;
}
wl_list_remove(&p->link);
p->cleanup(p, status);
return 1;
}
static void
weston_output_transform_scale_init(struct weston_output *output,
uint32_t transform, uint32_t scale);
static void
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_compositor_build_view_list(struct weston_compositor *compositor);
WL_EXPORT int
weston_output_switch_mode(struct weston_output *output, struct weston_mode *mode,
int32_t scale, enum weston_mode_switch_op op)
{
struct weston_seat *seat;
struct wl_resource *resource;
pixman_region32_t old_output_region;
int ret, notify_mode_changed, notify_scale_changed;
int temporary_mode, temporary_scale;
if (!output->switch_mode)
return -1;
temporary_mode = (output->original_mode != 0);
temporary_scale = (output->current_scale != output->original_scale);
ret = 0;
notify_mode_changed = 0;
notify_scale_changed = 0;
switch(op) {
case WESTON_MODE_SWITCH_SET_NATIVE:
output->native_mode = mode;
if (!temporary_mode) {
notify_mode_changed = 1;
ret = output->switch_mode(output, mode);
if (ret < 0)
return ret;
}
output->native_scale = scale;
if(!temporary_scale)
notify_scale_changed = 1;
break;
case WESTON_MODE_SWITCH_SET_TEMPORARY:
if (!temporary_mode)
output->original_mode = output->native_mode;
if (!temporary_scale)
output->original_scale = output->native_scale;
ret = output->switch_mode(output, mode);
if (ret < 0)
return ret;
output->current_scale = scale;
break;
case WESTON_MODE_SWITCH_RESTORE_NATIVE:
if (!temporary_mode) {
weston_log("already in the native mode\n");
return -1;
}
notify_mode_changed = (output->original_mode != output->native_mode);
ret = output->switch_mode(output, mode);
if (ret < 0)
return ret;
if (output->original_scale != output->native_scale) {
notify_scale_changed = 1;
scale = output->native_scale;
output->original_scale = scale;
}
output->original_mode = 0;
output->current_scale = output->native_scale;
break;
default:
weston_log("unknown weston_switch_mode_op %d\n", op);
break;
}
pixman_region32_init(&old_output_region);
pixman_region32_copy(&old_output_region, &output->region);
/* Update output region and transformation matrix */
weston_output_transform_scale_init(output, output->transform, output->current_scale);
pixman_region32_init(&output->previous_damage);
pixman_region32_init_rect(&output->region, output->x, output->y,
output->width, output->height);
weston_output_update_matrix(output);
/* If a pointer falls outside the outputs new geometry, move it to its
* lower-right corner */
wl_list_for_each(seat, &output->compositor->seat_list, link) {
struct weston_pointer *pointer = seat->pointer;
int32_t x, y;
if (!pointer)
continue;
x = wl_fixed_to_int(pointer->x);
y = wl_fixed_to_int(pointer->y);
if (!pixman_region32_contains_point(&old_output_region,
x, y, NULL) ||
pixman_region32_contains_point(&output->region,
x, y, NULL))
continue;
if (x >= output->x + output->width)
x = output->x + output->width - 1;
if (y >= output->y + output->height)
y = output->y + output->height - 1;
pointer->x = wl_fixed_from_int(x);
pointer->y = wl_fixed_from_int(y);
}
pixman_region32_fini(&old_output_region);
/* notify clients of the changes */
if (notify_mode_changed || notify_scale_changed) {
wl_resource_for_each(resource, &output->resource_list) {
if(notify_mode_changed) {
wl_output_send_mode(resource,
mode->flags | WL_OUTPUT_MODE_CURRENT,
mode->width,
mode->height,
mode->refresh);
}
if (notify_scale_changed)
wl_output_send_scale(resource, scale);
if (wl_resource_get_version(resource) >= 2)
wl_output_send_done(resource);
}
}
return ret;
}
WL_EXPORT void
weston_watch_process(struct weston_process *process)
{
wl_list_insert(&child_process_list, &process->link);
}
static void
child_client_exec(int sockfd, const char *path)
{
int clientfd;
char s[32];
sigset_t allsigs;
/* do not give our signal mask to the new process */
sigfillset(&allsigs);
sigprocmask(SIG_UNBLOCK, &allsigs, NULL);
/* Launch clients as the user. Do not lauch clients with wrong euid.*/
if (seteuid(getuid()) == -1) {
weston_log("compositor: failed seteuid\n");
return;
}
/* SOCK_CLOEXEC closes both ends, so we dup the fd to get a
* non-CLOEXEC fd to pass through exec. */
clientfd = dup(sockfd);
if (clientfd == -1) {
weston_log("compositor: dup failed: %m\n");
return;
}
snprintf(s, sizeof s, "%d", clientfd);
setenv("WAYLAND_SOCKET", s, 1);
if (execl(path, path, NULL) < 0)
weston_log("compositor: executing '%s' failed: %m\n",
path);
}
WL_EXPORT struct wl_client *
weston_client_launch(struct weston_compositor *compositor,
struct weston_process *proc,
const char *path,
weston_process_cleanup_func_t cleanup)
{
int sv[2];
pid_t pid;
struct wl_client *client;
weston_log("launching '%s'\n", path);
if (os_socketpair_cloexec(AF_UNIX, SOCK_STREAM, 0, sv) < 0) {
weston_log("weston_client_launch: "
"socketpair failed while launching '%s': %m\n",
path);
return NULL;
}
pid = fork();
if (pid == -1) {
close(sv[0]);
close(sv[1]);
weston_log("weston_client_launch: "
"fork failed while launching '%s': %m\n", path);
return NULL;
}
if (pid == 0) {
child_client_exec(sv[1], path);
_exit(-1);
}
close(sv[1]);
client = wl_client_create(compositor->wl_display, sv[0]);
if (!client) {
close(sv[0]);
weston_log("weston_client_launch: "
"wl_client_create failed while launching '%s'.\n",
path);
return NULL;
}
proc->pid = pid;
proc->cleanup = cleanup;
weston_watch_process(proc);
return client;
}
static void
surface_handle_pending_buffer_destroy(struct wl_listener *listener, void *data)
{
struct weston_surface *surface =
container_of(listener, struct weston_surface,
pending.buffer_destroy_listener);
surface->pending.buffer = NULL;
}
static void
empty_region(pixman_region32_t *region)
{
pixman_region32_fini(region);
pixman_region32_init(region);
}
static void
region_init_infinite(pixman_region32_t *region)
{
pixman_region32_init_rect(region, INT32_MIN, INT32_MIN,
UINT32_MAX, UINT32_MAX);
}
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
static struct weston_subsurface *
weston_surface_to_subsurface(struct weston_surface *surface);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
WL_EXPORT struct weston_view *
weston_view_create(struct weston_surface *surface)
{
struct weston_view *view;
view = calloc(1, sizeof *view);
if (view == NULL)
return NULL;
view->surface = surface;
/* Assign to surface */
wl_list_insert(&surface->views, &view->surface_link);
wl_signal_init(&view->destroy_signal);
wl_list_init(&view->link);
wl_list_init(&view->layer_link);
view->plane = NULL;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
pixman_region32_init(&view->clip);
view->alpha = 1.0;
pixman_region32_init(&view->transform.opaque);
wl_list_init(&view->geometry.transformation_list);
wl_list_insert(&view->geometry.transformation_list,
&view->transform.position.link);
weston_matrix_init(&view->transform.position.matrix);
wl_list_init(&view->geometry.child_list);
pixman_region32_init(&view->transform.boundingbox);
view->transform.dirty = 1;
view->output = NULL;
return view;
}
WL_EXPORT struct weston_surface *
weston_surface_create(struct weston_compositor *compositor)
{
struct weston_surface *surface;
surface = calloc(1, sizeof *surface);
if (surface == NULL)
return NULL;
wl_signal_init(&surface->destroy_signal);
surface->resource = NULL;
surface->compositor = compositor;
surface->ref_count = 1;
surface->buffer_viewport.transform = WL_OUTPUT_TRANSFORM_NORMAL;
surface->buffer_viewport.scale = 1;
surface->pending.buffer_viewport = surface->buffer_viewport;
surface->output = NULL;
surface->pending.newly_attached = 0;
pixman_region32_init(&surface->damage);
pixman_region32_init(&surface->opaque);
region_init_infinite(&surface->input);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_init(&surface->views);
wl_list_init(&surface->frame_callback_list);
surface->pending.buffer_destroy_listener.notify =
surface_handle_pending_buffer_destroy;
pixman_region32_init(&surface->pending.damage);
pixman_region32_init(&surface->pending.opaque);
region_init_infinite(&surface->pending.input);
wl_list_init(&surface->pending.frame_callback_list);
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
wl_list_init(&surface->subsurface_list);
wl_list_init(&surface->subsurface_list_pending);
return surface;
}
WL_EXPORT void
weston_surface_set_color(struct weston_surface *surface,
float red, float green, float blue, float alpha)
{
surface->compositor->renderer->surface_set_color(surface, red, green, blue, alpha);
}
WL_EXPORT void
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_to_global_float(struct weston_view *view,
float sx, float sy, float *x, float *y)
{
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (view->transform.enabled) {
struct weston_vector v = { { sx, sy, 0.0f, 1.0f } };
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_matrix_transform(&view->transform.matrix, &v);
if (fabsf(v.f[3]) < 1e-6) {
weston_log("warning: numerical instability in "
"%s(), divisor = %g\n", __func__,
v.f[3]);
*x = 0;
*y = 0;
return;
}
*x = v.f[0] / v.f[3];
*y = v.f[1] / v.f[3];
} else {
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
*x = sx + view->geometry.x;
*y = sy + view->geometry.y;
}
}
WL_EXPORT void
weston_transformed_coord(int width, int height,
enum wl_output_transform transform,
int32_t scale,
float sx, float sy, float *bx, float *by)
{
switch (transform) {
case WL_OUTPUT_TRANSFORM_NORMAL:
default:
*bx = sx;
*by = sy;
break;
case WL_OUTPUT_TRANSFORM_FLIPPED:
*bx = width - sx;
*by = sy;
break;
case WL_OUTPUT_TRANSFORM_90:
*bx = height - sy;
*by = sx;
break;
case WL_OUTPUT_TRANSFORM_FLIPPED_90:
*bx = height - sy;
*by = width - sx;
break;
case WL_OUTPUT_TRANSFORM_180:
*bx = width - sx;
*by = height - sy;
break;
case WL_OUTPUT_TRANSFORM_FLIPPED_180:
*bx = sx;
*by = height - sy;
break;
case WL_OUTPUT_TRANSFORM_270:
*bx = sy;
*by = width - sx;
break;
case WL_OUTPUT_TRANSFORM_FLIPPED_270:
*bx = sy;
*by = sx;
break;
}
*bx *= scale;
*by *= scale;
}
WL_EXPORT pixman_box32_t
weston_transformed_rect(int width, int height,
enum wl_output_transform transform,
int32_t scale,
pixman_box32_t rect)
{
float x1, x2, y1, y2;
pixman_box32_t ret;
weston_transformed_coord(width, height, transform, scale,
rect.x1, rect.y1, &x1, &y1);
weston_transformed_coord(width, height, transform, scale,
rect.x2, rect.y2, &x2, &y2);
if (x1 <= x2) {
ret.x1 = x1;
ret.x2 = x2;
} else {
ret.x1 = x2;
ret.x2 = x1;
}
if (y1 <= y2) {
ret.y1 = y1;
ret.y2 = y2;
} else {
ret.y1 = y2;
ret.y2 = y1;
}
return ret;
}
WL_EXPORT void
weston_transformed_region(int width, int height,
enum wl_output_transform transform,
int32_t scale,
pixman_region32_t *src, pixman_region32_t *dest)
{
pixman_box32_t *src_rects, *dest_rects;
int nrects, i;
if (transform == WL_OUTPUT_TRANSFORM_NORMAL && scale == 1) {
if (src != dest)
pixman_region32_copy(dest, src);
return;
}
src_rects = pixman_region32_rectangles(src, &nrects);
dest_rects = malloc(nrects * sizeof(*dest_rects));
if (!dest_rects)
return;
if (transform == WL_OUTPUT_TRANSFORM_NORMAL) {
memcpy(dest_rects, src_rects, nrects * sizeof(*dest_rects));
} else {
for (i = 0; i < nrects; i++) {
switch (transform) {
default:
case WL_OUTPUT_TRANSFORM_NORMAL:
dest_rects[i].x1 = src_rects[i].x1;
dest_rects[i].y1 = src_rects[i].y1;
dest_rects[i].x2 = src_rects[i].x2;
dest_rects[i].y2 = src_rects[i].y2;
break;
case WL_OUTPUT_TRANSFORM_90:
dest_rects[i].x1 = height - src_rects[i].y2;
dest_rects[i].y1 = src_rects[i].x1;
dest_rects[i].x2 = height - src_rects[i].y1;
dest_rects[i].y2 = src_rects[i].x2;
break;
case WL_OUTPUT_TRANSFORM_180:
dest_rects[i].x1 = width - src_rects[i].x2;
dest_rects[i].y1 = height - src_rects[i].y2;
dest_rects[i].x2 = width - src_rects[i].x1;
dest_rects[i].y2 = height - src_rects[i].y1;
break;
case WL_OUTPUT_TRANSFORM_270:
dest_rects[i].x1 = src_rects[i].y1;
dest_rects[i].y1 = width - src_rects[i].x2;
dest_rects[i].x2 = src_rects[i].y2;
dest_rects[i].y2 = width - src_rects[i].x1;
break;
case WL_OUTPUT_TRANSFORM_FLIPPED:
dest_rects[i].x1 = width - src_rects[i].x2;
dest_rects[i].y1 = src_rects[i].y1;
dest_rects[i].x2 = width - src_rects[i].x1;
dest_rects[i].y2 = src_rects[i].y2;
break;
case WL_OUTPUT_TRANSFORM_FLIPPED_90:
dest_rects[i].x1 = height - src_rects[i].y2;
dest_rects[i].y1 = width - src_rects[i].x2;
dest_rects[i].x2 = height - src_rects[i].y1;
dest_rects[i].y2 = width - src_rects[i].x1;
break;
case WL_OUTPUT_TRANSFORM_FLIPPED_180:
dest_rects[i].x1 = src_rects[i].x1;
dest_rects[i].y1 = height - src_rects[i].y2;
dest_rects[i].x2 = src_rects[i].x2;
dest_rects[i].y2 = height - src_rects[i].y1;
break;
case WL_OUTPUT_TRANSFORM_FLIPPED_270:
dest_rects[i].x1 = src_rects[i].y1;
dest_rects[i].y1 = src_rects[i].x1;
dest_rects[i].x2 = src_rects[i].y2;
dest_rects[i].y2 = src_rects[i].x2;
break;
}
}
}
if (scale != 1) {
for (i = 0; i < nrects; i++) {
dest_rects[i].x1 *= scale;
dest_rects[i].x2 *= scale;
dest_rects[i].y1 *= scale;
dest_rects[i].y2 *= scale;
}
}
pixman_region32_clear(dest);
pixman_region32_init_rects(dest, dest_rects, nrects);
free(dest_rects);
}
WL_EXPORT void
weston_surface_to_buffer_float(struct weston_surface *surface,
float sx, float sy, float *bx, float *by)
{
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_transformed_coord(surface->width,
surface->height,
surface->buffer_viewport.transform,
surface->buffer_viewport.scale,
sx, sy, bx, by);
}
WL_EXPORT void
weston_surface_to_buffer(struct weston_surface *surface,
int sx, int sy, int *bx, int *by)
{
float bxf, byf;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_transformed_coord(surface->width,
surface->height,
surface->buffer_viewport.transform,
surface->buffer_viewport.scale,
sx, sy, &bxf, &byf);
*bx = floorf(bxf);
*by = floorf(byf);
}
WL_EXPORT pixman_box32_t
weston_surface_to_buffer_rect(struct weston_surface *surface,
pixman_box32_t rect)
{
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
return weston_transformed_rect(surface->width,
surface->height,
surface->buffer_viewport.transform,
surface->buffer_viewport.scale,
rect);
}
WL_EXPORT void
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_move_to_plane(struct weston_view *view,
struct weston_plane *plane)
{
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (view->plane == plane)
return;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_damage_below(view);
view->plane = plane;
weston_surface_damage(view->surface);
}
WL_EXPORT void
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_damage_below(struct weston_view *view)
{
pixman_region32_t damage;
pixman_region32_init(&damage);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
pixman_region32_subtract(&damage, &view->transform.boundingbox,
&view->clip);
if (view->plane)
pixman_region32_union(&view->plane->damage,
&view->plane->damage, &damage);
pixman_region32_fini(&damage);
weston_view_schedule_repaint(view);
}
static void
weston_surface_update_output_mask(struct weston_surface *es, uint32_t mask)
{
uint32_t different = es->output_mask ^ mask;
uint32_t entered = mask & different;
uint32_t left = es->output_mask & different;
struct weston_output *output;
struct wl_resource *resource = NULL;
struct wl_client *client;
es->output_mask = mask;
if (es->resource == NULL)
return;
if (different == 0)
return;
client = wl_resource_get_client(es->resource);
wl_list_for_each(output, &es->compositor->output_list, link) {
if (1 << output->id & different)
resource =
wl_resource_find_for_client(&output->resource_list,
client);
if (resource == NULL)
continue;
if (1 << output->id & entered)
wl_surface_send_enter(es->resource, resource);
if (1 << output->id & left)
wl_surface_send_leave(es->resource, resource);
}
}
static void
weston_surface_assign_output(struct weston_surface *es)
{
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_output *new_output;
struct weston_view *view;
pixman_region32_t region;
uint32_t max, area, mask;
pixman_box32_t *e;
new_output = NULL;
max = 0;
mask = 0;
pixman_region32_init(&region);
wl_list_for_each(view, &es->views, surface_link) {
if (!view->output)
continue;
pixman_region32_intersect(&region, &view->transform.boundingbox,
&view->output->region);
e = pixman_region32_extents(&region);
area = (e->x2 - e->x1) * (e->y2 - e->y1);
mask |= view->output_mask;
if (area >= max) {
new_output = view->output;
max = area;
}
}
pixman_region32_fini(&region);
es->output = new_output;
weston_surface_update_output_mask(es, mask);
}
static void
weston_view_assign_output(struct weston_view *ev)
{
struct weston_compositor *ec = ev->surface->compositor;
struct weston_output *output, *new_output;
pixman_region32_t region;
uint32_t max, area, mask;
pixman_box32_t *e;
new_output = NULL;
max = 0;
mask = 0;
pixman_region32_init(&region);
wl_list_for_each(output, &ec->output_list, link) {
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
pixman_region32_intersect(&region, &ev->transform.boundingbox,
&output->region);
e = pixman_region32_extents(&region);
area = (e->x2 - e->x1) * (e->y2 - e->y1);
if (area > 0)
mask |= 1 << output->id;
if (area >= max) {
new_output = output;
max = area;
}
}
pixman_region32_fini(&region);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
ev->output = new_output;
ev->output_mask = mask;
weston_surface_assign_output(ev->surface);
}
static void
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
view_compute_bbox(struct weston_view *view, int32_t sx, int32_t sy,
int32_t width, int32_t height,
pixman_region32_t *bbox)
{
float min_x = HUGE_VALF, min_y = HUGE_VALF;
float max_x = -HUGE_VALF, max_y = -HUGE_VALF;
int32_t s[4][2] = {
{ sx, sy },
{ sx, sy + height },
{ sx + width, sy },
{ sx + width, sy + height }
};
float int_x, int_y;
int i;
if (width == 0 || height == 0) {
/* avoid rounding empty bbox to 1x1 */
pixman_region32_init(bbox);
return;
}
for (i = 0; i < 4; ++i) {
float x, y;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_to_global_float(view, s[i][0], s[i][1], &x, &y);
if (x < min_x)
min_x = x;
if (x > max_x)
max_x = x;
if (y < min_y)
min_y = y;
if (y > max_y)
max_y = y;
}
int_x = floorf(min_x);
int_y = floorf(min_y);
pixman_region32_init_rect(bbox, int_x, int_y,
ceilf(max_x) - int_x, ceilf(max_y) - int_y);
}
static void
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_update_transform_disable(struct weston_view *view)
{
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
view->transform.enabled = 0;
/* round off fractions when not transformed */
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
view->geometry.x = roundf(view->geometry.x);
view->geometry.y = roundf(view->geometry.y);
/* Otherwise identity matrix, but with x and y translation. */
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
view->transform.position.matrix.type = WESTON_MATRIX_TRANSFORM_TRANSLATE;
view->transform.position.matrix.d[12] = view->geometry.x;
view->transform.position.matrix.d[13] = view->geometry.y;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
view->transform.matrix = view->transform.position.matrix;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
view->transform.inverse = view->transform.position.matrix;
view->transform.inverse.d[12] = -view->geometry.x;
view->transform.inverse.d[13] = -view->geometry.y;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
pixman_region32_init_rect(&view->transform.boundingbox,
view->geometry.x,
view->geometry.y,
view->geometry.width,
view->geometry.height);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (view->alpha == 1.0) {
pixman_region32_copy(&view->transform.opaque,
&view->surface->opaque);
pixman_region32_translate(&view->transform.opaque,
view->geometry.x,
view->geometry.y);
}
}
static int
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_update_transform_enable(struct weston_view *view)
{
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *parent = view->geometry.parent;
struct weston_matrix *matrix = &view->transform.matrix;
struct weston_matrix *inverse = &view->transform.inverse;
struct weston_transform *tform;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
view->transform.enabled = 1;
/* Otherwise identity matrix, but with x and y translation. */
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
view->transform.position.matrix.type = WESTON_MATRIX_TRANSFORM_TRANSLATE;
view->transform.position.matrix.d[12] = view->geometry.x;
view->transform.position.matrix.d[13] = view->geometry.y;
weston_matrix_init(matrix);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_for_each(tform, &view->geometry.transformation_list, link)
weston_matrix_multiply(matrix, &tform->matrix);
if (parent)
weston_matrix_multiply(matrix, &parent->transform.matrix);
if (weston_matrix_invert(inverse, matrix) < 0) {
/* Oops, bad total transformation, not invertible */
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_log("error: weston_view %p"
" transformation not invertible.\n", view);
return -1;
}
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
view_compute_bbox(view, 0, 0, view->geometry.width,
view->geometry.height,
&view->transform.boundingbox);
return 0;
}
WL_EXPORT void
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_update_transform(struct weston_view *view)
{
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *parent = view->geometry.parent;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (!view->transform.dirty)
return;
if (parent)
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_update_transform(parent);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
view->transform.dirty = 0;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_damage_below(view);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
pixman_region32_fini(&view->transform.boundingbox);
pixman_region32_fini(&view->transform.opaque);
pixman_region32_init(&view->transform.opaque);
/* transform.position is always in transformation_list */
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (view->geometry.transformation_list.next ==
&view->transform.position.link &&
view->geometry.transformation_list.prev ==
&view->transform.position.link &&
!parent) {
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_update_transform_disable(view);
} else {
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (weston_view_update_transform_enable(view) < 0)
weston_view_update_transform_disable(view);
}
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_damage_below(view);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_assign_output(view);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_signal_emit(&view->surface->compositor->transform_signal,
view->surface);
}
WL_EXPORT void
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_geometry_dirty(struct weston_view *view)
{
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *child;
/*
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
* The invariant: if view->geometry.dirty, then all views
* in view->geometry.child_list have geometry.dirty too.
* Corollary: if not parent->geometry.dirty, then all ancestors
* are not dirty.
*/
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (view->transform.dirty)
return;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
view->transform.dirty = 1;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_for_each(child, &view->geometry.child_list,
geometry.parent_link)
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_geometry_dirty(child);
}
WL_EXPORT void
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_to_global_fixed(struct weston_view *view,
wl_fixed_t vx, wl_fixed_t vy,
wl_fixed_t *x, wl_fixed_t *y)
{
float xf, yf;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_to_global_float(view,
wl_fixed_to_double(vx),
wl_fixed_to_double(vy),
&xf, &yf);
*x = wl_fixed_from_double(xf);
*y = wl_fixed_from_double(yf);
}
WL_EXPORT void
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_from_global_float(struct weston_view *view,
float x, float y, float *vx, float *vy)
{
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (view->transform.enabled) {
struct weston_vector v = { { x, y, 0.0f, 1.0f } };
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_matrix_transform(&view->transform.inverse, &v);
if (fabsf(v.f[3]) < 1e-6) {
weston_log("warning: numerical instability in "
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
"weston_view_from_global(), divisor = %g\n",
v.f[3]);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
*vx = 0;
*vy = 0;
return;
}
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
*vx = v.f[0] / v.f[3];
*vy = v.f[1] / v.f[3];
} else {
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
*vx = x - view->geometry.x;
*vy = y - view->geometry.y;
}
}
WL_EXPORT void
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_from_global_fixed(struct weston_view *view,
wl_fixed_t x, wl_fixed_t y,
wl_fixed_t *vx, wl_fixed_t *vy)
{
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
float vxf, vyf;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_from_global_float(view,
wl_fixed_to_double(x),
wl_fixed_to_double(y),
&vxf, &vyf);
*vx = wl_fixed_from_double(vxf);
*vy = wl_fixed_from_double(vyf);
}
WL_EXPORT void
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_from_global(struct weston_view *view,
int32_t x, int32_t y, int32_t *vx, int32_t *vy)
{
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
float vxf, vyf;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_from_global_float(view, x, y, &vxf, &vyf);
*vx = floorf(vxf);
*vy = floorf(vyf);
}
WL_EXPORT void
weston_surface_schedule_repaint(struct weston_surface *surface)
{
struct weston_output *output;
wl_list_for_each(output, &surface->compositor->output_list, link)
if (surface->output_mask & (1 << output->id))
weston_output_schedule_repaint(output);
}
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
WL_EXPORT void
weston_view_schedule_repaint(struct weston_view *view)
{
struct weston_output *output;
wl_list_for_each(output, &view->surface->compositor->output_list, link)
if (view->output_mask & (1 << output->id))
weston_output_schedule_repaint(output);
}
WL_EXPORT void
weston_surface_damage(struct weston_surface *surface)
{
pixman_region32_union_rect(&surface->damage, &surface->damage,
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
0, 0, surface->width,
surface->height);
weston_surface_schedule_repaint(surface);
}
WL_EXPORT void
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_configure(struct weston_view *view,
float x, float y, int width, int height)
{
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
view->geometry.x = x;
view->geometry.y = y;
view->geometry.width = width;
view->geometry.height = height;
weston_view_geometry_dirty(view);
}
WL_EXPORT void
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_set_position(struct weston_view *view, float x, float y)
{
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
view->geometry.x = x;
view->geometry.y = y;
weston_view_geometry_dirty(view);
}
static void
transform_parent_handle_parent_destroy(struct wl_listener *listener,
void *data)
{
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *view =
container_of(listener, struct weston_view,
geometry.parent_destroy_listener);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_set_transform_parent(view, NULL);
}
WL_EXPORT void
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_set_transform_parent(struct weston_view *view,
struct weston_view *parent)
{
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (view->geometry.parent) {
wl_list_remove(&view->geometry.parent_destroy_listener.link);
wl_list_remove(&view->geometry.parent_link);
}
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
view->geometry.parent = parent;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
view->geometry.parent_destroy_listener.notify =
transform_parent_handle_parent_destroy;
if (parent) {
wl_signal_add(&parent->destroy_signal,
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
&view->geometry.parent_destroy_listener);
wl_list_insert(&parent->geometry.child_list,
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
&view->geometry.parent_link);
}
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_geometry_dirty(view);
}
WL_EXPORT int
weston_view_is_mapped(struct weston_view *view)
{
if (view->output)
return 1;
else
return 0;
}
WL_EXPORT int
weston_surface_is_mapped(struct weston_surface *surface)
{
if (surface->output)
return 1;
else
return 0;
}
static void
weston_surface_set_size_from_buffer(struct weston_surface *surface)
{
int32_t width, height;
if (!surface->buffer_ref.buffer) {
surface->width = 0;
surface->height = 0;
return;
}
switch (surface->buffer_viewport.transform) {
case WL_OUTPUT_TRANSFORM_90:
case WL_OUTPUT_TRANSFORM_270:
case WL_OUTPUT_TRANSFORM_FLIPPED_90:
case WL_OUTPUT_TRANSFORM_FLIPPED_270:
width = surface->buffer_ref.buffer->height;
height = surface->buffer_ref.buffer->width;
break;
default:
width = surface->buffer_ref.buffer->width;
height = surface->buffer_ref.buffer->height;
break;
}
surface->width = width / surface->buffer_viewport.scale;
surface->height = height / surface->buffer_viewport.scale;
}
WL_EXPORT uint32_t
weston_compositor_get_time(void)
{
struct timeval tv;
gettimeofday(&tv, NULL);
return tv.tv_sec * 1000 + tv.tv_usec / 1000;
}
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
WL_EXPORT struct weston_view *
weston_compositor_pick_view(struct weston_compositor *compositor,
wl_fixed_t x, wl_fixed_t y,
wl_fixed_t *vx, wl_fixed_t *vy)
{
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *view;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_for_each(view, &compositor->view_list, link) {
weston_view_from_global_fixed(view, x, y, vx, vy);
if (pixman_region32_contains_point(&view->surface->input,
wl_fixed_to_int(*vx),
wl_fixed_to_int(*vy),
NULL))
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
return view;
}
return NULL;
}
static void
weston_compositor_repick(struct weston_compositor *compositor)
{
struct weston_seat *seat;
if (!compositor->session_active)
return;
wl_list_for_each(seat, &compositor->seat_list, link)
weston_seat_repick(seat);
}
WL_EXPORT void
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_view_unmap(struct weston_view *view)
{
struct weston_seat *seat;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (!weston_view_is_mapped(view))
return;
weston_view_damage_below(view);
view->output = NULL;
view->plane = NULL;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_remove(&view->layer_link);
wl_list_init(&view->layer_link);
wl_list_remove(&view->link);
wl_list_init(&view->link);
view->output_mask = 0;
weston_surface_assign_output(view->surface);
if (weston_surface_is_mapped(view->surface))
return;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_for_each(seat, &view->surface->compositor->seat_list, link) {
if (seat->keyboard && seat->keyboard->focus == view->surface)
weston_keyboard_set_focus(seat->keyboard, NULL);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (seat->pointer && seat->pointer->focus == view)
weston_pointer_set_focus(seat->pointer,
NULL,
wl_fixed_from_int(0),
wl_fixed_from_int(0));
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (seat->touch && seat->touch->focus == view)
weston_touch_set_focus(seat, NULL);
}
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
}
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
WL_EXPORT void
weston_surface_unmap(struct weston_surface *surface)
{
struct weston_view *view;
wl_list_for_each(view, &surface->views, surface_link)
weston_view_unmap(view);
surface->output = NULL;
}
struct weston_frame_callback {
struct wl_resource *resource;
struct wl_list link;
};
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
WL_EXPORT void
weston_view_destroy(struct weston_view *view)
{
wl_signal_emit(&view->destroy_signal, view);
assert(wl_list_empty(&view->geometry.child_list));
if (weston_view_is_mapped(view)) {
weston_view_unmap(view);
weston_compositor_build_view_list(view->surface->compositor);
}
wl_list_remove(&view->link);
wl_list_remove(&view->layer_link);
pixman_region32_fini(&view->clip);
pixman_region32_fini(&view->transform.boundingbox);
weston_view_set_transform_parent(view, NULL);
wl_list_remove(&view->surface_link);
free(view);
}
WL_EXPORT void
weston_surface_destroy(struct weston_surface *surface)
{
struct weston_frame_callback *cb, *next;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *ev, *nv;
if (--surface->ref_count > 0)
return;
wl_signal_emit(&surface->destroy_signal, &surface->resource);
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
assert(wl_list_empty(&surface->subsurface_list_pending));
assert(wl_list_empty(&surface->subsurface_list));
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_for_each_safe(ev, nv, &surface->views, surface_link)
weston_view_destroy(ev);
wl_list_for_each_safe(cb, next,
&surface->pending.frame_callback_list, link)
wl_resource_destroy(cb->resource);
pixman_region32_fini(&surface->pending.input);
pixman_region32_fini(&surface->pending.opaque);
pixman_region32_fini(&surface->pending.damage);
if (surface->pending.buffer)
wl_list_remove(&surface->pending.buffer_destroy_listener.link);
weston_buffer_reference(&surface->buffer_ref, NULL);
pixman_region32_fini(&surface->damage);
pixman_region32_fini(&surface->opaque);
pixman_region32_fini(&surface->input);
wl_list_for_each_safe(cb, next, &surface->frame_callback_list, link)
wl_resource_destroy(cb->resource);
free(surface);
}
static void
destroy_surface(struct wl_resource *resource)
{
struct weston_surface *surface = wl_resource_get_user_data(resource);
/* Set the resource to NULL, since we don't want to leave a
* dangling pointer if the surface was refcounted and survives
* the weston_surface_destroy() call. */
surface->resource = NULL;
weston_surface_destroy(surface);
}
static void
weston_buffer_destroy_handler(struct wl_listener *listener, void *data)
{
struct weston_buffer *buffer =
container_of(listener, struct weston_buffer, destroy_listener);
wl_signal_emit(&buffer->destroy_signal, buffer);
free(buffer);
}
struct weston_buffer *
weston_buffer_from_resource(struct wl_resource *resource)
{
struct weston_buffer *buffer;
struct wl_listener *listener;
listener = wl_resource_get_destroy_listener(resource,
weston_buffer_destroy_handler);
if (listener)
return container_of(listener, struct weston_buffer,
destroy_listener);
buffer = zalloc(sizeof *buffer);
if (buffer == NULL)
return NULL;
buffer->resource = resource;
wl_signal_init(&buffer->destroy_signal);
buffer->destroy_listener.notify = weston_buffer_destroy_handler;
buffer->y_inverted = 1;
wl_resource_add_destroy_listener(resource, &buffer->destroy_listener);
return buffer;
}
static void
weston_buffer_reference_handle_destroy(struct wl_listener *listener,
void *data)
{
struct weston_buffer_reference *ref =
container_of(listener, struct weston_buffer_reference,
destroy_listener);
assert((struct weston_buffer *)data == ref->buffer);
ref->buffer = NULL;
}
WL_EXPORT void
weston_buffer_reference(struct weston_buffer_reference *ref,
struct weston_buffer *buffer)
{
if (ref->buffer && buffer != ref->buffer) {
ref->buffer->busy_count--;
if (ref->buffer->busy_count == 0) {
assert(wl_resource_get_client(ref->buffer->resource));
wl_resource_queue_event(ref->buffer->resource,
WL_BUFFER_RELEASE);
}
wl_list_remove(&ref->destroy_listener.link);
}
if (buffer && buffer != ref->buffer) {
buffer->busy_count++;
wl_signal_add(&buffer->destroy_signal,
&ref->destroy_listener);
}
ref->buffer = buffer;
ref->destroy_listener.notify = weston_buffer_reference_handle_destroy;
}
static void
weston_surface_attach(struct weston_surface *surface,
struct weston_buffer *buffer)
{
weston_buffer_reference(&surface->buffer_ref, buffer);
if (!buffer) {
if (weston_surface_is_mapped(surface))
weston_surface_unmap(surface);
}
surface->compositor->renderer->attach(surface, buffer);
}
WL_EXPORT void
weston_compositor_damage_all(struct weston_compositor *compositor)
{
struct weston_output *output;
wl_list_for_each(output, &compositor->output_list, link)
weston_output_damage(output);
}
WL_EXPORT void
weston_output_damage(struct weston_output *output)
{
struct weston_compositor *compositor = output->compositor;
pixman_region32_union(&compositor->primary_plane.damage,
&compositor->primary_plane.damage,
&output->region);
weston_output_schedule_repaint(output);
}
static void
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
surface_flush_damage(struct weston_surface *surface)
{
if (surface->buffer_ref.buffer &&
wl_shm_buffer_get(surface->buffer_ref.buffer->resource))
surface->compositor->renderer->flush_damage(surface);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
empty_region(&surface->damage);
}
static void
view_accumulate_damage(struct weston_view *view,
pixman_region32_t *opaque)
{
pixman_region32_t damage;
pixman_region32_init(&damage);
if (view->transform.enabled) {
pixman_box32_t *extents;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
extents = pixman_region32_extents(&view->surface->damage);
view_compute_bbox(view, extents->x1, extents->y1,
extents->x2 - extents->x1,
extents->y2 - extents->y1,
&damage);
pixman_region32_translate(&damage,
-view->plane->x,
-view->plane->y);
} else {
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
pixman_region32_copy(&damage, &view->surface->damage);
pixman_region32_translate(&damage,
view->geometry.x - view->plane->x,
view->geometry.y - view->plane->y);
}
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
pixman_region32_subtract(&damage, &damage, opaque);
pixman_region32_union(&view->plane->damage,
&view->plane->damage, &damage);
pixman_region32_fini(&damage);
pixman_region32_copy(&view->clip, opaque);
pixman_region32_union(opaque, opaque, &view->transform.opaque);
}
static void
compositor_accumulate_damage(struct weston_compositor *ec)
{
struct weston_plane *plane;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *ev;
pixman_region32_t opaque, clip;
pixman_region32_init(&clip);
wl_list_for_each(plane, &ec->plane_list, link) {
pixman_region32_copy(&plane->clip, &clip);
pixman_region32_init(&opaque);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_for_each(ev, &ec->view_list, link) {
if (ev->plane != plane)
continue;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
view_accumulate_damage(ev, &opaque);
}
pixman_region32_union(&clip, &clip, &opaque);
pixman_region32_fini(&opaque);
}
pixman_region32_fini(&clip);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_for_each(ev, &ec->view_list, link)
ev->surface->touched = 0;
wl_list_for_each(ev, &ec->view_list, link) {
if (ev->surface->touched)
continue;
ev->surface->touched = 1;
surface_flush_damage(ev->surface);
/* Both the renderer and the backend have seen the buffer
* by now. If renderer needs the buffer, it has its own
* reference set. If the backend wants to keep the buffer
* around for migrating the surface into a non-primary plane
* later, keep_buffer is true. Otherwise, drop the core
* reference now, and allow early buffer release. This enables
* clients to use single-buffering.
*/
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (!ev->surface->keep_buffer)
weston_buffer_reference(&ev->surface->buffer_ref, NULL);
}
}
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
static void
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
surface_stash_subsurface_views(struct weston_surface *surface)
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
{
struct weston_subsurface *sub;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_for_each(sub, &surface->subsurface_list, parent_link) {
if (sub->surface == surface)
continue;
wl_list_insert_list(&sub->unused_views, &sub->surface->views);
wl_list_init(&sub->surface->views);
surface_stash_subsurface_views(sub->surface);
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
}
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
}
static void
surface_free_unused_subsurface_views(struct weston_surface *surface)
{
struct weston_subsurface *sub;
struct weston_view *view, *nv;
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
wl_list_for_each(sub, &surface->subsurface_list, parent_link) {
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (sub->surface == surface)
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
continue;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_for_each_safe(view, nv, &sub->unused_views, surface_link)
weston_view_destroy(view);
surface_free_unused_subsurface_views(sub->surface);
}
}
static void
view_list_add_subsurface_view(struct weston_compositor *compositor,
struct weston_subsurface *sub,
struct weston_view *parent)
{
struct weston_subsurface *child;
struct weston_view *view = NULL, *iv;
wl_list_for_each(iv, &sub->unused_views, surface_link) {
if (iv->geometry.parent == parent) {
view = iv;
break;
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
}
}
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (view) {
/* Put it back in the surface's list of views */
wl_list_remove(&view->surface_link);
wl_list_insert(&sub->surface->views, &view->surface_link);
} else {
view = weston_view_create(sub->surface);
weston_view_configure(view,
sub->position.x,
sub->position.y,
sub->surface->width,
sub->surface->height);
weston_view_set_transform_parent(view, parent);
}
weston_view_update_transform(view);
if (wl_list_empty(&sub->surface->subsurface_list)) {
wl_list_insert(compositor->view_list.prev, &view->link);
return;
}
wl_list_for_each(child, &sub->surface->subsurface_list, parent_link) {
if (child->surface == sub->surface)
wl_list_insert(compositor->view_list.prev, &view->link);
else
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
view_list_add_subsurface_view(compositor, child, view);
}
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
}
static void
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
view_list_add(struct weston_compositor *compositor,
struct weston_view *view)
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
{
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_subsurface *sub;
weston_view_update_transform(view);
if (wl_list_empty(&view->surface->subsurface_list)) {
wl_list_insert(compositor->view_list.prev, &view->link);
return;
}
wl_list_for_each(sub, &view->surface->subsurface_list, parent_link) {
if (sub->surface == view->surface)
wl_list_insert(compositor->view_list.prev, &view->link);
else
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
view_list_add_subsurface_view(compositor, sub, view);
}
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
}
static void
weston_compositor_build_view_list(struct weston_compositor *compositor)
{
struct weston_view *view;
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
struct weston_layer *layer;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_for_each(layer, &compositor->layer_list, link)
wl_list_for_each(view, &layer->view_list, layer_link)
surface_stash_subsurface_views(view->surface);
wl_list_init(&compositor->view_list);
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
wl_list_for_each(layer, &compositor->layer_list, link) {
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_for_each(view, &layer->view_list, layer_link) {
view_list_add(compositor, view);
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
}
}
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_for_each(layer, &compositor->layer_list, link)
wl_list_for_each(view, &layer->view_list, layer_link)
surface_free_unused_subsurface_views(view->surface);
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
}
static int
weston_output_repaint(struct weston_output *output, uint32_t msecs)
{
struct weston_compositor *ec = output->compositor;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *ev;
struct weston_animation *animation, *next;
struct weston_frame_callback *cb, *cnext;
struct wl_list frame_callback_list;
pixman_region32_t output_damage;
int r;
/* Rebuild the surface list and update surface transforms up front. */
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_compositor_build_view_list(ec);
if (output->assign_planes && !output->disable_planes)
output->assign_planes(output);
else
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_for_each(ev, &ec->view_list, link)
weston_view_move_to_plane(ev, &ec->primary_plane);
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
wl_list_init(&frame_callback_list);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_for_each(ev, &ec->view_list, link) {
/* Note: This operation is safe to do multiple times on the
* same surface.
*/
if (ev->surface->output == output) {
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
wl_list_insert_list(&frame_callback_list,
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
&ev->surface->frame_callback_list);
wl_list_init(&ev->surface->frame_callback_list);
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
}
}
compositor_accumulate_damage(ec);
pixman_region32_init(&output_damage);
pixman_region32_intersect(&output_damage,
&ec->primary_plane.damage, &output->region);
pixman_region32_subtract(&output_damage,
&output_damage, &ec->primary_plane.clip);
if (output->dirty)
weston_output_update_matrix(output);
r = output->repaint(output, &output_damage);
pixman_region32_fini(&output_damage);
output->repaint_needed = 0;
weston_compositor_repick(ec);
wl_event_loop_dispatch(ec->input_loop, 0);
wl_list_for_each_safe(cb, cnext, &frame_callback_list, link) {
wl_callback_send_done(cb->resource, msecs);
wl_resource_destroy(cb->resource);
}
wl_list_for_each_safe(animation, next, &output->animation_list, link) {
animation->frame_counter++;
animation->frame(animation, output, msecs);
}
return r;
}
static int
weston_compositor_read_input(int fd, uint32_t mask, void *data)
{
struct weston_compositor *compositor = data;
wl_event_loop_dispatch(compositor->input_loop, 0);
return 1;
}
WL_EXPORT void
weston_output_finish_frame(struct weston_output *output, uint32_t msecs)
{
struct weston_compositor *compositor = output->compositor;
struct wl_event_loop *loop =
wl_display_get_event_loop(compositor->wl_display);
int fd, r;
output->frame_time = msecs;
if (output->repaint_needed &&
compositor->state != WESTON_COMPOSITOR_SLEEPING &&
compositor->state != WESTON_COMPOSITOR_OFFSCREEN) {
r = weston_output_repaint(output, msecs);
if (!r)
return;
}
output->repaint_scheduled = 0;
if (compositor->input_loop_source)
return;
fd = wl_event_loop_get_fd(compositor->input_loop);
compositor->input_loop_source =
wl_event_loop_add_fd(loop, fd, WL_EVENT_READABLE,
weston_compositor_read_input, compositor);
}
static void
idle_repaint(void *data)
{
struct weston_output *output = data;
output->start_repaint_loop(output);
}
WL_EXPORT void
weston_layer_init(struct weston_layer *layer, struct wl_list *below)
{
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_init(&layer->view_list);
if (below != NULL)
wl_list_insert(below, &layer->link);
}
WL_EXPORT void
weston_output_schedule_repaint(struct weston_output *output)
{
struct weston_compositor *compositor = output->compositor;
struct wl_event_loop *loop;
if (compositor->state == WESTON_COMPOSITOR_SLEEPING ||
compositor->state == WESTON_COMPOSITOR_OFFSCREEN)
return;
loop = wl_display_get_event_loop(compositor->wl_display);
output->repaint_needed = 1;
if (output->repaint_scheduled)
return;
wl_event_loop_add_idle(loop, idle_repaint, output);
output->repaint_scheduled = 1;
if (compositor->input_loop_source) {
wl_event_source_remove(compositor->input_loop_source);
compositor->input_loop_source = NULL;
}
}
WL_EXPORT void
weston_compositor_schedule_repaint(struct weston_compositor *compositor)
{
struct weston_output *output;
wl_list_for_each(output, &compositor->output_list, link)
weston_output_schedule_repaint(output);
}
static void
surface_destroy(struct wl_client *client, struct wl_resource *resource)
{
wl_resource_destroy(resource);
}
static void
surface_attach(struct wl_client *client,
struct wl_resource *resource,
struct wl_resource *buffer_resource, int32_t sx, int32_t sy)
{
struct weston_surface *surface = wl_resource_get_user_data(resource);
struct weston_buffer *buffer = NULL;
if (buffer_resource) {
buffer = weston_buffer_from_resource(buffer_resource);
if (buffer == NULL) {
wl_client_post_no_memory(client);
return;
}
}
/* Attach, attach, without commit in between does not send
* wl_buffer.release. */
if (surface->pending.buffer)
wl_list_remove(&surface->pending.buffer_destroy_listener.link);
surface->pending.sx = sx;
surface->pending.sy = sy;
surface->pending.buffer = buffer;
surface->pending.newly_attached = 1;
if (buffer) {
wl_signal_add(&buffer->destroy_signal,
&surface->pending.buffer_destroy_listener);
}
}
static void
surface_damage(struct wl_client *client,
struct wl_resource *resource,
int32_t x, int32_t y, int32_t width, int32_t height)
{
struct weston_surface *surface = wl_resource_get_user_data(resource);
pixman_region32_union_rect(&surface->pending.damage,
&surface->pending.damage,
x, y, width, height);
}
static void
destroy_frame_callback(struct wl_resource *resource)
{
struct weston_frame_callback *cb = wl_resource_get_user_data(resource);
wl_list_remove(&cb->link);
free(cb);
}
static void
surface_frame(struct wl_client *client,
struct wl_resource *resource, uint32_t callback)
{
struct weston_frame_callback *cb;
struct weston_surface *surface = wl_resource_get_user_data(resource);
cb = malloc(sizeof *cb);
if (cb == NULL) {
wl_resource_post_no_memory(resource);
return;
}
cb->resource = wl_resource_create(client, &wl_callback_interface, 1,
callback);
if (cb->resource == NULL) {
free(cb);
wl_resource_post_no_memory(resource);
return;
}
wl_resource_set_implementation(cb->resource, NULL, cb,
destroy_frame_callback);
wl_list_insert(surface->pending.frame_callback_list.prev, &cb->link);
}
static void
surface_set_opaque_region(struct wl_client *client,
struct wl_resource *resource,
struct wl_resource *region_resource)
{
struct weston_surface *surface = wl_resource_get_user_data(resource);
struct weston_region *region;
if (region_resource) {
region = wl_resource_get_user_data(region_resource);
pixman_region32_copy(&surface->pending.opaque,
&region->region);
} else {
empty_region(&surface->pending.opaque);
}
}
static void
surface_set_input_region(struct wl_client *client,
struct wl_resource *resource,
struct wl_resource *region_resource)
{
struct weston_surface *surface = wl_resource_get_user_data(resource);
struct weston_region *region;
if (region_resource) {
region = wl_resource_get_user_data(region_resource);
pixman_region32_copy(&surface->pending.input,
&region->region);
} else {
pixman_region32_fini(&surface->pending.input);
region_init_infinite(&surface->pending.input);
}
}
static void
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
weston_surface_commit_subsurface_order(struct weston_surface *surface)
{
struct weston_subsurface *sub;
wl_list_for_each_reverse(sub, &surface->subsurface_list_pending,
parent_link_pending) {
wl_list_remove(&sub->parent_link);
wl_list_insert(&surface->subsurface_list, &sub->parent_link);
}
}
static void
weston_surface_commit(struct weston_surface *surface)
{
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *view;
pixman_region32_t opaque;
/* wl_surface.set_buffer_transform */
/* wl_surface.set_buffer_scale */
surface->buffer_viewport = surface->pending.buffer_viewport;
/* wl_surface.attach */
if (surface->pending.buffer || surface->pending.newly_attached)
weston_surface_attach(surface, surface->pending.buffer);
weston_surface_set_size_from_buffer(surface);
if (surface->configure && surface->pending.newly_attached)
surface->configure(surface,
surface->pending.sx, surface->pending.sy,
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
surface->width, surface->height);
if (surface->pending.buffer)
wl_list_remove(&surface->pending.buffer_destroy_listener.link);
surface->pending.buffer = NULL;
surface->pending.sx = 0;
surface->pending.sy = 0;
surface->pending.newly_attached = 0;
/* wl_surface.damage */
pixman_region32_union(&surface->damage, &surface->damage,
&surface->pending.damage);
pixman_region32_intersect_rect(&surface->damage, &surface->damage,
0, 0,
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
surface->width,
surface->height);
empty_region(&surface->pending.damage);
/* wl_surface.set_opaque_region */
pixman_region32_init_rect(&opaque, 0, 0,
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
surface->width,
surface->height);
pixman_region32_intersect(&opaque,
&opaque, &surface->pending.opaque);
if (!pixman_region32_equal(&opaque, &surface->opaque)) {
pixman_region32_copy(&surface->opaque, &opaque);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_for_each(view, &surface->views, surface_link)
weston_view_geometry_dirty(view);
}
pixman_region32_fini(&opaque);
/* wl_surface.set_input_region */
pixman_region32_fini(&surface->input);
pixman_region32_init_rect(&surface->input, 0, 0,
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
surface->width,
surface->height);
pixman_region32_intersect(&surface->input,
&surface->input, &surface->pending.input);
/* wl_surface.frame */
wl_list_insert_list(&surface->frame_callback_list,
&surface->pending.frame_callback_list);
wl_list_init(&surface->pending.frame_callback_list);
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
weston_surface_commit_subsurface_order(surface);
weston_surface_schedule_repaint(surface);
}
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
static void
weston_subsurface_commit(struct weston_subsurface *sub);
static void
weston_subsurface_parent_commit(struct weston_subsurface *sub,
int parent_is_synchronized);
static void
surface_commit(struct wl_client *client, struct wl_resource *resource)
{
struct weston_surface *surface = wl_resource_get_user_data(resource);
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
struct weston_subsurface *sub = weston_surface_to_subsurface(surface);
if (sub) {
weston_subsurface_commit(sub);
return;
}
weston_surface_commit(surface);
wl_list_for_each(sub, &surface->subsurface_list, parent_link) {
if (sub->surface != surface)
weston_subsurface_parent_commit(sub, 0);
}
}
static void
surface_set_buffer_transform(struct wl_client *client,
struct wl_resource *resource, int transform)
{
struct weston_surface *surface = wl_resource_get_user_data(resource);
surface->pending.buffer_viewport.transform = transform;
}
static void
surface_set_buffer_scale(struct wl_client *client,
struct wl_resource *resource,
int32_t scale)
{
struct weston_surface *surface = wl_resource_get_user_data(resource);
surface->pending.buffer_viewport.scale = scale;
}
static const struct wl_surface_interface surface_interface = {
surface_destroy,
surface_attach,
surface_damage,
surface_frame,
surface_set_opaque_region,
surface_set_input_region,
surface_commit,
surface_set_buffer_transform,
surface_set_buffer_scale
};
static void
compositor_create_surface(struct wl_client *client,
struct wl_resource *resource, uint32_t id)
{
struct weston_compositor *ec = wl_resource_get_user_data(resource);
struct weston_surface *surface;
surface = weston_surface_create(ec);
if (surface == NULL) {
wl_resource_post_no_memory(resource);
return;
}
surface->resource =
wl_resource_create(client, &wl_surface_interface,
wl_resource_get_version(resource), id);
if (surface->resource == NULL) {
weston_surface_destroy(surface);
wl_resource_post_no_memory(resource);
return;
}
wl_resource_set_implementation(surface->resource, &surface_interface,
surface, destroy_surface);
}
static void
destroy_region(struct wl_resource *resource)
{
struct weston_region *region = wl_resource_get_user_data(resource);
pixman_region32_fini(&region->region);
free(region);
}
static void
region_destroy(struct wl_client *client, struct wl_resource *resource)
{
wl_resource_destroy(resource);
}
static void
region_add(struct wl_client *client, struct wl_resource *resource,
int32_t x, int32_t y, int32_t width, int32_t height)
{
struct weston_region *region = wl_resource_get_user_data(resource);
pixman_region32_union_rect(&region->region, &region->region,
x, y, width, height);
}
static void
region_subtract(struct wl_client *client, struct wl_resource *resource,
int32_t x, int32_t y, int32_t width, int32_t height)
{
struct weston_region *region = wl_resource_get_user_data(resource);
pixman_region32_t rect;
pixman_region32_init_rect(&rect, x, y, width, height);
pixman_region32_subtract(&region->region, &region->region, &rect);
pixman_region32_fini(&rect);
}
static const struct wl_region_interface region_interface = {
region_destroy,
region_add,
region_subtract
};
static void
compositor_create_region(struct wl_client *client,
struct wl_resource *resource, uint32_t id)
{
struct weston_region *region;
region = malloc(sizeof *region);
if (region == NULL) {
wl_resource_post_no_memory(resource);
return;
}
pixman_region32_init(&region->region);
region->resource =
wl_resource_create(client, &wl_region_interface, 1, id);
if (region->resource == NULL) {
free(region);
wl_resource_post_no_memory(resource);
return;
}
wl_resource_set_implementation(region->resource, &region_interface,
region, destroy_region);
}
static const struct wl_compositor_interface compositor_interface = {
compositor_create_surface,
compositor_create_region
};
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
static void
weston_subsurface_commit_from_cache(struct weston_subsurface *sub)
{
struct weston_surface *surface = sub->surface;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *view;
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
pixman_region32_t opaque;
/* wl_surface.set_buffer_transform */
/* wl_surface.set_buffer_scale */
surface->buffer_viewport = sub->cached.buffer_viewport;
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
/* wl_surface.attach */
if (sub->cached.buffer_ref.buffer || sub->cached.newly_attached)
weston_surface_attach(surface, sub->cached.buffer_ref.buffer);
weston_buffer_reference(&sub->cached.buffer_ref, NULL);
weston_surface_set_size_from_buffer(surface);
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
if (surface->configure && sub->cached.newly_attached)
surface->configure(surface, sub->cached.sx, sub->cached.sy,
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
surface->width, surface->height);
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
sub->cached.sx = 0;
sub->cached.sy = 0;
sub->cached.newly_attached = 0;
/* wl_surface.damage */
pixman_region32_union(&surface->damage, &surface->damage,
&sub->cached.damage);
pixman_region32_intersect_rect(&surface->damage, &surface->damage,
0, 0,
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
surface->width,
surface->height);
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
empty_region(&sub->cached.damage);
/* wl_surface.set_opaque_region */
pixman_region32_init_rect(&opaque, 0, 0,
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
surface->width,
surface->height);
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
pixman_region32_intersect(&opaque,
&opaque, &sub->cached.opaque);
if (!pixman_region32_equal(&opaque, &surface->opaque)) {
pixman_region32_copy(&surface->opaque, &opaque);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_for_each(view, &surface->views, surface_link)
weston_view_geometry_dirty(view);
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
}
pixman_region32_fini(&opaque);
/* wl_surface.set_input_region */
pixman_region32_fini(&surface->input);
pixman_region32_init_rect(&surface->input, 0, 0,
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
surface->width,
surface->height);
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
pixman_region32_intersect(&surface->input,
&surface->input, &sub->cached.input);
/* wl_surface.frame */
wl_list_insert_list(&surface->frame_callback_list,
&sub->cached.frame_callback_list);
wl_list_init(&sub->cached.frame_callback_list);
weston_surface_commit_subsurface_order(surface);
weston_surface_schedule_repaint(surface);
sub->cached.has_data = 0;
}
static void
weston_subsurface_commit_to_cache(struct weston_subsurface *sub)
{
struct weston_surface *surface = sub->surface;
/*
* If this commit would cause the surface to move by the
* attach(dx, dy) parameters, the old damage region must be
* translated to correspond to the new surface coordinate system
* original_mode.
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
*/
pixman_region32_translate(&sub->cached.damage,
-surface->pending.sx, -surface->pending.sy);
pixman_region32_union(&sub->cached.damage, &sub->cached.damage,
&surface->pending.damage);
empty_region(&surface->pending.damage);
if (surface->pending.newly_attached) {
sub->cached.newly_attached = 1;
weston_buffer_reference(&sub->cached.buffer_ref,
surface->pending.buffer);
}
sub->cached.sx += surface->pending.sx;
sub->cached.sy += surface->pending.sy;
surface->pending.sx = 0;
surface->pending.sy = 0;
surface->pending.newly_attached = 0;
sub->cached.buffer_viewport = surface->pending.buffer_viewport;
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
pixman_region32_copy(&sub->cached.opaque, &surface->pending.opaque);
pixman_region32_copy(&sub->cached.input, &surface->pending.input);
wl_list_insert_list(&sub->cached.frame_callback_list,
&surface->pending.frame_callback_list);
wl_list_init(&surface->pending.frame_callback_list);
sub->cached.has_data = 1;
}
static int
weston_subsurface_is_synchronized(struct weston_subsurface *sub)
{
while (sub) {
if (sub->synchronized)
return 1;
if (!sub->parent)
return 0;
sub = weston_surface_to_subsurface(sub->parent);
}
return 0;
}
static void
weston_subsurface_commit(struct weston_subsurface *sub)
{
struct weston_surface *surface = sub->surface;
struct weston_subsurface *tmp;
/* Recursive check for effectively synchronized. */
if (weston_subsurface_is_synchronized(sub)) {
weston_subsurface_commit_to_cache(sub);
} else {
if (sub->cached.has_data) {
/* flush accumulated state from cache */
weston_subsurface_commit_to_cache(sub);
weston_subsurface_commit_from_cache(sub);
} else {
weston_surface_commit(surface);
}
wl_list_for_each(tmp, &surface->subsurface_list, parent_link) {
if (tmp->surface != surface)
weston_subsurface_parent_commit(tmp, 0);
}
}
}
static void
weston_subsurface_synchronized_commit(struct weston_subsurface *sub)
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
{
struct weston_surface *surface = sub->surface;
struct weston_subsurface *tmp;
/* From now on, commit_from_cache the whole sub-tree, regardless of
* the synchronized mode of each child. This sub-surface or some
* of its ancestors were synchronized, so we are synchronized
* all the way down.
*/
if (sub->cached.has_data)
weston_subsurface_commit_from_cache(sub);
wl_list_for_each(tmp, &surface->subsurface_list, parent_link) {
if (tmp->surface != surface)
weston_subsurface_parent_commit(tmp, 1);
}
}
static void
weston_subsurface_parent_commit(struct weston_subsurface *sub,
int parent_is_synchronized)
{
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *view;
if (sub->position.set) {
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_for_each(view, &sub->surface->views, surface_link)
weston_view_set_position(view,
sub->position.x,
sub->position.y);
sub->position.set = 0;
}
if (parent_is_synchronized || sub->synchronized)
weston_subsurface_synchronized_commit(sub);
}
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
static void
subsurface_configure(struct weston_surface *surface, int32_t dx, int32_t dy,
int32_t width, int32_t height)
{
struct weston_compositor *compositor = surface->compositor;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *view;
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_for_each(view, &surface->views, surface_link)
weston_view_configure(view,
view->geometry.x + dx,
view->geometry.y + dy,
width, height);
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
/* No need to check parent mappedness, because if parent is not
* mapped, parent is not in a visible layer, so this sub-surface
* will not be drawn either.
*/
if (!weston_surface_is_mapped(surface)) {
/* Cannot call weston_surface_update_transform(),
* because that would call it also for the parent surface,
* which might not be mapped yet. That would lead to
* inconsistent state, where the window could never be
* mapped.
*
* Instead just assing any output, to make
* weston_surface_is_mapped() return true, so that when the
* parent surface does get mapped, this one will get
* included, too. See surface_list_add().
*/
assert(!wl_list_empty(&compositor->output_list));
surface->output = container_of(compositor->output_list.next,
struct weston_output, link);
}
}
static struct weston_subsurface *
weston_surface_to_subsurface(struct weston_surface *surface)
{
if (surface->configure == subsurface_configure)
return surface->configure_private;
return NULL;
}
shell: keyboard focus and restacking fixes for sub-surfaces The shell needs to redirect some actions to the parent surface, when they originally target a sub-surface. This patch implements the following: - Move, resize, and rotate bindings always target the parent surface. - Opacity (full-surface alpha) binding targets the parent surface. This is broken, because it should change the opacity of the whole compound window, which is difficult to implement in the renderer. - click_to_activate_binding() needs to check the shell surface type from the main surface, because sub-surface would produce SHELL_SURFACE_NONE and prevent activation. - Also activate() needs to check the type from the main surface, and restack the main surface. Keyboard focus is assigned to the original (sub-)surface. - focus_state_surface_destroy() needs to handle sub-surfaces: only the main surface will be in a layer list. If the destroyed surface is indeed a sub-surface, activate the main surface next. This way a client that destroys a focused sub-surface still retains focus in the same window. - The workspace_manager.move_surface request can accept also sub-surfaces, and it will move the corresponding main surface. Changes in v2: - do not special-case keyboard focus for sub-surfaces - fix surface type checks for sub-surfaces in shell, fix restacking of sub-surfaces in shell, fix focus_state_surface_destroy() Changes in v3: - Renamed weston_surface_get_parent() to weston_surface_get_main_surface() to be more explicit that this is about sub-surfaces - Fixed move_surface_to_workspace() to handle keyboard focus on a sub-surface. - Used a temporary variable in several places to clarify code, instead of reassigning a variable. - Fixed workspace_manager_move_surface() to deal with sub-surfaces. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
WL_EXPORT struct weston_surface *
weston_surface_get_main_surface(struct weston_surface *surface)
{
struct weston_subsurface *sub;
while (surface && (sub = weston_surface_to_subsurface(surface)))
surface = sub->parent;
return surface;
}
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
static void
subsurface_set_position(struct wl_client *client,
struct wl_resource *resource, int32_t x, int32_t y)
{
struct weston_subsurface *sub = wl_resource_get_user_data(resource);
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
if (!sub)
return;
sub->position.x = x;
sub->position.y = y;
sub->position.set = 1;
}
static struct weston_subsurface *
subsurface_from_surface(struct weston_surface *surface)
{
struct weston_subsurface *sub;
sub = weston_surface_to_subsurface(surface);
if (sub)
return sub;
wl_list_for_each(sub, &surface->subsurface_list, parent_link)
if (sub->surface == surface)
return sub;
return NULL;
}
static struct weston_subsurface *
subsurface_sibling_check(struct weston_subsurface *sub,
struct weston_surface *surface,
const char *request)
{
struct weston_subsurface *sibling;
sibling = subsurface_from_surface(surface);
if (!sibling) {
wl_resource_post_error(sub->resource,
WL_SUBSURFACE_ERROR_BAD_SURFACE,
"%s: wl_surface@%d is not a parent or sibling",
request, wl_resource_get_id(surface->resource));
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
return NULL;
}
if (sibling->parent != sub->parent) {
wl_resource_post_error(sub->resource,
WL_SUBSURFACE_ERROR_BAD_SURFACE,
"%s: wl_surface@%d has a different parent",
request, wl_resource_get_id(surface->resource));
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
return NULL;
}
return sibling;
}
static void
subsurface_place_above(struct wl_client *client,
struct wl_resource *resource,
struct wl_resource *sibling_resource)
{
struct weston_subsurface *sub = wl_resource_get_user_data(resource);
struct weston_surface *surface =
wl_resource_get_user_data(sibling_resource);
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
struct weston_subsurface *sibling;
if (!sub)
return;
sibling = subsurface_sibling_check(sub, surface, "place_above");
if (!sibling)
return;
wl_list_remove(&sub->parent_link_pending);
wl_list_insert(sibling->parent_link_pending.prev,
&sub->parent_link_pending);
}
static void
subsurface_place_below(struct wl_client *client,
struct wl_resource *resource,
struct wl_resource *sibling_resource)
{
struct weston_subsurface *sub = wl_resource_get_user_data(resource);
struct weston_surface *surface =
wl_resource_get_user_data(sibling_resource);
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
struct weston_subsurface *sibling;
if (!sub)
return;
sibling = subsurface_sibling_check(sub, surface, "place_below");
if (!sibling)
return;
wl_list_remove(&sub->parent_link_pending);
wl_list_insert(&sibling->parent_link_pending,
&sub->parent_link_pending);
}
static void
subsurface_set_sync(struct wl_client *client, struct wl_resource *resource)
{
struct weston_subsurface *sub = wl_resource_get_user_data(resource);
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
if (sub)
sub->synchronized = 1;
}
static void
subsurface_set_desync(struct wl_client *client, struct wl_resource *resource)
{
struct weston_subsurface *sub = wl_resource_get_user_data(resource);
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
if (sub && sub->synchronized) {
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
sub->synchronized = 0;
/* If sub became effectively desynchronized, flush. */
if (!weston_subsurface_is_synchronized(sub))
weston_subsurface_synchronized_commit(sub);
}
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
}
static void
weston_subsurface_cache_init(struct weston_subsurface *sub)
{
pixman_region32_init(&sub->cached.damage);
pixman_region32_init(&sub->cached.opaque);
pixman_region32_init(&sub->cached.input);
wl_list_init(&sub->cached.frame_callback_list);
sub->cached.buffer_ref.buffer = NULL;
}
static void
weston_subsurface_cache_fini(struct weston_subsurface *sub)
{
struct weston_frame_callback *cb, *tmp;
wl_list_for_each_safe(cb, tmp, &sub->cached.frame_callback_list, link)
wl_resource_destroy(cb->resource);
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
weston_buffer_reference(&sub->cached.buffer_ref, NULL);
pixman_region32_fini(&sub->cached.damage);
pixman_region32_fini(&sub->cached.opaque);
pixman_region32_fini(&sub->cached.input);
}
static void
weston_subsurface_unlink_parent(struct weston_subsurface *sub)
{
wl_list_remove(&sub->parent_link);
wl_list_remove(&sub->parent_link_pending);
wl_list_remove(&sub->parent_destroy_listener.link);
sub->parent = NULL;
}
static void
weston_subsurface_destroy(struct weston_subsurface *sub);
static void
subsurface_handle_surface_destroy(struct wl_listener *listener, void *data)
{
struct weston_subsurface *sub =
container_of(listener, struct weston_subsurface,
surface_destroy_listener);
assert(data == &sub->surface->resource);
/* The protocol object (wl_resource) is left inert. */
if (sub->resource)
wl_resource_set_user_data(sub->resource, NULL);
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
weston_subsurface_destroy(sub);
}
static void
subsurface_handle_parent_destroy(struct wl_listener *listener, void *data)
{
struct weston_subsurface *sub =
container_of(listener, struct weston_subsurface,
parent_destroy_listener);
assert(data == &sub->parent->resource);
assert(sub->surface != sub->parent);
if (weston_surface_is_mapped(sub->surface))
weston_surface_unmap(sub->surface);
weston_subsurface_unlink_parent(sub);
}
static void
subsurface_resource_destroy(struct wl_resource *resource)
{
struct weston_subsurface *sub = wl_resource_get_user_data(resource);
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
if (sub)
weston_subsurface_destroy(sub);
}
static void
subsurface_destroy(struct wl_client *client, struct wl_resource *resource)
{
wl_resource_destroy(resource);
}
static void
weston_subsurface_link_parent(struct weston_subsurface *sub,
struct weston_surface *parent)
{
sub->parent = parent;
sub->parent_destroy_listener.notify = subsurface_handle_parent_destroy;
wl_signal_add(&parent->destroy_signal,
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
&sub->parent_destroy_listener);
wl_list_insert(&parent->subsurface_list, &sub->parent_link);
wl_list_insert(&parent->subsurface_list_pending,
&sub->parent_link_pending);
}
static void
weston_subsurface_link_surface(struct weston_subsurface *sub,
struct weston_surface *surface)
{
sub->surface = surface;
sub->surface_destroy_listener.notify =
subsurface_handle_surface_destroy;
wl_signal_add(&surface->destroy_signal,
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
&sub->surface_destroy_listener);
}
static void
weston_subsurface_destroy(struct weston_subsurface *sub)
{
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
struct weston_view *view, *next;
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
assert(sub->surface);
if (sub->resource) {
assert(weston_surface_to_subsurface(sub->surface) == sub);
assert(sub->parent_destroy_listener.notify ==
subsurface_handle_parent_destroy);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_for_each_safe(view, next, &sub->surface->views, surface_link)
weston_view_destroy(view);
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
if (sub->parent)
weston_subsurface_unlink_parent(sub);
weston_subsurface_cache_fini(sub);
sub->surface->configure = NULL;
sub->surface->configure_private = NULL;
} else {
/* the dummy weston_subsurface for the parent itself */
assert(sub->parent_destroy_listener.notify == NULL);
wl_list_remove(&sub->parent_link);
wl_list_remove(&sub->parent_link_pending);
}
wl_list_remove(&sub->surface_destroy_listener.link);
free(sub);
}
static const struct wl_subsurface_interface subsurface_implementation = {
subsurface_destroy,
subsurface_set_position,
subsurface_place_above,
subsurface_place_below,
subsurface_set_sync,
subsurface_set_desync
};
static struct weston_subsurface *
weston_subsurface_create(uint32_t id, struct weston_surface *surface,
struct weston_surface *parent)
{
struct weston_subsurface *sub;
struct wl_client *client = wl_resource_get_client(surface->resource);
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
sub = calloc(1, sizeof *sub);
if (!sub)
return NULL;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_init(&sub->unused_views);
sub->resource =
wl_resource_create(client, &wl_subsurface_interface, 1, id);
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
if (!sub->resource) {
free(sub);
return NULL;
}
wl_resource_set_implementation(sub->resource,
&subsurface_implementation,
sub, subsurface_resource_destroy);
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
weston_subsurface_link_surface(sub, surface);
weston_subsurface_link_parent(sub, parent);
weston_subsurface_cache_init(sub);
sub->synchronized = 1;
return sub;
}
/* Create a dummy subsurface for having the parent itself in its
* sub-surface lists. Makes stacking order manipulation easy.
*/
static struct weston_subsurface *
weston_subsurface_create_for_parent(struct weston_surface *parent)
{
struct weston_subsurface *sub;
sub = calloc(1, sizeof *sub);
if (!sub)
return NULL;
weston_subsurface_link_surface(sub, parent);
sub->parent = parent;
wl_list_insert(&parent->subsurface_list, &sub->parent_link);
wl_list_insert(&parent->subsurface_list_pending,
&sub->parent_link_pending);
return sub;
}
static void
subcompositor_get_subsurface(struct wl_client *client,
struct wl_resource *resource,
uint32_t id,
struct wl_resource *surface_resource,
struct wl_resource *parent_resource)
{
struct weston_surface *surface =
wl_resource_get_user_data(surface_resource);
struct weston_surface *parent =
wl_resource_get_user_data(parent_resource);
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
struct weston_subsurface *sub;
static const char where[] = "get_subsurface: wl_subsurface@";
if (surface == parent) {
wl_resource_post_error(resource,
WL_SUBCOMPOSITOR_ERROR_BAD_SURFACE,
"%s%d: wl_surface@%d cannot be its own parent",
where, id, wl_resource_get_id(surface_resource));
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
return;
}
if (weston_surface_to_subsurface(surface)) {
wl_resource_post_error(resource,
WL_SUBCOMPOSITOR_ERROR_BAD_SURFACE,
"%s%d: wl_surface@%d is already a sub-surface",
where, id, wl_resource_get_id(surface_resource));
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
return;
}
if (surface->configure) {
wl_resource_post_error(resource,
WL_SUBCOMPOSITOR_ERROR_BAD_SURFACE,
"%s%d: wl_surface@%d already has a role",
where, id, wl_resource_get_id(surface_resource));
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
return;
}
if (weston_surface_get_main_surface(parent) == surface) {
wl_resource_post_error(resource,
WL_SUBCOMPOSITOR_ERROR_BAD_SURFACE,
"%s%d: wl_surface@%d is an ancestor of parent",
where, id, wl_resource_get_id(surface_resource));
return;
}
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
/* make sure the parent is in its own list */
if (wl_list_empty(&parent->subsurface_list)) {
if (!weston_subsurface_create_for_parent(parent)) {
wl_resource_post_no_memory(resource);
return;
}
}
sub = weston_subsurface_create(id, surface, parent);
if (!sub) {
wl_resource_post_no_memory(resource);
return;
}
surface->configure = subsurface_configure;
surface->configure_private = sub;
}
static void
subcompositor_destroy(struct wl_client *client, struct wl_resource *resource)
{
wl_resource_destroy(resource);
}
static const struct wl_subcompositor_interface subcompositor_interface = {
subcompositor_destroy,
subcompositor_get_subsurface
};
static void
bind_subcompositor(struct wl_client *client,
void *data, uint32_t version, uint32_t id)
{
struct weston_compositor *compositor = data;
struct wl_resource *resource;
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
resource =
wl_resource_create(client, &wl_subcompositor_interface, 1, id);
if (resource == NULL) {
wl_client_post_no_memory(client);
return;
}
wl_resource_set_implementation(resource, &subcompositor_interface,
compositor, NULL);
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
}
static void
weston_compositor_dpms(struct weston_compositor *compositor,
enum dpms_enum state)
{
struct weston_output *output;
wl_list_for_each(output, &compositor->output_list, link)
if (output->set_dpms)
output->set_dpms(output, state);
}
WL_EXPORT void
weston_compositor_wake(struct weston_compositor *compositor)
{
uint32_t old_state = compositor->state;
/* The state needs to be changed before emitting the wake
* signal because that may try to schedule a repaint which
* will not work if the compositor is still sleeping */
compositor->state = WESTON_COMPOSITOR_ACTIVE;
switch (old_state) {
case WESTON_COMPOSITOR_SLEEPING:
weston_compositor_dpms(compositor, WESTON_DPMS_ON);
/* fall through */
case WESTON_COMPOSITOR_IDLE:
case WESTON_COMPOSITOR_OFFSCREEN:
wl_signal_emit(&compositor->wake_signal, compositor);
/* fall through */
default:
wl_event_source_timer_update(compositor->idle_source,
compositor->idle_time * 1000);
}
}
WL_EXPORT void
weston_compositor_offscreen(struct weston_compositor *compositor)
{
switch (compositor->state) {
case WESTON_COMPOSITOR_OFFSCREEN:
return;
case WESTON_COMPOSITOR_SLEEPING:
weston_compositor_dpms(compositor, WESTON_DPMS_ON);
/* fall through */
default:
compositor->state = WESTON_COMPOSITOR_OFFSCREEN;
wl_event_source_timer_update(compositor->idle_source, 0);
}
}
WL_EXPORT void
weston_compositor_sleep(struct weston_compositor *compositor)
{
if (compositor->state == WESTON_COMPOSITOR_SLEEPING)
return;
wl_event_source_timer_update(compositor->idle_source, 0);
compositor->state = WESTON_COMPOSITOR_SLEEPING;
weston_compositor_dpms(compositor, WESTON_DPMS_OFF);
}
static int
idle_handler(void *data)
{
struct weston_compositor *compositor = data;
if (compositor->idle_inhibit)
return 1;
compositor->state = WESTON_COMPOSITOR_IDLE;
wl_signal_emit(&compositor->idle_signal, compositor);
return 1;
}
WL_EXPORT void
weston_plane_init(struct weston_plane *plane,
struct weston_compositor *ec,
int32_t x, int32_t y)
{
pixman_region32_init(&plane->damage);
pixman_region32_init(&plane->clip);
plane->x = x;
plane->y = y;
plane->compositor = ec;
/* Init the link so that the call to wl_list_remove() when releasing
* the plane without ever stacking doesn't lead to a crash */
wl_list_init(&plane->link);
}
WL_EXPORT void
weston_plane_release(struct weston_plane *plane)
{
struct weston_view *view;
pixman_region32_fini(&plane->damage);
pixman_region32_fini(&plane->clip);
wl_list_for_each(view, &plane->compositor->view_list, link) {
if (view->plane == plane)
view->plane = NULL;
}
wl_list_remove(&plane->link);
}
WL_EXPORT void
weston_compositor_stack_plane(struct weston_compositor *ec,
struct weston_plane *plane,
struct weston_plane *above)
{
if (above)
wl_list_insert(above->link.prev, &plane->link);
else
wl_list_insert(&ec->plane_list, &plane->link);
}
static void unbind_resource(struct wl_resource *resource)
{
wl_list_remove(wl_resource_get_link(resource));
}
static void
bind_output(struct wl_client *client,
void *data, uint32_t version, uint32_t id)
{
struct weston_output *output = data;
struct weston_mode *mode;
struct wl_resource *resource;
resource = wl_resource_create(client, &wl_output_interface,
MIN(version, 2), id);
if (resource == NULL) {
wl_client_post_no_memory(client);
return;
}
wl_list_insert(&output->resource_list, wl_resource_get_link(resource));
wl_resource_set_implementation(resource, NULL, data, unbind_resource);
wl_output_send_geometry(resource,
output->x,
output->y,
output->mm_width,
output->mm_height,
output->subpixel,
output->make, output->model,
output->transform);
if (version >= 2)
wl_output_send_scale(resource,
output->current_scale);
wl_list_for_each (mode, &output->mode_list, link) {
wl_output_send_mode(resource,
mode->flags,
mode->width,
mode->height,
mode->refresh);
}
if (version >= 2)
wl_output_send_done(resource);
}
WL_EXPORT void
weston_output_destroy(struct weston_output *output)
{
wl_signal_emit(&output->destroy_signal, output);
free(output->name);
pixman_region32_fini(&output->region);
pixman_region32_fini(&output->previous_damage);
output->compositor->output_id_pool &= ~(1 << output->id);
wl_global_destroy(output->global);
}
static void
weston_output_compute_transform(struct weston_output *output)
{
struct weston_matrix transform;
int flip;
weston_matrix_init(&transform);
transform.type = WESTON_MATRIX_TRANSFORM_ROTATE;
switch(output->transform) {
case WL_OUTPUT_TRANSFORM_FLIPPED:
case WL_OUTPUT_TRANSFORM_FLIPPED_90:
case WL_OUTPUT_TRANSFORM_FLIPPED_180:
case WL_OUTPUT_TRANSFORM_FLIPPED_270:
transform.type |= WESTON_MATRIX_TRANSFORM_OTHER;
flip = -1;
break;
default:
flip = 1;
break;
}
switch(output->transform) {
case WL_OUTPUT_TRANSFORM_NORMAL:
case WL_OUTPUT_TRANSFORM_FLIPPED:
transform.d[0] = flip;
transform.d[1] = 0;
transform.d[4] = 0;
transform.d[5] = 1;
break;
case WL_OUTPUT_TRANSFORM_90:
case WL_OUTPUT_TRANSFORM_FLIPPED_90:
transform.d[0] = 0;
transform.d[1] = -flip;
transform.d[4] = 1;
transform.d[5] = 0;
break;
case WL_OUTPUT_TRANSFORM_180:
case WL_OUTPUT_TRANSFORM_FLIPPED_180:
transform.d[0] = -flip;
transform.d[1] = 0;
transform.d[4] = 0;
transform.d[5] = -1;
break;
case WL_OUTPUT_TRANSFORM_270:
case WL_OUTPUT_TRANSFORM_FLIPPED_270:
transform.d[0] = 0;
transform.d[1] = flip;
transform.d[4] = -1;
transform.d[5] = 0;
break;
default:
break;
}
weston_matrix_multiply(&output->matrix, &transform);
}
WL_EXPORT void
weston_output_update_matrix(struct weston_output *output)
{
float magnification;
struct weston_matrix camera;
struct weston_matrix modelview;
weston_matrix_init(&output->matrix);
weston_matrix_translate(&output->matrix,
-(output->x + output->width / 2.0),
-(output->y + output->height / 2.0), 0);
weston_matrix_scale(&output->matrix,
2.0 / output->width,
-2.0 / output->height, 1);
weston_output_compute_transform(output);
if (output->zoom.active) {
magnification = 1 / (1 - output->zoom.spring_z.current);
weston_matrix_init(&camera);
weston_matrix_init(&modelview);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_output_update_zoom(output);
weston_matrix_translate(&camera, output->zoom.trans_x,
-output->zoom.trans_y, 0);
weston_matrix_invert(&modelview, &camera);
weston_matrix_scale(&modelview, magnification, magnification, 1.0);
weston_matrix_multiply(&output->matrix, &modelview);
}
output->dirty = 0;
}
static void
weston_output_transform_scale_init(struct weston_output *output, uint32_t transform, uint32_t scale)
{
output->transform = transform;
switch (transform) {
case WL_OUTPUT_TRANSFORM_90:
case WL_OUTPUT_TRANSFORM_270:
case WL_OUTPUT_TRANSFORM_FLIPPED_90:
case WL_OUTPUT_TRANSFORM_FLIPPED_270:
/* Swap width and height */
output->width = output->current_mode->height;
output->height = output->current_mode->width;
break;
case WL_OUTPUT_TRANSFORM_NORMAL:
case WL_OUTPUT_TRANSFORM_180:
case WL_OUTPUT_TRANSFORM_FLIPPED:
case WL_OUTPUT_TRANSFORM_FLIPPED_180:
output->width = output->current_mode->width;
output->height = output->current_mode->height;
break;
default:
break;
}
output->native_scale = output->current_scale = scale;
output->width /= scale;
output->height /= scale;
}
WL_EXPORT void
weston_output_move(struct weston_output *output, int x, int y)
{
output->x = x;
output->y = y;
pixman_region32_init(&output->previous_damage);
pixman_region32_init_rect(&output->region, x, y,
output->width,
output->height);
}
WL_EXPORT void
weston_output_init(struct weston_output *output, struct weston_compositor *c,
int x, int y, int mm_width, int mm_height, uint32_t transform,
int32_t scale)
{
output->compositor = c;
output->x = x;
output->y = y;
output->mm_width = mm_width;
output->mm_height = mm_height;
output->dirty = 1;
output->original_scale = scale;
weston_output_transform_scale_init(output, transform, scale);
weston_output_init_zoom(output);
weston_output_move(output, x, y);
weston_output_damage(output);
wl_signal_init(&output->frame_signal);
wl_signal_init(&output->destroy_signal);
wl_list_init(&output->animation_list);
wl_list_init(&output->resource_list);
output->id = ffs(~output->compositor->output_id_pool) - 1;
output->compositor->output_id_pool |= 1 << output->id;
output->global =
wl_global_create(c->wl_display, &wl_output_interface, 2,
output, bind_output);
wl_signal_emit(&c->output_created_signal, output);
}
WL_EXPORT void
weston_output_transform_coordinate(struct weston_output *output,
wl_fixed_t device_x, wl_fixed_t device_y,
wl_fixed_t *x, wl_fixed_t *y)
{
wl_fixed_t tx, ty;
wl_fixed_t width, height;
width = wl_fixed_from_int(output->width * output->current_scale - 1);
height = wl_fixed_from_int(output->height * output->current_scale - 1);
switch(output->transform) {
case WL_OUTPUT_TRANSFORM_NORMAL:
default:
tx = device_x;
ty = device_y;
break;
case WL_OUTPUT_TRANSFORM_90:
tx = device_y;
ty = height - device_x;
break;
case WL_OUTPUT_TRANSFORM_180:
tx = width - device_x;
ty = height - device_y;
break;
case WL_OUTPUT_TRANSFORM_270:
tx = width - device_y;
ty = device_x;
break;
case WL_OUTPUT_TRANSFORM_FLIPPED:
tx = width - device_x;
ty = device_y;
break;
case WL_OUTPUT_TRANSFORM_FLIPPED_90:
tx = width - device_y;
ty = height - device_x;
break;
case WL_OUTPUT_TRANSFORM_FLIPPED_180:
tx = device_x;
ty = height - device_y;
break;
case WL_OUTPUT_TRANSFORM_FLIPPED_270:
tx = device_y;
ty = device_x;
break;
}
*x = tx / output->current_scale + wl_fixed_from_int(output->x);
*y = ty / output->current_scale + wl_fixed_from_int(output->y);
}
static void
compositor_bind(struct wl_client *client,
void *data, uint32_t version, uint32_t id)
{
struct weston_compositor *compositor = data;
struct wl_resource *resource;
resource = wl_resource_create(client, &wl_compositor_interface,
MIN(version, 3), id);
if (resource == NULL) {
wl_client_post_no_memory(client);
return;
}
wl_resource_set_implementation(resource, &compositor_interface,
compositor, NULL);
}
static void
log_uname(void)
{
struct utsname usys;
uname(&usys);
weston_log("OS: %s, %s, %s, %s\n", usys.sysname, usys.release,
usys.version, usys.machine);
}
WL_EXPORT int
weston_environment_get_fd(const char *env)
{
char *e, *end;
int fd, flags;
e = getenv(env);
if (!e)
return -1;
fd = strtol(e, &end, 0);
if (*end != '\0')
return -1;
flags = fcntl(fd, F_GETFD);
if (flags == -1)
return -1;
fcntl(fd, F_SETFD, flags | FD_CLOEXEC);
unsetenv(env);
return fd;
}
WL_EXPORT int
weston_compositor_init(struct weston_compositor *ec,
struct wl_display *display,
int *argc, char *argv[],
struct weston_config *config)
{
struct wl_event_loop *loop;
struct xkb_rule_names xkb_names;
struct weston_config_section *s;
ec->config = config;
ec->wl_display = display;
wl_signal_init(&ec->destroy_signal);
wl_signal_init(&ec->activate_signal);
wl_signal_init(&ec->transform_signal);
wl_signal_init(&ec->kill_signal);
wl_signal_init(&ec->idle_signal);
wl_signal_init(&ec->wake_signal);
wl_signal_init(&ec->show_input_panel_signal);
wl_signal_init(&ec->hide_input_panel_signal);
wl_signal_init(&ec->update_input_panel_signal);
wl_signal_init(&ec->seat_created_signal);
wl_signal_init(&ec->output_created_signal);
wl_signal_init(&ec->session_signal);
ec->session_active = 1;
ec->output_id_pool = 0;
if (!wl_global_create(display, &wl_compositor_interface, 3,
ec, compositor_bind))
return -1;
if (!wl_global_create(display, &wl_subcompositor_interface, 1,
ec, bind_subcompositor))
compositor: introduce sub-surfaces Implement the basic protocol for sub-surfaces: - expose wl_subcompositor global interface - error checking on protocol calls - associate a parent wl_surface to a sub-surface - introduce the sub-surface role, which is exclusive - an implementation of the wl_subsurface interface - allow nesting of sub-surfaces - proper surface transformation inheritance from parent to sub-surfaces - two different modes of wl_surface.commit for sub-surfaces - hook sub-surfaces up to repaint by modifying the repaint list code Struct weston_subsurface is dynamically allocated. For sub-surfaces, it is completely populated. For parent surfaces, weston_subsurface acts only as a link for stacking order purposes. The wl_resource is unused, parent_destroy_listener is not registered, the transform is not linked, etc. Sub-surfaces are not added directly into layers for display or input. Instead, they are hooked up via the sub-surface list present in parent weston_surface. This way sub-surfaces are inherently linked to the parent surface, and cannot be displayed unless the parent is mapped, too. This also eases restacking, as only the parent will be in a layer list. Also, only the main surface should be subject to shell actions. The surface list rebuilding in weston_output_repaint() is modified to process sub-surface lists, if they are non-empty. The sub-surface list always contains the parent, too, unless empty. The collection of frame_callback_list is moved to a later loop, to streamline the surface list rebuild functions. Features still lacking are: - full-surface alpha support for compound windows Changes in v2: - fix a bug in surface mapping: commit a sub-surface would cause the main surface to never be mapped. - remove debug printfs - detect attempt of making a surface its own parent - always zero-alloc weston_subsurface - apply wl_subsurface.set_position in commit, not immediately - add weston_surface_to_subsurface() - implement sub-surface commit modes parent-cached and independent - implement wl_subcompositor.destroy and wl_subsurface.destroy Changes in v3: - rebased, and use the new transform inheritance code - squashed the commit "add sub-surfaces to repaint list" - fixed a buffer reference leak in commit_from_cache() - Rewrite the sub-surface destructor code, and make it leave the wl_subsurface protocol object inert, if one destroys the corresponding wl_surface. - replaced set_commit_mode with set_sync and set_desync - allowed sub-surface nesting, and fixed repaint accordingly - implemented nested sub-surface commit modes - Made the sub-surface order changes from wl_subsurface.place_above and .place_below to be applied when the parent surface state is applied, instead of immediately. This conforms with the protocol specification now. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
12 years ago
return -1;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
wl_list_init(&ec->view_list);
wl_list_init(&ec->plane_list);
wl_list_init(&ec->layer_list);
wl_list_init(&ec->seat_list);
wl_list_init(&ec->output_list);
wl_list_init(&ec->key_binding_list);
wl_list_init(&ec->modifier_binding_list);
wl_list_init(&ec->button_binding_list);
wl_list_init(&ec->touch_binding_list);
wl_list_init(&ec->axis_binding_list);
wl_list_init(&ec->debug_binding_list);
weston_plane_init(&ec->primary_plane, ec, 0, 0);
weston_compositor_stack_plane(ec, &ec->primary_plane, NULL);
s = weston_config_get_section(ec->config, "keyboard", NULL, NULL);
weston_config_section_get_string(s, "keymap_rules",
(char **) &xkb_names.rules, NULL);
weston_config_section_get_string(s, "keymap_model",
(char **) &xkb_names.model, NULL);
weston_config_section_get_string(s, "keymap_layout",
(char **) &xkb_names.layout, NULL);
weston_config_section_get_string(s, "keymap_variant",
(char **) &xkb_names.variant, NULL);
weston_config_section_get_string(s, "keymap_options",
(char **) &xkb_names.options, NULL);
if (weston_compositor_xkb_init(ec, &xkb_names) < 0)
return -1;
ec->ping_handler = NULL;
screenshooter_create(ec);
text_backend_init(ec);
wl_data_device_manager_init(ec->wl_display);
wl_display_init_shm(display);
loop = wl_display_get_event_loop(ec->wl_display);
ec->idle_source = wl_event_loop_add_timer(loop, idle_handler, ec);
wl_event_source_timer_update(ec->idle_source, ec->idle_time * 1000);
ec->input_loop = wl_event_loop_create();
weston_layer_init(&ec->fade_layer, &ec->layer_list);
weston_layer_init(&ec->cursor_layer, &ec->fade_layer.link);
weston_compositor_schedule_repaint(ec);
return 0;
}
WL_EXPORT void
weston_compositor_shutdown(struct weston_compositor *ec)
{
struct weston_output *output, *next;
wl_event_source_remove(ec->idle_source);
if (ec->input_loop_source)
wl_event_source_remove(ec->input_loop_source);
/* Destroy all outputs associated with this compositor */
wl_list_for_each_safe(output, next, &ec->output_list, link)
output->destroy(output);
weston_binding_list_destroy_all(&ec->key_binding_list);
weston_binding_list_destroy_all(&ec->button_binding_list);
weston_binding_list_destroy_all(&ec->touch_binding_list);
weston_binding_list_destroy_all(&ec->axis_binding_list);
weston_binding_list_destroy_all(&ec->debug_binding_list);
weston_plane_release(&ec->primary_plane);
wl_event_loop_destroy(ec->input_loop);
weston_config_destroy(ec->config);
}
WL_EXPORT void
weston_compositor_set_default_pointer_grab(struct weston_compositor *ec,
const struct weston_pointer_grab_interface *interface)
{
struct weston_seat *seat;
ec->default_pointer_grab = interface;
wl_list_for_each(seat, &ec->seat_list, link) {
if (seat->pointer) {
weston_pointer_set_default_grab(seat->pointer,
interface);
}
}
}
WL_EXPORT void
weston_version(int *major, int *minor, int *micro)
{
*major = WESTON_VERSION_MAJOR;
*minor = WESTON_VERSION_MINOR;
*micro = WESTON_VERSION_MICRO;
}
static const struct {
uint32_t bit; /* enum weston_capability */
const char *desc;
} capability_strings[] = {
{ WESTON_CAP_ROTATION_ANY, "arbitrary surface rotation:" },
{ WESTON_CAP_CAPTURE_YFLIP, "screen capture uses y-flip:" },
};
static void
weston_compositor_log_capabilities(struct weston_compositor *compositor)
{
unsigned i;
int yes;
weston_log("Compositor capabilities:\n");
for (i = 0; i < ARRAY_LENGTH(capability_strings); i++) {
yes = compositor->capabilities & capability_strings[i].bit;
weston_log_continue(STAMP_SPACE "%s %s\n",
capability_strings[i].desc,
yes ? "yes" : "no");
}
}
static int on_term_signal(int signal_number, void *data)
{
struct wl_display *display = data;
weston_log("caught signal %d\n", signal_number);
wl_display_terminate(display);
return 1;
}
#ifdef HAVE_LIBUNWIND
static void
print_backtrace(void)
{
unw_cursor_t cursor;
unw_context_t context;
unw_word_t off;
unw_proc_info_t pip;
int ret, i = 0;
char procname[256];
const char *filename;
Dl_info dlinfo;
pip.unwind_info = NULL;
ret = unw_getcontext(&context);
if (ret) {
weston_log("unw_getcontext: %d\n", ret);
return;
}
ret = unw_init_local(&cursor, &context);
if (ret) {
weston_log("unw_init_local: %d\n", ret);
return;
}
ret = unw_step(&cursor);
while (ret > 0) {
ret = unw_get_proc_info(&cursor, &pip);
if (ret) {
weston_log("unw_get_proc_info: %d\n", ret);
break;
}
ret = unw_get_proc_name(&cursor, procname, 256, &off);
if (ret && ret != -UNW_ENOMEM) {
if (ret != -UNW_EUNSPEC)
weston_log("unw_get_proc_name: %d\n", ret);
procname[0] = '?';
procname[1] = 0;
}
if (dladdr((void *)(pip.start_ip + off), &dlinfo) && dlinfo.dli_fname &&
*dlinfo.dli_fname)
filename = dlinfo.dli_fname;
else
filename = "?";
weston_log("%u: %s (%s%s+0x%x) [%p]\n", i++, filename, procname,
ret == -UNW_ENOMEM ? "..." : "", (int)off, (void *)(pip.start_ip + off));
ret = unw_step(&cursor);
if (ret < 0)
weston_log("unw_step: %d\n", ret);
}
}
#else
static void
print_backtrace(void)
{
void *buffer[32];
int i, count;
Dl_info info;
count = backtrace(buffer, ARRAY_LENGTH(buffer));
for (i = 0; i < count; i++) {
dladdr(buffer[i], &info);
weston_log(" [%016lx] %s (%s)\n",
(long) buffer[i],
info.dli_sname ? info.dli_sname : "--",
info.dli_fname);
}
}
#endif
static void
on_caught_signal(int s, siginfo_t *siginfo, void *context)
{
/* This signal handler will do a best-effort backtrace, and
* then call the backend restore function, which will switch
* back to the vt we launched from or ungrab X etc and then
* raise SIGTRAP. If we run weston under gdb from X or a
* different vt, and tell gdb "handle *s* nostop", this
* will allow weston to switch back to gdb on crash and then
* gdb will catch the crash with SIGTRAP.*/
weston_log("caught signal: %d\n", s);
print_backtrace();
segv_compositor->restore(segv_compositor);
raise(SIGTRAP);
}
WL_EXPORT void *
weston_load_module(const char *name, const char *entrypoint)
{
char path[PATH_MAX];
void *module, *init;
if (name[0] != '/')
snprintf(path, sizeof path, "%s/%s", MODULEDIR, name);
else
snprintf(path, sizeof path, "%s", name);
module = dlopen(path, RTLD_NOW | RTLD_NOLOAD);
if (module) {
weston_log("Module '%s' already loaded\n", path);
dlclose(module);
return NULL;
}
weston_log("Loading module '%s'\n", path);
module = dlopen(path, RTLD_NOW);
if (!module) {
weston_log("Failed to load module: %s\n", dlerror());
return NULL;
}
init = dlsym(module, entrypoint);
if (!init) {
weston_log("Failed to lookup init function: %s\n", dlerror());
dlclose(module);
return NULL;
}
return init;
}
static int
load_modules(struct weston_compositor *ec, const char *modules,
int *argc, char *argv[])
{
const char *p, *end;
char buffer[256];
int (*module_init)(struct weston_compositor *ec,
int *argc, char *argv[]);
if (modules == NULL)
return 0;
p = modules;
while (*p) {
end = strchrnul(p, ',');
snprintf(buffer, sizeof buffer, "%.*s", (int) (end - p), p);
module_init = weston_load_module(buffer, "module_init");
if (module_init)
module_init(ec, argc, argv);
p = end;
while (*p == ',')
p++;
}
return 0;
}
static const char xdg_error_message[] =
"fatal: environment variable XDG_RUNTIME_DIR is not set.\n";
static const char xdg_wrong_message[] =
"fatal: environment variable XDG_RUNTIME_DIR\n"
"is set to \"%s\", which is not a directory.\n";
static const char xdg_wrong_mode_message[] =
"warning: XDG_RUNTIME_DIR \"%s\" is not configured\n"
"correctly. Unix access mode must be 0700 but is %o,\n"
"and XDG_RUNTIME_DIR must be owned by the user, but is\n"
"owned by UID %d.\n";
static const char xdg_detail_message[] =
"Refer to your distribution on how to get it, or\n"
"http://www.freedesktop.org/wiki/Specifications/basedir-spec\n"
"on how to implement it.\n";
static void
verify_xdg_runtime_dir(void)
{
char *dir = getenv("XDG_RUNTIME_DIR");
struct stat s;
if (!dir) {
weston_log(xdg_error_message);
weston_log_continue(xdg_detail_message);
exit(EXIT_FAILURE);
}
if (stat(dir, &s) || !S_ISDIR(s.st_mode)) {
weston_log(xdg_wrong_message, dir);
weston_log_continue(xdg_detail_message);
exit(EXIT_FAILURE);
}
if ((s.st_mode & 0777) != 0700 || s.st_uid != getuid()) {
weston_log(xdg_wrong_mode_message,
dir, s.st_mode & 0777, s.st_uid);
weston_log_continue(xdg_detail_message);
}
}
static int
usage(int error_code)
{
fprintf(stderr,
"Usage: weston [OPTIONS]\n\n"
"This is weston version " VERSION ", the Wayland reference compositor.\n"
"Weston supports multiple backends, and depending on which backend is in use\n"
"different options will be accepted.\n\n"
"Core options:\n\n"
" --version\t\tPrint weston version\n"
" -B, --backend=MODULE\tBackend module, one of drm-backend.so,\n"
"\t\t\t\tfbdev-backend.so, x11-backend.so or\n"
"\t\t\t\twayland-backend.so\n"
" --shell=MODULE\tShell module, defaults to desktop-shell.so\n"
" -S, --socket=NAME\tName of socket to listen on\n"
" -i, --idle-time=SECS\tIdle time in seconds\n"
" --modules\t\tLoad the comma-separated list of modules\n"
" --log==FILE\t\tLog to the given file\n"
" -h, --help\t\tThis help message\n\n");
fprintf(stderr,
"Options for drm-backend.so:\n\n"
" --connector=ID\tBring up only this connector\n"
" --seat=SEAT\t\tThe seat that weston should run on\n"
" --tty=TTY\t\tThe tty to use\n"
" --use-pixman\t\tUse the pixman (CPU) renderer\n"
" --current-mode\tPrefer current KMS mode over EDID preferred mode\n\n");
fprintf(stderr,
"Options for fbdev-backend.so:\n\n"
" --tty=TTY\t\tThe tty to use\n"
" --device=DEVICE\tThe framebuffer device to use\n\n");
fprintf(stderr,
"Options for x11-backend.so:\n\n"
" --width=WIDTH\t\tWidth of X window\n"
" --height=HEIGHT\tHeight of X window\n"
" --fullscreen\t\tRun in fullscreen mode\n"
" --use-pixman\t\tUse the pixman (CPU) renderer\n"
" --output-count=COUNT\tCreate multiple outputs\n"
" --no-input\t\tDont create input devices\n\n");
fprintf(stderr,
"Options for wayland-backend.so:\n\n"
" --width=WIDTH\t\tWidth of Wayland surface\n"
" --height=HEIGHT\tHeight of Wayland surface\n"
" --scale=SCALE\tScale factor of ouput\n"
" --fullscreen\t\tRun in fullscreen mode\n"
" --use-pixman\t\tUse the pixman (CPU) renderer\n"
" --output-count=COUNT\tCreate multiple outputs\n"
" --display=DISPLAY\tWayland display to connect to\n\n");
#if defined(BUILD_RPI_COMPOSITOR) && defined(HAVE_BCM_HOST)
fprintf(stderr,
"Options for rpi-backend.so:\n\n"
" --tty=TTY\t\tThe tty to use\n"
" --single-buffer\tUse single-buffered Dispmanx elements.\n"
" --transform=TR\tThe output transformation, TR is one of:\n"
"\tnormal 90 180 270 flipped flipped-90 flipped-180 flipped-270\n"
" --opaque-regions\tEnable support for opaque regions, can be "
"very slow without support in the GPU firmware.\n"
"\n");
#endif
#if defined(BUILD_RDP_COMPOSITOR)
fprintf(stderr,
"Options for rdp-backend.so:\n\n"
" --width=WIDTH\t\tWidth of desktop\n"
" --height=HEIGHT\tHeight of desktop\n"
" --extra-modes=MODES\t\n"
" --env-socket=SOCKET\tUse that socket as peer connection\n"
" --address=ADDR\tThe address to bind\n"
" --port=PORT\tThe port to listen on\n"
" --rdp4-key=FILE\tThe file containing the key for RDP4 encryption\n"
" --rdp-tls-cert=FILE\tThe file containing the certificate for TLS encryption\n"
" --rdp-tls-key=FILE\tThe file containing the private key for TLS encryption\n"
"\n");
#endif
exit(error_code);
}
static void
catch_signals(void)
{
struct sigaction action;
action.sa_flags = SA_SIGINFO | SA_RESETHAND;
action.sa_sigaction = on_caught_signal;
sigemptyset(&action.sa_mask);
sigaction(SIGSEGV, &action, NULL);
sigaction(SIGABRT, &action, NULL);
}
int main(int argc, char *argv[])
{
int ret = EXIT_SUCCESS;
struct wl_display *display;
struct weston_compositor *ec;
struct wl_event_source *signals[4];
struct wl_event_loop *loop;
struct weston_compositor
*(*backend_init)(struct wl_display *display,
int *argc, char *argv[],
struct weston_config *config);
int i;
char *backend = NULL;
char *option_backend = NULL;
char *shell = NULL;
char *modules, *option_modules = NULL;
char *log = NULL;
int32_t idle_time = 300;
int32_t help = 0;
char *socket_name = "wayland-0";
int32_t version = 0;
struct weston_config *config;
struct weston_config_section *section;
const struct weston_option core_options[] = {
{ WESTON_OPTION_STRING, "backend", 'B', &option_backend },
{ WESTON_OPTION_STRING, "shell", 0, &shell },
{ WESTON_OPTION_STRING, "socket", 'S', &socket_name },
{ WESTON_OPTION_INTEGER, "idle-time", 'i', &idle_time },
{ WESTON_OPTION_STRING, "modules", 0, &option_modules },
{ WESTON_OPTION_STRING, "log", 0, &log },
{ WESTON_OPTION_BOOLEAN, "help", 'h', &help },
{ WESTON_OPTION_BOOLEAN, "version", 0, &version },
};
parse_options(core_options, ARRAY_LENGTH(core_options), &argc, argv);
if (help)
usage(EXIT_SUCCESS);
if (version) {
printf(PACKAGE_STRING "\n");
return EXIT_SUCCESS;
}
weston_log_file_open(log);
weston_log("%s\n"
STAMP_SPACE "%s\n"
STAMP_SPACE "Bug reports to: %s\n"
STAMP_SPACE "Build: %s\n",
PACKAGE_STRING, PACKAGE_URL, PACKAGE_BUGREPORT,
BUILD_ID);
log_uname();
verify_xdg_runtime_dir();
display = wl_display_create();
loop = wl_display_get_event_loop(display);
signals[0] = wl_event_loop_add_signal(loop, SIGTERM, on_term_signal,
display);
signals[1] = wl_event_loop_add_signal(loop, SIGINT, on_term_signal,
display);
signals[2] = wl_event_loop_add_signal(loop, SIGQUIT, on_term_signal,
display);
wl_list_init(&child_process_list);
signals[3] = wl_event_loop_add_signal(loop, SIGCHLD, sigchld_handler,
NULL);
config = weston_config_parse("weston.ini");
if (config != NULL) {
weston_log("Using config file '%s'\n",
weston_config_get_full_path(config));
} else {
weston_log("Starting with no config file.\n");
}
section = weston_config_get_section(config, "core", NULL, NULL);
weston_config_section_get_string(section, "backend", &backend, NULL);
if (option_backend) {
backend = option_backend;
}
if (!backend) {
if (getenv("WAYLAND_DISPLAY"))
backend = "wayland-backend.so";
else if (getenv("DISPLAY"))
backend = "x11-backend.so";
else
backend = WESTON_NATIVE_BACKEND;
}
weston_config_section_get_string(section, "modules", &modules, "");
backend_init = weston_load_module(backend, "backend_init");
if (!backend_init)
exit(EXIT_FAILURE);
ec = backend_init(display, &argc, argv, config);
if (ec == NULL) {
weston_log("fatal: failed to create compositor\n");
exit(EXIT_FAILURE);
}
catch_signals();
segv_compositor = ec;
ec->idle_time = idle_time;
ec->default_pointer_grab = NULL;
setenv("WAYLAND_DISPLAY", socket_name, 1);
if (!shell)
weston_config_section_get_string(section, "shell", &shell,
"desktop-shell.so");
if (load_modules(ec, shell, &argc, argv) < 0)
goto out;
if (load_modules(ec, modules, &argc, argv) < 0)
goto out;
if (load_modules(ec, option_modules, &argc, argv) < 0)
goto out;
for (i = 1; i < argc; i++)
weston_log("fatal: unhandled option: %s\n", argv[i]);
if (argc > 1) {
ret = EXIT_FAILURE;
goto out;
}
weston_compositor_log_capabilities(ec);
if (wl_display_add_socket(display, socket_name)) {
weston_log("fatal: failed to add socket: %m\n");
ret = EXIT_FAILURE;
goto out;
}
weston_compositor_wake(ec);
wl_display_run(display);
out:
/* prevent further rendering while shutting down */
ec->state = WESTON_COMPOSITOR_OFFSCREEN;
wl_signal_emit(&ec->destroy_signal, ec);
for (i = ARRAY_LENGTH(signals); i;)
wl_event_source_remove(signals[--i]);
weston_compositor_xkb_destroy(ec);
ec->destroy(ec);
wl_display_destroy(display);
weston_log_file_close();
return ret;
}