compositor: Insert the fade surface in the surface list

This lets us repaint it in the repaint loop instead of the fade_output()
special case.
dev
Kristian Høgsberg 13 years ago
parent 0763262e3d
commit 32cdc384f4
  1. 68
      src/compositor.c

@ -695,37 +695,44 @@ fade_frame(struct weston_animation *animation,
}
static void
fade_output(struct weston_output *output,
GLfloat tint, pixman_region32_t *region)
solid_surface_init(struct weston_surface *surface,
struct weston_output *output, GLfloat tint)
{
struct weston_compositor *compositor = output->compositor;
struct weston_surface surface;
surface.compositor = compositor;
surface.x = output->x;
surface.y = output->y;
surface.pitch = output->current->width;
surface.width = output->current->width;
surface.height = output->current->height;
surface.texture = GL_NONE;
surface.transform = NULL;
surface.alpha = compositor->current_alpha;
surface.shader = &compositor->solid_shader;
surface.color[0] = 0.0;
surface.color[1] = 0.0;
surface.color[2] = 0.0;
surface.color[3] = tint;
pixman_region32_init(&surface.damage);
pixman_region32_copy(&surface.damage, region);
if (tint <= 1.0)
surface.visual = WESTON_ARGB_VISUAL;
else
surface.visual = WESTON_RGB_VISUAL;
weston_surface_draw(&surface, output);
surface->compositor = compositor;
surface->x = output->x;
surface->y = output->y;
surface->pitch = output->current->width;
surface->width = output->current->width;
surface->height = output->current->height;
surface->texture = GL_NONE;
surface->transform = NULL;
surface->alpha = compositor->current_alpha;
surface->shader = &compositor->solid_shader;
surface->color[0] = 0.0;
surface->color[1] = 0.0;
surface->color[2] = 0.0;
surface->color[3] = tint;
pixman_region32_init(&surface->damage);
pixman_region32_copy(&surface->damage, &output->region);
pixman_region32_init(&surface->opaque);
pixman_region32_fini(&surface.damage);
if (tint <= 1.0) {
surface->visual = WESTON_ARGB_VISUAL;
} else {
surface->visual = WESTON_RGB_VISUAL;
pixman_region32_copy(&surface->opaque, &output->region);
}
wl_list_insert(&compositor->surface_list, &surface->link);
}
static void
solid_surface_release(struct weston_surface *surface)
{
wl_list_remove(&surface->link);
pixman_region32_fini(&surface->damage);
}
static void
@ -799,7 +806,7 @@ static void
weston_output_repaint(struct weston_output *output)
{
struct weston_compositor *ec = output->compositor;
struct weston_surface *es;
struct weston_surface *es, solid;
pixman_region32_t opaque, new_damage, total_damage,
overlap, surface_overlap;
@ -815,8 +822,7 @@ weston_output_repaint(struct weston_output *output)
pixman_region32_init(&overlap);
if (ec->fade.spring.current >= 0.001)
pixman_region32_union(&overlap, &overlap, &output->region);
solid_surface_init(&solid, output, ec->fade.spring.current);
wl_list_for_each(es, &ec->surface_list, link) {
pixman_region32_subtract(&es->damage, &es->damage, &opaque);
@ -859,7 +865,7 @@ weston_output_repaint(struct weston_output *output)
weston_surface_draw(es, output);
if (ec->fade.spring.current > 0.001)
fade_output(output, ec->fade.spring.current, &total_damage);
solid_surface_release(&solid);
pixman_region32_fini(&total_damage);
}

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