river/src/output.zig

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const std = @import("std");
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const c = @import("c.zig");
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const Box = @import("box.zig").Box;
const LayerSurface = @import("layer_surface.zig").LayerSurface;
const Root = @import("root.zig").Root;
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const Server = @import("server.zig").Server;
const View = @import("view.zig").View;
const ViewStack = @import("view_stack.zig").ViewStack;
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const ViewRenderData = struct {
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output: *c.wlr_output,
renderer: *c.wlr_renderer,
view: *View,
when: *c.struct_timespec,
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ox: f64,
oy: f64,
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};
const LayerSurfaceRenderData = struct {
output: *c.wlr_output,
renderer: *c.wlr_renderer,
layer_surface: *LayerSurface,
when: *c.struct_timespec,
ox: f64,
oy: f64,
};
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pub const Output = struct {
const Self = @This();
root: *Root,
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wlr_output: *c.wlr_output,
layers: [4]std.TailQueue(LayerSurface),
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listen_frame: c.wl_listener,
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pub fn init(self: *Self, root: *Root, wlr_output: *c.wlr_output) !void {
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// Some backends don't have modes. DRM+KMS does, and we need to set a mode
// before we can use the output. The mode is a tuple of (width, height,
// refresh rate), and each monitor supports only a specific set of modes. We
// just pick the monitor's preferred mode, a more sophisticated compositor
// would let the user configure it.
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// if not empty
if (c.wl_list_empty(&wlr_output.modes) == 0) {
// TODO: handle failure
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const mode = c.wlr_output_preferred_mode(wlr_output);
c.wlr_output_set_mode(wlr_output, mode);
c.wlr_output_enable(wlr_output, true);
if (!c.wlr_output_commit(wlr_output)) {
return error.CantCommitWlrOutputMode;
}
}
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self.root = root;
self.wlr_output = wlr_output;
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for (self.layers) |*layer| {
layer.* = std.TailQueue(LayerSurface).init();
}
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// Sets up a listener for the frame notify event.
self.listen_frame.notify = handleFrame;
c.wl_signal_add(&wlr_output.events.frame, &self.listen_frame);
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// Add the new output to the layout. The add_auto function arranges outputs
// from left-to-right in the order they appear. A more sophisticated
// compositor would let the user configure the arrangement of outputs in the
// layout.
c.wlr_output_layout_add_auto(root.wlr_output_layout, wlr_output);
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// Creating the global adds a wl_output global to the display, which Wayland
// clients can see to find out information about the output (such as
// DPI, scale factor, manufacturer, etc).
c.wlr_output_create_global(wlr_output);
}
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/// Add a newly created layer surface to the output.
pub fn addLayerSurface(self: *Self, wlr_layer_surface: *c.wlr_layer_surface_v1) !void {
const layer = wlr_layer_surface.client_pending.layer;
const node = try self.layers[@intCast(usize, @enumToInt(layer))].allocateNode(self.root.server.allocator);
node.data.init(self, wlr_layer_surface, layer);
self.layers[@intCast(usize, @enumToInt(layer))].append(node);
self.arrangeLayers();
}
/// Arrange all layer surfaces of this output and addjust the usable aread
pub fn arrangeLayers(self: *Self) void {
// TODO: handle exclusive zones
const bounds = blk: {
var width: c_int = undefined;
var height: c_int = undefined;
c.wlr_output_effective_resolution(self.wlr_output, &width, &height);
break :blk Box{
.x = 0,
.y = 0,
.width = @intCast(u32, width),
.height = @intCast(u32, height),
};
};
for (self.layers) |layer| {
self.arrangeLayer(layer, bounds);
}
// TODO: handle seat focus
}
/// Arrange the layer surfaces of a given layer
fn arrangeLayer(self: *Self, layer: std.TailQueue(LayerSurface), bounds: Box) void {
var it = layer.first;
while (it) |node| : (it = node.next) {
const layer_surface = &node.data;
const current_state = layer_surface.wlr_layer_surface.current;
var new_box: Box = undefined;
// Horizontal alignment
if (current_state.anchor & (@intCast(u32, c.ZWLR_LAYER_SURFACE_V1_ANCHOR_LEFT) |
@intCast(u32, c.ZWLR_LAYER_SURFACE_V1_ANCHOR_RIGHT)) != 0 and
current_state.desired_width == 0)
{
new_box.x = bounds.x + @intCast(i32, current_state.margin.left);
new_box.width = bounds.width -
(current_state.margin.left + current_state.margin.right);
} else if (current_state.anchor & @intCast(u32, c.ZWLR_LAYER_SURFACE_V1_ANCHOR_LEFT) != 0) {
new_box.x = bounds.x + @intCast(i32, current_state.margin.left);
new_box.width = current_state.desired_width;
} else if (current_state.anchor & @intCast(u32, c.ZWLR_LAYER_SURFACE_V1_ANCHOR_RIGHT) != 0) {
new_box.x = bounds.x + @intCast(i32, bounds.width - current_state.desired_width -
current_state.margin.right);
new_box.width = current_state.desired_width;
} else {
new_box.x = bounds.x + @intCast(i32, bounds.width / 2 - current_state.desired_width / 2);
new_box.width = current_state.desired_width;
}
// Vertical alignment
if (current_state.anchor & (@intCast(u32, c.ZWLR_LAYER_SURFACE_V1_ANCHOR_TOP) |
@intCast(u32, c.ZWLR_LAYER_SURFACE_V1_ANCHOR_BOTTOM)) != 0 and
current_state.desired_height == 0)
{
new_box.y = bounds.y + @intCast(i32, current_state.margin.top);
new_box.height = bounds.height -
(current_state.margin.top + current_state.margin.bottom);
} else if (current_state.anchor & @intCast(u32, c.ZWLR_LAYER_SURFACE_V1_ANCHOR_TOP) != 0) {
new_box.y = bounds.y + @intCast(i32, current_state.margin.top);
new_box.height = current_state.desired_height;
} else if (current_state.anchor & @intCast(u32, c.ZWLR_LAYER_SURFACE_V1_ANCHOR_BOTTOM) != 0) {
new_box.y = bounds.y + @intCast(i32, bounds.height - current_state.desired_height -
current_state.margin.bottom);
new_box.height = current_state.desired_height;
} else {
new_box.y = bounds.y + @intCast(i32, bounds.height / 2 - current_state.desired_height / 2);
new_box.height = current_state.desired_height;
}
layer_surface.box = new_box;
layer_surface.sendConfigure();
}
}
fn handleFrame(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
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// This function is called every time an output is ready to display a frame,
// generally at the output's refresh rate (e.g. 60Hz).
const output = @fieldParentPtr(Output, "listen_frame", listener.?);
const renderer = output.root.server.wlr_renderer;
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var now: c.struct_timespec = undefined;
_ = c.clock_gettime(c.CLOCK_MONOTONIC, &now);
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// wlr_output_attach_render makes the OpenGL context current.
if (!c.wlr_output_attach_render(output.wlr_output, null)) {
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return;
}
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// The "effective" resolution can change if you rotate your outputs.
var width: c_int = undefined;
var height: c_int = undefined;
c.wlr_output_effective_resolution(output.wlr_output, &width, &height);
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// Begin the renderer (calls glViewport and some other GL sanity checks)
c.wlr_renderer_begin(renderer, width, height);
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const color = [_]f32{ 0.0, 0.16862745, 0.21176471, 1.0 };
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c.wlr_renderer_clear(renderer, &color);
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// The view has a position in layout coordinates. If you have two displays,
// one next to the other, both 1080p, a view on the rightmost display might
// have layout coordinates of 2000,100. We need to translate that to
// output-local coordinates, or (2000 - 1920).
var ox: f64 = 0.0;
var oy: f64 = 0.0;
c.wlr_output_layout_output_coords(
output.root.wlr_output_layout,
output.wlr_output,
&ox,
&oy,
);
output.renderLayer(output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND], &now, ox, oy);
output.renderLayer(output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM], &now, ox, oy);
// The first view in the list is "on top" so iterate in reverse.
var it = ViewStack.reverseIterator(
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output.root.views.last,
output.root.current_focused_tags,
);
while (it.next()) |view| {
// This check prevents a race condition when a frame is requested
// between mapping of a view and the first configure being handled.
if (view.current_box.width == 0 or view.current_box.height == 0) {
continue;
}
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output.renderView(view, &now, ox, oy);
output.renderBorders(view, &now, ox, oy);
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}
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output.renderLayer(output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_TOP], &now, ox, oy);
output.renderLayer(output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_OVERLAY], &now, ox, oy);
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// Hardware cursors are rendered by the GPU on a separate plane, and can be
// moved around without re-rendering what's beneath them - which is more
// efficient. However, not all hardware supports hardware cursors. For this
// reason, wlroots provides a software fallback, which we ask it to render
// here. wlr_cursor handles configuring hardware vs software cursors for you,
// and this function is a no-op when hardware cursors are in use.
c.wlr_output_render_software_cursors(output.wlr_output, null);
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// Conclude rendering and swap the buffers, showing the final frame
// on-screen.
c.wlr_renderer_end(renderer);
// TODO: handle failure
_ = c.wlr_output_commit(output.wlr_output);
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}
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/// Render all surfaces on the passed layer
fn renderLayer(self: Self, layer: std.TailQueue(LayerSurface), now: *c.struct_timespec, ox: f64, oy: f64) void {
var it = layer.first;
while (it) |node| : (it = node.next) {
const layer_surface = &node.data;
var rdata = LayerSurfaceRenderData{
.output = self.wlr_output,
.renderer = self.root.server.wlr_renderer,
.layer_surface = layer_surface,
.when = now,
.ox = ox,
.oy = oy,
};
c.wlr_layer_surface_v1_for_each_surface(
layer_surface.wlr_layer_surface,
renderLayerSurface,
&rdata,
);
}
}
/// This function is called for every layer surface and popup that needs to be rendered.
/// TODO: refactor this to reduce code duplication
fn renderLayerSurface(_surface: ?*c.wlr_surface, sx: c_int, sy: c_int, data: ?*c_void) callconv(.C) void {
// wlroots says this will never be null
const surface = _surface.?;
// This function is called for every surface that needs to be rendered.
const rdata = @ptrCast(*LayerSurfaceRenderData, @alignCast(@alignOf(LayerSurfaceRenderData), data));
const layer_surface = rdata.layer_surface;
const output = rdata.output;
// We first obtain a wlr_texture, which is a GPU resource. wlroots
// automatically handles negotiating these with the client. The underlying
// resource could be an opaque handle passed from the client, or the client
// could have sent a pixel buffer which we copied to the GPU, or a few other
// means. You don't have to worry about this, wlroots takes care of it.
const texture = c.wlr_surface_get_texture(surface);
if (texture == null) {
return;
}
var box = c.wlr_box{
.x = @floatToInt(c_int, rdata.ox) + layer_surface.box.x + sx,
.y = @floatToInt(c_int, rdata.oy) + layer_surface.box.y + sy,
.width = surface.current.width,
.height = surface.current.height,
};
// Scale the box to the output's current scaling factor
scaleBox(&box, output.scale);
// wlr_matrix_project_box is a helper which takes a box with a desired
// x, y coordinates, width and height, and an output geometry, then
// prepares an orthographic projection and multiplies the necessary
// transforms to produce a model-view-projection matrix.
var matrix: [9]f32 = undefined;
const transform = c.wlr_output_transform_invert(surface.current.transform);
c.wlr_matrix_project_box(&matrix, &box, transform, 0.0, &output.transform_matrix);
// This takes our matrix, the texture, and an alpha, and performs the actual
// rendering on the GPU.
_ = c.wlr_render_texture_with_matrix(rdata.renderer, texture, &matrix, 1.0);
// This lets the client know that we've displayed that frame and it can
// prepare another one now if it likes.
c.wlr_surface_send_frame_done(surface, rdata.when);
}
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fn renderView(self: Self, view: *View, now: *c.struct_timespec, ox: f64, oy: f64) void {
// If we have a stashed buffer, we are in the middle of a transaction
// and need to render that buffer until the transaction is complete.
if (view.stashed_buffer) |buffer| {
const border_width = view.root.server.config.border_width;
const view_padding = view.root.server.config.view_padding;
var box = c.wlr_box{
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.x = view.current_box.x + @intCast(i32, border_width + view_padding),
.y = view.current_box.y + @intCast(i32, border_width + view_padding),
.width = @intCast(c_int, view.current_box.width - border_width * 2 - view_padding * 2),
.height = @intCast(c_int, view.current_box.height - border_width * 2 - view_padding * 2),
};
// Scale the box to the output's current scaling factor
scaleBox(&box, self.wlr_output.scale);
var matrix: [9]f32 = undefined;
c.wlr_matrix_project_box(
&matrix,
&box,
c.enum_wl_output_transform.WL_OUTPUT_TRANSFORM_NORMAL,
0.0,
&self.wlr_output.transform_matrix,
);
// This takes our matrix, the texture, and an alpha, and performs the actual
// rendering on the GPU.
_ = c.wlr_render_texture_with_matrix(
self.root.server.wlr_renderer,
buffer.texture,
&matrix,
1.0,
);
} else {
// Since there is no stashed buffer, we are not in the middle of
// a transaction and may simply render each toplevel surface.
var rdata = ViewRenderData{
.output = self.wlr_output,
.view = view,
.renderer = self.root.server.wlr_renderer,
.when = now,
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.ox = ox,
.oy = oy,
};
// This calls our render_surface function for each surface among the
// xdg_surface's toplevel and popups.
c.wlr_xdg_surface_for_each_surface(view.wlr_xdg_surface, renderSurface, &rdata);
}
}
/// This function is called for every toplevel and popup surface that needs to be rendered.
fn renderSurface(_surface: ?*c.wlr_surface, sx: c_int, sy: c_int, data: ?*c_void) callconv(.C) void {
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// wlroots says this will never be null
const surface = _surface.?;
const rdata = @ptrCast(*ViewRenderData, @alignCast(@alignOf(ViewRenderData), data));
const view = rdata.view;
const output = rdata.output;
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// We first obtain a wlr_texture, which is a GPU resource. wlroots
// automatically handles negotiating these with the client. The underlying
// resource could be an opaque handle passed from the client, or the client
// could have sent a pixel buffer which we copied to the GPU, or a few other
// means. You don't have to worry about this, wlroots takes care of it.
const texture = c.wlr_surface_get_texture(surface);
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if (texture == null) {
return;
}
const border_width = view.root.server.config.border_width;
const view_padding = view.root.server.config.view_padding;
var box = c.wlr_box{
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.x = @floatToInt(c_int, rdata.ox) + view.current_box.x + sx +
@intCast(c_int, border_width + view_padding),
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.y = @floatToInt(c_int, rdata.oy) + view.current_box.y + sy +
@intCast(c_int, border_width + view_padding),
.width = surface.current.width,
.height = surface.current.height,
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};
// Scale the box to the output's current scaling factor
scaleBox(&box, output.scale);
// wlr_matrix_project_box is a helper which takes a box with a desired
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// x, y coordinates, width and height, and an output geometry, then
// prepares an orthographic projection and multiplies the necessary
// transforms to produce a model-view-projection matrix.
var matrix: [9]f32 = undefined;
const transform = c.wlr_output_transform_invert(surface.current.transform);
c.wlr_matrix_project_box(&matrix, &box, transform, 0.0, &output.transform_matrix);
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// This takes our matrix, the texture, and an alpha, and performs the actual
// rendering on the GPU.
_ = c.wlr_render_texture_with_matrix(rdata.renderer, texture, &matrix, 1.0);
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// This lets the client know that we've displayed that frame and it can
// prepare another one now if it likes.
c.wlr_surface_send_frame_done(surface, rdata.when);
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}
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fn renderBorders(self: Self, view: *View, now: *c.struct_timespec, ox: f64, oy: f64) void {
var border: c.wlr_box = undefined;
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const color = if (self.root.focused_view == view)
[_]f32{ 0.57647059, 0.63137255, 0.63137255, 1.0 } // Solarized base1
else
[_]f32{ 0.34509804, 0.43137255, 0.45882353, 1.0 }; // Solarized base01
const border_width = self.root.server.config.border_width;
const view_padding = self.root.server.config.view_padding;
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// left border
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border.x = @floatToInt(c_int, ox) + view.current_box.x + @intCast(c_int, view_padding);
border.y = @floatToInt(c_int, oy) + view.current_box.y + @intCast(c_int, view_padding);
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border.width = @intCast(c_int, border_width);
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border.height = @intCast(c_int, view.current_box.height - view_padding * 2);
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scaleBox(&border, self.wlr_output.scale);
c.wlr_render_rect(
self.root.server.wlr_renderer,
&border,
&color,
&self.wlr_output.transform_matrix,
);
// right border
border.x = @floatToInt(c_int, ox) + view.current_box.x +
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@intCast(c_int, view.current_box.width - border_width - view_padding);
border.y = @floatToInt(c_int, oy) + view.current_box.y + @intCast(c_int, view_padding);
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border.width = @intCast(c_int, border_width);
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border.height = @intCast(c_int, view.current_box.height - view_padding * 2);
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scaleBox(&border, self.wlr_output.scale);
c.wlr_render_rect(
self.root.server.wlr_renderer,
&border,
&color,
&self.wlr_output.transform_matrix,
);
// top border
border.x = @floatToInt(c_int, ox) + view.current_box.x +
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@intCast(c_int, border_width + view_padding);
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border.y = @floatToInt(c_int, oy) + view.current_box.y +
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@intCast(c_int, view_padding);
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border.width = @intCast(c_int, view.current_box.width -
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border_width * 2 - view_padding * 2);
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border.height = @intCast(c_int, border_width);
scaleBox(&border, self.wlr_output.scale);
c.wlr_render_rect(
self.root.server.wlr_renderer,
&border,
&color,
&self.wlr_output.transform_matrix,
);
// bottom border
border.x = @floatToInt(c_int, ox) + view.current_box.x +
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@intCast(c_int, border_width + view_padding);
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border.y = @floatToInt(c_int, oy) + view.current_box.y +
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@intCast(c_int, view.current_box.height - border_width - view_padding);
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border.width = @intCast(c_int, view.current_box.width -
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border_width * 2 - view_padding * 2);
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border.height = @intCast(c_int, border_width);
scaleBox(&border, self.wlr_output.scale);
c.wlr_render_rect(
self.root.server.wlr_renderer,
&border,
&color,
&self.wlr_output.transform_matrix,
);
}
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};
/// Scale a wlr_box, taking the possibility of fractional scaling into account.
fn scaleBox(box: *c.wlr_box, scale: f64) void {
box.x = @floatToInt(c_int, @round(@intToFloat(f64, box.x) * scale));
box.y = @floatToInt(c_int, @round(@intToFloat(f64, box.y) * scale));
box.width = scaleLength(box.width, box.x, scale);
box.height = scaleLength(box.height, box.x, scale);
}
/// Scales a width/height.
///
/// This might seem overly complex, but it needs to work for fractional scaling.
fn scaleLength(length: c_int, offset: c_int, scale: f64) c_int {
return @floatToInt(c_int, @round(@intToFloat(f64, offset + length) * scale) -
@round(@intToFloat(f64, offset) * scale));
}