2020-03-22 14:42:55 -07:00
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const std = @import("std");
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const c = @import("c.zig").c;
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2020-03-25 07:59:24 -07:00
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const Root = @import("root.zig").Root;
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2020-03-23 08:50:20 -07:00
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const Server = @import("server.zig").Server;
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const View = @import("view.zig").View;
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2020-03-23 04:47:30 -07:00
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const RenderData = struct {
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output: *c.wlr_output,
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renderer: *c.wlr_renderer,
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view: *View,
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when: *c.struct_timespec,
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};
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pub const Output = struct {
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const Self = @This();
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root: *Root,
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wlr_output: *c.wlr_output,
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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
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// before we can use the output. The mode is a tuple of (width, height,
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// refresh rate), and each monitor supports only a specific set of modes. We
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// just pick the monitor's preferred mode, a more sophisticated compositor
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// would let the user configure it.
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// if not empty
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if (c.wl_list_empty(&wlr_output.modes) == 0) {
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// TODO: handle failure
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const mode = c.wlr_output_preferred_mode(wlr_output);
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c.wlr_output_set_mode(wlr_output, mode);
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c.wlr_output_enable(wlr_output, true);
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if (!c.wlr_output_commit(wlr_output)) {
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return error.CantCommitWlrOutputMode;
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}
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}
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self.root = root;
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self.wlr_output = wlr_output;
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// Sets up a listener for the frame notify event.
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self.listen_frame.notify = handleFrame;
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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
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// from left-to-right in the order they appear. A more sophisticated
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// compositor would let the user configure the arrangement of outputs in the
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// layout.
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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
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// clients can see to find out information about the output (such as
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// DPI, scale factor, manufacturer, etc).
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c.wlr_output_create_global(wlr_output);
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}
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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,
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// generally at the output's refresh rate (e.g. 60Hz).
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const output = @fieldParentPtr(Output, "listen_frame", listener.?);
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const renderer = output.root.server.wlr_renderer;
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var now: c.struct_timespec = undefined;
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_ = c.clock_gettime(c.CLOCK_MONOTONIC, &now);
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// wlr_output_attach_render makes the OpenGL context current.
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if (!c.wlr_output_attach_render(output.wlr_output, null)) {
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return;
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}
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// The "effective" resolution can change if you rotate your outputs.
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var width: c_int = undefined;
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var height: c_int = undefined;
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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)
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c.wlr_renderer_begin(renderer, width, height);
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const color = [_]f32{ 0.3, 0.3, 0.3, 1.0 };
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c.wlr_renderer_clear(renderer, &color);
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// Each subsequent view is rendered on top of the last.
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// The first view in the list is "on top" so iterate in reverse.
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var it = output.root.views.last;
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while (it) |node| : (it = node.prev) {
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const view = &node.data;
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if (!view.mapped) {
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// An unmapped view should not be rendered.
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continue;
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}
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var rdata = RenderData{
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.output = output.wlr_output,
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.view = view,
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.renderer = renderer,
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.when = &now,
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};
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// This calls our render_surface function for each surface among the
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// xdg_surface's toplevel and popups.
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c.wlr_xdg_surface_for_each_surface(view.wlr_xdg_surface, renderSurface, &rdata);
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}
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// Hardware cursors are rendered by the GPU on a separate plane, and can be
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// moved around without re-rendering what's beneath them - which is more
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// efficient. However, not all hardware supports hardware cursors. For this
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// reason, wlroots provides a software fallback, which we ask it to render
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// here. wlr_cursor handles configuring hardware vs software cursors for you,
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// and this function is a no-op when hardware cursors are in use.
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c.wlr_output_render_software_cursors(output.wlr_output, null);
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// Conclude rendering and swap the buffers, showing the final frame
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// on-screen.
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c.wlr_renderer_end(renderer);
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// TODO: handle failure
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_ = c.wlr_output_commit(output.wlr_output);
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}
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fn renderSurface(opt_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
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const surface = opt_surface.?;
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// This function is called for every surface that needs to be rendered.
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const rdata = @ptrCast(*RenderData, @alignCast(@alignOf(RenderData), data));
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const view = rdata.view;
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const output = rdata.output;
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// We first obtain a wlr_texture, which is a GPU resource. wlroots
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// automatically handles negotiating these with the client. The underlying
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// resource could be an opaque handle passed from the client, or the client
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// could have sent a pixel buffer which we copied to the GPU, or a few other
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// means. You don't have to worry about this, wlroots takes care of it.
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const texture = c.wlr_surface_get_texture(surface);
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if (texture == null) {
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return;
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}
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// The view has a position in layout coordinates. If you have two displays,
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// one next to the other, both 1080p, a view on the rightmost display might
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// have layout coordinates of 2000,100. We need to translate that to
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// output-local coordinates, or (2000 - 1920).
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var ox: f64 = 0.0;
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var oy: f64 = 0.0;
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c.wlr_output_layout_output_coords(view.root.wlr_output_layout, output, &ox, &oy);
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ox += @intToFloat(f64, view.x + sx);
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oy += @intToFloat(f64, view.y + sy);
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// We also have to apply the scale factor for HiDPI outputs. This is only
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// part of the puzzle, TinyWL does not fully support HiDPI.
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const box = c.wlr_box{
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.x = @floatToInt(c_int, ox * output.scale),
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.y = @floatToInt(c_int, oy * output.scale),
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.width = @floatToInt(c_int, @intToFloat(f32, surface.current.width) * output.scale),
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.height = @floatToInt(c_int, @intToFloat(f32, surface.current.height) * output.scale),
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};
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// Those familiar with OpenGL are also familiar with the role of matricies
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// in graphics programming. We need to prepare a matrix to render the view
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// with. 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
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// prepares an orthographic projection and multiplies the necessary
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// transforms to produce a model-view-projection matrix.
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//
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// Naturally you can do this any way you like, for example to make a 3D
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// compositor.
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var matrix: [9]f32 = undefined;
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const transform = c.wlr_output_transform_invert(surface.current.transform);
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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
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// rendering on the GPU.
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_ = 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
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// prepare another one now if it likes.
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c.wlr_surface_send_frame_done(surface, rdata.when);
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}
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};
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