transactions: save and render subsurface buffers
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@ -132,6 +132,7 @@ fn startTransaction(self: *Self) void {
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var view_it = ViewStack(View).iterator(output.views.first, std.math.maxInt(u32));
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while (view_it.next()) |view_node| {
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const view = &view_node.view;
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// Clear the serial in case this transaction is interrupting a prior one.
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view.pending_serial = null;
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@ -145,10 +146,10 @@ fn startTransaction(self: *Self) void {
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view.sendFrameDone();
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}
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// If there is a saved buffer present, then this transaction is interrupting
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// a previous transaction and we should keep the old buffer.
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if (view.stashed_buffer == null) {
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view.stashBuffer();
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// If there are saved buffers present, then this transaction is interrupting
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// a previous transaction and we should keep the old buffers.
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if (view.saved_buffers.items.len == 0) {
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view.saveBuffers();
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}
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}
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}
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@ -239,7 +240,7 @@ fn commitTransaction(self: *Self) void {
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view_tags_changed = true;
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}
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view.dropStashedBuffer();
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view.dropSavedBuffers();
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}
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if (view_tags_changed) output.sendViewTags();
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@ -38,6 +38,11 @@ const Impl = union(enum) {
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xwayland_view: XwaylandView,
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};
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const SavedBuffer = struct {
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wlr_buffer: *c.wlr_buffer,
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box: Box,
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};
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/// The implementation of this view
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impl: Impl,
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@ -66,8 +71,8 @@ pending_tags: ?u32,
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pending_serial: ?u32,
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// This is what we render while a transaction is in progress
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stashed_buffer: ?*c.wlr_buffer,
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/// These are what we render while a transaction is in progress
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saved_buffers: std.ArrayList(SavedBuffer),
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pub fn init(
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self: *Self,
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@ -94,7 +99,7 @@ pub fn init(
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self.pending_serial = null;
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self.stashed_buffer = null;
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self.saved_buffers = std.ArrayList(SavedBuffer).init(output.root.server.allocator);
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if (@TypeOf(surface) == *c.wlr_xdg_surface) {
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self.impl = .{ .xdg_toplevel = undefined };
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@ -106,9 +111,8 @@ pub fn init(
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}
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pub fn deinit(self: Self) void {
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if (self.stashed_buffer) |buffer| {
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c.wlr_buffer_unref(buffer);
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}
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for (self.saved_buffers.items) |buffer| c.wlr_buffer_unref(buffer.wlr_buffer);
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self.saved_buffers.deinit();
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}
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pub fn needsConfigure(self: Self) bool {
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@ -135,20 +139,42 @@ pub fn sendFrameDone(self: Self) void {
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c.wlr_surface_send_frame_done(self.wlr_surface.?, &now);
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}
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pub fn dropStashedBuffer(self: *Self) void {
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// TODO: log debug error
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if (self.stashed_buffer) |buffer| {
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c.wlr_buffer_unref(buffer);
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self.stashed_buffer = null;
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}
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pub fn dropSavedBuffers(self: *Self) void {
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for (self.saved_buffers.items) |buffer| c.wlr_buffer_unref(buffer.wlr_buffer);
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self.saved_buffers.items.len = 0;
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}
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pub fn stashBuffer(self: *Self) void {
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// TODO: log debug error if there is already a saved buffer
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if (self.wlr_surface) |wlr_surface| {
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if (c.wlr_surface_has_buffer(wlr_surface)) {
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_ = c.wlr_buffer_ref(wlr_surface.buffer);
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self.stashed_buffer = wlr_surface.buffer;
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pub fn saveBuffers(self: *Self) void {
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if (self.saved_buffers.items.len > 0) {
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Log.Error.log("view already has buffers saved, overwriting", .{});
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self.saved_buffers.items.len = 0;
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}
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self.forEachSurface(saveBuffersIterator, &self.saved_buffers);
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}
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fn saveBuffersIterator(
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wlr_surface: ?*c.wlr_surface,
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surface_x: c_int,
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surface_y: c_int,
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data: ?*c_void,
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) callconv(.C) void {
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const saved_buffers = @ptrCast(
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*std.ArrayList(SavedBuffer),
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@alignCast(@alignOf(*std.ArrayList(SavedBuffer)), data),
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);
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if (wlr_surface) |surface| {
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if (c.wlr_surface_has_buffer(surface)) {
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saved_buffers.append(.{
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.wlr_buffer = surface.buffer,
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.box = Box{
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.x = surface_x,
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.y = surface_y,
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.width = @intCast(u32, surface.current.width),
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.height = @intCast(u32, surface.current.height),
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},
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}) catch return;
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_ = c.wlr_buffer_ref(surface.buffer);
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}
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}
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}
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@ -136,36 +136,35 @@ fn renderLayer(output: Output, layer: std.TailQueue(LayerSurface), now: *c.times
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}
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fn renderView(output: Output, view: *View, now: *c.timespec) void {
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// If we have a stashed buffer, we are in the middle of a transaction
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// and need to render that buffer until the transaction is complete.
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if (view.stashed_buffer) |buffer| {
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var box = c.wlr_box{
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.x = view.current_box.x,
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.y = view.current_box.y,
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.width = @intCast(c_int, view.current_box.width),
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.height = @intCast(c_int, view.current_box.height),
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};
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// If we have saved buffers, we are in the middle of a transaction
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// and need to render those buffers until the transaction is complete.
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if (view.saved_buffers.items.len != 0) {
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for (view.saved_buffers.items) |saved_buffer| {
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var box = saved_buffer.box.toWlrBox();
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box.x += view.current_box.x;
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box.y += view.current_box.y;
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// Scale the box to the output's current scaling factor
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scaleBox(&box, output.wlr_output.scale);
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// Scale the box to the output's current scaling factor
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scaleBox(&box, output.wlr_output.scale);
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var matrix: [9]f32 = undefined;
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c.wlr_matrix_project_box(
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&matrix,
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&box,
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.WL_OUTPUT_TRANSFORM_NORMAL,
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0.0,
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&output.wlr_output.transform_matrix,
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);
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var matrix: [9]f32 = undefined;
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c.wlr_matrix_project_box(
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&matrix,
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&box,
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.WL_OUTPUT_TRANSFORM_NORMAL,
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0.0,
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&output.wlr_output.transform_matrix,
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);
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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(
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output.getRenderer(),
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buffer.texture,
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&matrix,
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1.0,
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);
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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(
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output.getRenderer(),
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saved_buffer.wlr_buffer.texture,
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&matrix,
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1.0,
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);
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}
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} else {
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// Since there is no stashed buffer, we are not in the middle of
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// a transaction and may simply render each toplevel surface.
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