Initial atomic layout update implementation

This commit is contained in:
Isaac Freund 2020-03-26 21:32:30 +01:00
parent 6c12c23cdb
commit d787e2c2cc
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6 changed files with 264 additions and 52 deletions

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@ -5,8 +5,9 @@ pub const c = @cImport({
@cInclude("wayland-server-core.h");
//@cInclude("wlr/backend.h");
//@cInclude("wlr/render/wlr_renderer.h");
@cInclude("wlr/types/wlr_cursor.h");
@cInclude("wlr/types/wlr_buffer.h");
@cInclude("wlr/types/wlr_compositor.h");
@cInclude("wlr/types/wlr_cursor.h");
@cInclude("wlr/types/wlr_data_device.h");
@cInclude("wlr/types/wlr_input_device.h");
@cInclude("wlr/types/wlr_keyboard.h");

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@ -98,8 +98,8 @@ pub const Cursor = struct {
// Move the grabbed view to the new position.
// TODO: log on null
if (self.grabbed_view) |view| {
view.x = @floatToInt(c_int, self.wlr_cursor.x - self.grab_x);
view.y = @floatToInt(c_int, self.wlr_cursor.y - self.grab_y);
view.current_state.x = @floatToInt(c_int, self.wlr_cursor.x - self.grab_x);
view.current_state.y = @floatToInt(c_int, self.wlr_cursor.y - self.grab_y);
}
}
@ -119,8 +119,8 @@ pub const Cursor = struct {
const dx: f64 = self.wlr_cursor.x - self.grab_x;
const dy: f64 = self.wlr_cursor.y - self.grab_y;
var x: f64 = @intToFloat(f64, view.x);
var y: f64 = @intToFloat(f64, view.y);
var x: f64 = @intToFloat(f64, view.current_state.x);
var y: f64 = @intToFloat(f64, view.current_state.y);
var width = @intToFloat(f64, self.grab_width);
var height = @intToFloat(f64, self.grab_height);
@ -143,8 +143,8 @@ pub const Cursor = struct {
} else if (self.resize_edges & @intCast(u32, c.WLR_EDGE_RIGHT) != 0) {
width += dx;
}
view.x = @floatToInt(c_int, x);
view.y = @floatToInt(c_int, y);
view.current_state.x = @floatToInt(c_int, x);
view.current_state.y = @floatToInt(c_int, y);
_ = c.wlr_xdg_toplevel_set_size(
view.wlr_xdg_surface,
@floatToInt(u32, width),

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@ -16,7 +16,7 @@ pub const Keyboard = struct {
pub fn init(self: *Self, seat: *Seat, device: *c.wlr_input_device) !void {
self.seat = seat;
self.device = device;
self.wlr_keyboard = device.unnamed_37.keyboard;
self.wlr_keyboard = device.unnamed_133.keyboard;
// We need to prepare an XKB keymap and assign it to the keyboard. This
// assumes the defaults (e.g. layout = "us").
@ -77,7 +77,7 @@ pub const Keyboard = struct {
@alignCast(@alignOf(*c.wlr_event_keyboard_key), data),
);
const wlr_keyboard: *c.wlr_keyboard = keyboard.device.unnamed_37.keyboard;
const wlr_keyboard: *c.wlr_keyboard = keyboard.device.unnamed_133.keyboard;
// Translate libinput keycode -> xkbcommon
const keycode = event.keycode + 8;

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@ -84,19 +84,12 @@ pub const Output = struct {
var it = output.root.views.last;
while (it) |node| : (it = node.prev) {
const view = &node.data;
// TODO: remove this check and move unmaped views back to unmaped TailQueue
if (!view.mapped) {
// An unmapped view should not be rendered.
continue;
}
var rdata = RenderData{
.output = output.wlr_output,
.view = view,
.renderer = renderer,
.when = &now,
};
// 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);
output.renderView(view, &now);
}
// Hardware cursors are rendered by the GPU on a separate plane, and can be
@ -114,9 +107,56 @@ pub const Output = struct {
_ = c.wlr_output_commit(output.wlr_output);
}
fn renderSurface(opt_surface: ?*c.wlr_surface, sx: c_int, sy: c_int, data: ?*c_void) callconv(.C) void {
fn renderView(self: *Self, view: *View, now: *c.struct_timespec) 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| {
var box = c.wlr_box{
.x = view.current_state.x,
.y = view.current_state.y,
.width = @intCast(c_int, view.current_state.width),
.height = @intCast(c_int, view.current_state.height),
};
// 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 = RenderData{
.output = self.wlr_output,
.view = view,
.renderer = self.root.server.wlr_renderer,
.when = now,
};
// 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);
}
}
fn renderSurface(_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 = opt_surface.?;
const surface = _surface.?;
// This function is called for every surface that needs to be rendered.
const rdata = @ptrCast(*RenderData, @alignCast(@alignOf(RenderData), data));
const view = rdata.view;
@ -139,27 +179,23 @@ pub const Output = struct {
var ox: f64 = 0.0;
var oy: f64 = 0.0;
c.wlr_output_layout_output_coords(view.root.wlr_output_layout, output, &ox, &oy);
ox += @intToFloat(f64, view.x + sx);
oy += @intToFloat(f64, view.y + sy);
ox += @intToFloat(f64, view.current_state.x + sx);
oy += @intToFloat(f64, view.current_state.y + sy);
// We also have to apply the scale factor for HiDPI outputs. This is only
// part of the puzzle, TinyWL does not fully support HiDPI.
const box = c.wlr_box{
.x = @floatToInt(c_int, ox * output.scale),
.y = @floatToInt(c_int, oy * output.scale),
.width = @floatToInt(c_int, @intToFloat(f32, surface.current.width) * output.scale),
.height = @floatToInt(c_int, @intToFloat(f32, surface.current.height) * output.scale),
var box = c.wlr_box{
.x = @floatToInt(c_int, ox),
.y = @floatToInt(c_int, oy),
.width = @intCast(c_int, surface.current.width),
.height = @intCast(c_int, surface.current.height),
};
// Those familiar with OpenGL are also familiar with the role of matricies
// in graphics programming. We need to prepare a matrix to render the view
// with. wlr_matrix_project_box is a helper which takes a box with a desired
// 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.
//
// Naturally you can do this any way you like, for example to make a 3D
// compositor.
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);
@ -173,3 +209,19 @@ pub const Output = struct {
c.wlr_surface_send_frame_done(surface, rdata.when);
}
};
/// 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));
}

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@ -17,9 +17,15 @@ pub const Root = struct {
// Must stay ordered, first N views in list are the masters
views: std.TailQueue(View),
unmapped_views: std.TailQueue(View),
// Number of pending configures sent in the current transaction.
// A value of 0 means there is no current transaction.
pending_count: u32,
pub fn init(self: *Self, server: *Server) !void {
self.server = server;
self.pending_count = 0;
// Create an output layout, which a wlroots utility for working with an
// arrangement of screens in a physical layout.
@ -29,6 +35,7 @@ pub const Root = struct {
self.outputs = std.TailQueue(Output).init();
self.views = std.TailQueue(View).init();
self.unmapped_views = std.TailQueue(View).init();
}
pub fn destroy(self: *Self) void {
@ -45,7 +52,7 @@ pub const Root = struct {
pub fn addView(self: *Self, wlr_xdg_surface: *c.wlr_xdg_surface) void {
const node = self.views.allocateNode(self.server.allocator) catch unreachable;
node.data.init(self, wlr_xdg_surface);
self.views.append(node);
self.unmapped_views.append(node);
}
/// Finds the top most view under the output layout coordinates lx, ly
@ -59,4 +66,79 @@ pub const Root = struct {
}
return null;
}
pub fn arrange(self: *Self) void {
if (self.views.len == 0) {
return;
}
// Super basic vertical layout for now, no master/slave stuff
// This can't return null if pass null as the reference
const output_box: *c.wlr_box = c.wlr_output_layout_get_box(self.wlr_output_layout, null);
const new_height = output_box.height;
// Allow for a 10px gap
const num_views = @intCast(c_int, self.views.len);
const new_width = @divTrunc(output_box.width, num_views) - (num_views - 1) * 10;
var x: c_int = 0;
var y: c_int = 0;
var it = self.views.first;
while (it) |node| : (it = node.next) {
const view = &node.data;
view.pending_state.x = x;
view.pending_state.y = y;
view.pending_state.width = @intCast(u32, new_width);
view.pending_state.height = @intCast(u32, new_height);
x += new_width + 10;
}
self.startTransaction();
}
/// Initiate an atomic change to the layout. This change will not be
/// applied until all affected clients ack a configure and commit a buffer.
fn startTransaction(self: *Self) void {
std.debug.assert(self.pending_count == 0);
var it = self.views.first;
while (it) |node| : (it = node.next) {
const view = &node.data;
if (view.needsConfigure()) {
view.configurePending();
self.pending_count += 1;
// We save the current buffer, so we can send an early
// frame done event to give the client a head start on
// redrawing.
view.sendFrameDone();
}
view.stashBuffer();
}
// TODO: start a timer and handle timeout waiting for all clients to ack
}
pub fn notifyConfigured(self: *Self) void {
self.pending_count -= 1;
if (self.pending_count == 0) {
self.commitTransaction();
}
}
/// Apply the pending state and drop stashed buffers. This means that
/// the next frame drawn will be the post-transaction state of the
/// layout. Must only be called after all clients have configured for
/// the new layout.
fn commitTransaction(self: *Self) void {
// TODO: apply damage properly
var it = self.views.first;
while (it) |node| : (it = node.next) {
const view = &node.data;
// TODO: handle views that timed out
view.current_state = view.pending_state;
view.dropStashedBuffer();
}
}
};

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@ -3,6 +3,13 @@ const c = @import("c.zig").c;
const Root = @import("root.zig").Root;
pub const ViewState = struct {
x: i32,
y: i32,
width: u32,
height: u32,
};
pub const View = struct {
const Self = @This();
@ -10,12 +17,20 @@ pub const View = struct {
wlr_xdg_surface: *c.wlr_xdg_surface,
mapped: bool,
x: c_int,
y: c_int,
current_state: ViewState,
// TODO: make this a ?ViewState
pending_state: ViewState,
pending_serial: ?u32,
// This is what we render while a transaction is in progress
stashed_buffer: ?*c.wlr_buffer,
listen_map: c.wl_listener,
listen_unmap: c.wl_listener,
listen_destroy: c.wl_listener,
listen_commit: c.wl_listener,
// listen_request_move: c.wl_listener,
// listen_request_resize: c.wl_listener,
@ -24,8 +39,13 @@ pub const View = struct {
self.wlr_xdg_surface = wlr_xdg_surface;
self.mapped = false;
self.x = 0;
self.y = 0;
self.current_state = ViewState{
.x = 0,
.y = 0,
.height = 0,
.width = 0,
};
self.stashed_buffer = null;
self.listen_map.notify = handleMap;
c.wl_signal_add(&self.wlr_xdg_surface.events.map, &self.listen_map);
@ -36,16 +56,62 @@ pub const View = struct {
self.listen_destroy.notify = handleDestroy;
c.wl_signal_add(&self.wlr_xdg_surface.events.destroy, &self.listen_destroy);
self.listen_commit.notify = handleCommit;
c.wl_signal_add(&self.wlr_xdg_surface.surface.*.events.commit, &self.listen_commit);
// const toplevel = xdg_surface.unnamed_160.toplevel;
// c.wl_signal_add(&toplevel.events.request_move, &view.request_move);
// c.wl_signal_add(&toplevel.events.request_resize, &view.request_resize);
}
pub fn needsConfigure(self: *const Self) bool {
return self.pending_state.width != self.current_state.width or
self.pending_state.height != self.current_state.height;
}
pub fn configurePending(self: *Self) void {
self.pending_serial = c.wlr_xdg_toplevel_set_size(
self.wlr_xdg_surface,
self.pending_state.width,
self.pending_state.height,
);
}
pub fn sendFrameDone(self: *Self) void {
var now: c.struct_timespec = undefined;
_ = c.clock_gettime(c.CLOCK_MONOTONIC, &now);
c.wlr_surface_send_frame_done(self.wlr_xdg_surface.surface, &now);
}
pub fn dropStashedBuffer(self: *Self) void {
std.debug.warn("drop stashed\n", .{});
// TODO: log debug error
if (self.stashed_buffer) |buffer| {
c.wlr_buffer_unref(buffer);
std.debug.warn("drop stashed\n", .{});
self.stashed_buffer = null;
}
}
pub fn stashBuffer(self: *Self) void {
// TODO: log debug error if there is already a saved buffer
const wlr_surface = self.wlr_xdg_surface.surface;
if (c.wlr_surface_has_buffer(wlr_surface)) {
_ = c.wlr_buffer_ref(wlr_surface.*.buffer);
self.stashed_buffer = wlr_surface.*.buffer;
}
}
fn handleMap(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
// Called when the surface is mapped, or ready to display on-screen.
const view = @fieldParentPtr(View, "listen_map", listener.?);
view.mapped = true;
view.focus(view.wlr_xdg_surface.surface);
view.root.arrange();
const node = @fieldParentPtr(std.TailQueue(View).Node, "data", view);
view.root.unmapped_views.remove(node);
view.root.views.prepend(node);
}
fn handleUnmap(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
@ -68,6 +134,17 @@ pub const View = struct {
root.views.destroyNode(target, root.server.allocator);
}
fn handleCommit(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
const view = @fieldParentPtr(View, "listen_commit", listener.?);
if (view.pending_serial) |s| {
if (s == view.wlr_xdg_surface.configure_serial) {
view.root.notifyConfigured();
view.pending_serial = null;
}
}
// TODO: check for unexpected change in size and react as needed
}
// fn xdgToplevelRequestMove(listener: ?*c.wl_listener, data: ?*c_void) callconv(.C) void {
// // ignore for now
// }
@ -94,17 +171,17 @@ pub const View = struct {
_ = c.wlr_xdg_toplevel_set_activated(prev_xdg_surface, false);
}
// Find the node
var it = root.views.first;
const target = while (it) |node| : (it = node.next) {
if (&node.data == self) {
break node;
}
} else unreachable;
//// Find the node
//var it = root.views.first;
//const target = while (it) |node| : (it = node.next) {
// if (&node.data == self) {
// break node;
// }
//} else unreachable;
// Move the view to the front
root.views.remove(target);
root.views.prepend(target);
//// Move the view to the front
//root.views.remove(target);
//root.views.prepend(target);
// Activate the new surface
_ = c.wlr_xdg_toplevel_set_activated(self.wlr_xdg_surface, true);
@ -128,8 +205,8 @@ pub const View = struct {
// coordinates lx and ly (in output Layout Coordinates). If so, it sets the
// surface pointer to that wlr_surface and the sx and sy coordinates to the
// coordinates relative to that surface's top-left corner.
const view_sx = lx - @intToFloat(f64, self.x);
const view_sy = ly - @intToFloat(f64, self.y);
const view_sx = lx - @intToFloat(f64, self.current_state.x);
const view_sy = ly - @intToFloat(f64, self.current_state.y);
// This variable seems to have been unsued in TinyWL
// struct wlr_surface_state *state = &view->xdg_surface->surface->current;