2019-12-26 21:37:31 +00:00
										 
									 
								 
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								#include "labwc.h"
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								struct render_data {
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									struct wlr_output *output;
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									struct wlr_renderer *renderer;
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									struct view *view;
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									struct timespec *when;
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								};
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								static void render_grab(struct output *output)
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								{
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									if (output->server->cursor_mode == TINYWL_CURSOR_PASSTHROUGH)
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										return;
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									if (output->server->cursor_mode == TINYWL_CURSOR_RESIZE) {
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										float grab_box_color[] = { 0.0, 1.0, 0.0, 0.3 };
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										wlr_render_rect(output->server->renderer,
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												&output->server->grab_box, grab_box_color,
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												output->wlr_output->transform_matrix);
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									}
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									float grab_point_color[] = { 1.0, 0.0, 1.0, 1.0 };
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									struct wlr_box point = { .x = output->server->grab_x +
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												      output->server->grabbed_view->x - 1,
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												 .y = output->server->grab_y +
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												      output->server->grabbed_view->y - 1,
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												 .width = 3,
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												 .height = 3 };
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									fprintf(stderr, "XX grab_x=%f; grab_y=%f\n", output->server->grab_x,
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										output->server->grab_y);
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									wlr_render_rect(output->server->renderer, &point, grab_point_color,
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											output->wlr_output->transform_matrix);
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								}
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								static void render_cycle_box(struct output *output)
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								{
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									if (!output->server->cycle_view)
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										return;
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									struct view *view;
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									wl_list_for_each_reverse (view, &output->server->views, link) {
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										if (view != output->server->cycle_view)
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											continue;
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										struct wlr_box box = deco_max_extents(view);
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										float cycle_color[] = { 0.0, 0.0, 0.0, 0.2 };
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										wlr_render_rect(output->server->renderer, &box, cycle_color,
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												output->wlr_output->transform_matrix);
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										return;
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									}
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								}
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								static void render_decorations(struct wlr_output *output, struct view *view)
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								{
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									if (!view_want_deco(view))
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										return;
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									struct wlr_box box = deco_max_extents(view);
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									float matrix[9];
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									wlr_matrix_project_box(matrix, &box, WL_OUTPUT_TRANSFORM_NORMAL, 0,
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											       output->transform_matrix);
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									float color[] = { 0.2, 0.2, 0.7, 0.9 };
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									wlr_render_quad_with_matrix(view->server->renderer, color, matrix);
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									box = deco_box(view, LAB_DECO_PART_TOP);
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									float color2[] = { 0.7, 0.2, 0.2, 0.9 };
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									wlr_render_rect(view->server->renderer, &box, color2,
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											output->transform_matrix);
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								}
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								static void render_surface(struct wlr_surface *surface, int sx, int sy,
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											   void *data)
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								{
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									/* This function is called for every surface that needs to be rendered.
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									 */
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									struct render_data *rdata = data;
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									struct view *view = rdata->view;
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									struct wlr_output *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
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									 * underlying resource could be an opaque handle passed from the client,
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									 * or the client could have sent a pixel buffer which we copied to the
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									 * GPU, or a few other means. You don't have to worry about this,
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									 * wlroots takes care of it. */
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									struct wlr_texture *texture = 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
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									 * displays, one next to the other, both 1080p, a view on the rightmost
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									 * display might have layout coordinates of 2000,100. We need to
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									 * translate that to output-local coordinates, or (2000 - 1920). */
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									double ox = 0, oy = 0;
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									wlr_output_layout_output_coords(view->server->output_layout, output,
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													&ox, &oy);
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									ox += view->x + sx;
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									oy += view->y + sy;
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									/* We also have to apply the scale factor for HiDPI outputs. This is
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									 * only part of the puzzle, TinyWL does not fully support HiDPI. */
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									struct wlr_box box = {
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										.x = ox * output->scale,
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										.y = oy * output->scale,
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										.width = surface->current.width * output->scale,
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										.height = surface->current.height * output->scale,
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									};
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									/*
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									 * Those familiar with OpenGL are also familiar with the role of
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									 * matricies in graphics programming. We need to prepare a matrix to
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									 * render the view with. wlr_matrix_project_box is a helper which takes
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									 * a box with a desired x, y coordinates, width and height, and an
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									 * output geometry, then prepares an orthographic projection and
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									 * multiplies the necessary transforms to produce a
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									 * 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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									 */
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									float matrix[9];
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									enum wl_output_transform transform =
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										wlr_output_transform_invert(surface->current.transform);
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									wlr_matrix_project_box(matrix, &box, transform, 0,
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											       output->transform_matrix);
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									/* This takes our matrix, the texture, and an alpha, and performs the
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									 * actual rendering on the GPU. */
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									wlr_render_texture_with_matrix(rdata->renderer, texture, matrix, 1);
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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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									wlr_surface_send_frame_done(surface, rdata->when);
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								}
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											2019-12-27 21:22:45 +00:00
										 
									 
								 
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								void output_frame(struct wl_listener *listener, void *data)
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								{
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									/* This function is called every time an output is ready to display a
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									 * frame, generally at the output's refresh rate (e.g. 60Hz). */
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									struct output *output = wl_container_of(listener, output, frame);
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											2019-12-26 21:37:31 +00:00
										 
									 
								 
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									struct wlr_renderer *renderer = output->server->renderer;
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									struct timespec now;
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									clock_gettime(CLOCK_MONOTONIC, &now);
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									/* wlr_output_attach_render makes the OpenGL context current. */
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									if (!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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									int width, height;
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									wlr_output_effective_resolution(output->wlr_output, &width, &height);
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											2019-12-27 21:22:45 +00:00
										 
									 
								 
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									/* Begin the renderer (calls glViewport and some other GL sanity checks)
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									 */
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											2019-12-26 21:37:31 +00:00
										 
									 
								 
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									wlr_renderer_begin(renderer, width, height);
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											2019-12-27 21:22:45 +00:00
										 
									 
								 
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									float color[4] = { 0.3, 0.3, 0.3, 1.0 };
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									wlr_renderer_clear(renderer, color);
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											2019-12-27 21:22:45 +00:00
										 
									 
								 
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									/* Each subsequent window we render is rendered on top of the last.
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									 * Because our view list is ordered front-to-back, we iterate over it
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									 * backwards. */
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											2019-12-27 20:48:58 +00:00
										 
									 
								 
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									struct view *view;
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											2019-12-27 21:22:45 +00:00
										 
									 
								 
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									wl_list_for_each_reverse (view, &output->server->views, link) {
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											2019-12-26 21:37:31 +00:00
										 
									 
								 
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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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										struct render_data rdata = {
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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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										render_decorations(output->wlr_output, view);
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											2019-12-27 21:22:45 +00:00
										 
									 
								 
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										/* This calls our render_surface function for each surface among
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										 * the xdg_surface's toplevel and popups. */
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											2019-12-26 21:37:31 +00:00
										 
									 
								 
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										if (view->type == LAB_XDG_SHELL_VIEW) {
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											wlr_xdg_surface_for_each_surface(
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												view->xdg_surface, render_surface, &rdata);
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											2019-12-26 21:37:31 +00:00
										 
									 
								 
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										} else if (view->type == LAB_XWAYLAND_VIEW) {
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											render_surface(view->xwayland_surface->surface, 0, 0,
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												       &rdata);
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											2019-12-26 21:37:31 +00:00
										 
									 
								 
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										}
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									}
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											2020-05-25 13:42:40 +01:00
										 
									 
								 
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									/* If in cycle (alt-tab) mode, highlight selected view */
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									render_cycle_box(output);
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									render_grab(output);
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											2019-12-27 21:22:45 +00:00
										 
									 
								 
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									/* Hardware cursors are rendered by the GPU on a separate plane, and can
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									 * be moved around without re-rendering what's beneath them - which is
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									 * more efficient. However, not all hardware supports hardware cursors.
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									 * For this reason, wlroots provides a software fallback, which we ask
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									 * it to render here. wlr_cursor handles configuring hardware vs
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									 * software cursors for you,
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											2019-12-26 21:37:31 +00:00
										 
									 
								 
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									 * and this function is a no-op when hardware cursors are in use. */
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									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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									wlr_renderer_end(renderer);
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									wlr_output_commit(output->wlr_output);
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								}
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