// SPDX-License-Identifier: GPL-2.0-only #include #include #include #include #include "common/scene-helpers.h" #include "labwc.h" #include "magnifier.h" #include "output-state.h" struct wlr_surface * lab_wlr_surface_from_node(struct wlr_scene_node *node) { struct wlr_scene_buffer *buffer; struct wlr_scene_surface *scene_surface; if (node && node->type == WLR_SCENE_NODE_BUFFER) { buffer = wlr_scene_buffer_from_node(node); scene_surface = wlr_scene_surface_try_from_buffer(buffer); if (scene_surface) { return scene_surface->surface; } } return NULL; } struct wlr_scene_node * lab_wlr_scene_get_prev_node(struct wlr_scene_node *node) { assert(node); struct wlr_scene_node *prev; prev = wl_container_of(node->link.prev, node, link); if (&prev->link == &node->parent->children) { return NULL; } return prev; } /* * This is a copy of wlr_scene_output_commit() * as it doesn't use the pending state at all. */ bool lab_wlr_scene_output_commit(struct wlr_scene_output *scene_output, struct wlr_output_state *state) { assert(scene_output); assert(state); struct wlr_output *wlr_output = scene_output->output; struct output *output = wlr_output->data; bool wants_magnification = output_wants_magnification(output); /* * FIXME: Regardless of wants_magnification, we are currently adding * damages to next frame when magnifier is shown, which forces * rendering on every output commit and overloads CPU. * We also need to verify the necessity of wants_magnification. */ if (!wlr_output->needs_frame && !pixman_region32_not_empty( &scene_output->damage_ring.current) && !wants_magnification) { return true; } if (!wlr_scene_output_build_state(scene_output, state, NULL)) { wlr_log(WLR_ERROR, "Failed to build output state for %s", wlr_output->name); return false; } struct wlr_box additional_damage = {0}; if (state->buffer && is_magnify_on()) { magnify(output, state->buffer, &additional_damage); } if (state == &output->pending) { if (!wlr_output_commit(wlr_output)) { wlr_log(WLR_INFO, "Failed to commit output %s", wlr_output->name); return false; } } else if (!wlr_output_commit_state(wlr_output, state)) { wlr_log(WLR_INFO, "Failed to commit state for output %s", wlr_output->name); return false; } if (!wlr_box_empty(&additional_damage)) { wlr_damage_ring_add_box(&scene_output->damage_ring, &additional_damage); } return true; }