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171 lines
5.9 KiB
C
171 lines
5.9 KiB
C
#include "labwc.h"
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/*
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* Used to move all of the data necessary to render a surface from the
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* top-level frame handler to the per-surface render function.
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*/
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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_decorations(struct wlr_output *output, struct view *view)
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{
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if (!view->surface)
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return;
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if (view->type != LAB_XWAYLAND_VIEW)
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return;
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if (!is_toplevel(view))
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return;
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struct wlr_box box = {
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.x = view->x - XWL_WINDOW_BORDER,
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.y = view->y - XWL_TITLEBAR_HEIGHT - XWL_WINDOW_BORDER,
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.width = view->surface->current.width + 2 * XWL_WINDOW_BORDER,
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.height = view->surface->current.height + XWL_TITLEBAR_HEIGHT +
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2 * XWL_WINDOW_BORDER,
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};
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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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}
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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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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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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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/* Begin the renderer (calls glViewport and some other GL sanity checks)
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*/
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wlr_renderer_begin(renderer, width, height);
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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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/* 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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struct view *view;
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wl_list_for_each_reverse (view, &output->server->views, link) {
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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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/* 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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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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} 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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}
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}
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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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* 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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