wayland/src/wayland-client.h

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/*
* Copyright © 2008 Kristian Høgsberg
*
* Permission to use, copy, modify, distribute, and sell this software and its
* documentation for any purpose is hereby granted without fee, provided that
* the above copyright notice appear in all copies and that both that copyright
* notice and this permission notice appear in supporting documentation, and
* that the name of the copyright holders not be used in advertising or
* publicity pertaining to distribution of the software without specific,
* written prior permission. The copyright holders make no representations
* about the suitability of this software for any purpose. It is provided "as
* is" without express or implied warranty.
*
* THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
* INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO
* EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY SPECIAL, INDIRECT OR
* CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE,
* DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
* TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE
* OF THIS SOFTWARE.
*/
#ifndef WAYLAND_CLIENT_H
#define WAYLAND_CLIENT_H
#include "wayland-util.h"
#include "wayland-version.h"
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#ifdef __cplusplus
extern "C" {
#endif
/** \class wl_proxy
*
* \brief Represents a protocol object on the client side.
*
* A wl_proxy acts as a client side proxy to an object existing in the
* compositor. The proxy is responsible for converting requests made by the
* clients with \ref wl_proxy_marshal() into Wayland's wire format. Events
* coming from the compositor are also handled by the proxy, which will in
* turn call the handler set with \ref wl_proxy_add_listener().
*
* \note With the exception of function \ref wl_proxy_set_queue(), functions
* accessing a wl_proxy are not normally used by client code. Clients
* should normally use the higher level interface generated by the scanner to
* interact with compositor objects.
*
*/
struct wl_proxy;
/** \class wl_display
*
* \brief Represents a connection to the compositor and acts as a proxy to
* the wl_display singleton object.
*
* A wl_display object represents a client connection to a Wayland
* compositor. It is created with either \ref wl_display_connect() or
* \ref wl_display_connect_to_fd(). A connection is terminated using
* \ref wl_display_disconnect().
*
* A wl_display is also used as the \ref wl_proxy for the wl_display
* singleton object on the compositor side.
*
* A wl_display object handles all the data sent from and to the
* compositor. When a \ref wl_proxy marshals a request, it will write its wire
* representation to the display's write buffer. The data is sent to the
* compositor when the client calls \ref wl_display_flush().
*
* Incoming data is handled in two steps: queueing and dispatching. In the
* queue step, the data coming from the display fd is interpreted and
* added to a queue. On the dispatch step, the handler for the incoming
* event set by the client on the corresponding \ref wl_proxy is called.
*
* A wl_display has at least one event queue, called the <em>default
* queue</em>. Clients can create additional event queues with \ref
* wl_display_create_queue() and assign \ref wl_proxy's to it. Events
* occurring in a particular proxy are always queued in its assigned queue.
* A client can ensure that a certain assumption, such as holding a lock
* or running from a given thread, is true when a proxy event handler is
* called by assigning that proxy to an event queue and making sure that
* this queue is only dispatched when the assumption holds.
*
* The default queue is dispatched by calling \ref wl_display_dispatch().
* This will dispatch any events queued on the default queue and attempt
* to read from the display fd if it's empty. Events read are then queued
* on the appropriate queues according to the proxy assignment.
*
* A user created queue is dispatched with \ref wl_display_dispatch_queue().
* This function behaves exactly the same as wl_display_dispatch()
* but it dispatches given queue instead of the default queue.
*
* A real world example of event queue usage is Mesa's implementation of
* eglSwapBuffers() for the Wayland platform. This function might need
* to block until a frame callback is received, but dispatching the default
* queue could cause an event handler on the client to start drawing
* again. This problem is solved using another event queue, so that only
* the events handled by the EGL code are dispatched during the block.
*
* This creates a problem where a thread dispatches a non-default
* queue, reading all the data from the display fd. If the application
* would call \em poll(2) after that it would block, even though there
* might be events queued on the default queue. Those events should be
* dispatched with \ref wl_display_dispatch_(queue_)pending() before
* flushing and blocking.
*/
struct wl_display;
/** \class wl_event_queue
*
* \brief A queue for \ref wl_proxy object events.
*
* Event queues allows the events on a display to be handled in a thread-safe
* manner. See \ref wl_display for details.
*
*/
client: Add wl_event_queue for multi-thread dispatching This introduces wl_event_queue, which is what will make multi-threaded wayland clients possible and useful. The driving use case is that of a GL rendering thread that renders and calls eglSwapBuffer independently of a "main thread" that owns the wl_display and handles input events and everything else. In general, the EGL and GL APIs have a threading model that requires the wayland client library to be usable from several threads. Finally, the current callback model gets into trouble even in a single threaded scenario: if we have to block in eglSwapBuffers, we may end up doing unrelated callbacks from within EGL. The wl_event_queue mechanism lets the application (or middleware such as EGL or toolkits) assign a proxy to an event queue. Only events from objects associated with the queue will be put in the queue, and conversely, events from objects associated with the queue will not be queue up anywhere else. The wl_display struct has a built-in event queue, which is considered the main and default event queue. New proxies are associated with the same queue as the object that created them (either the object that a request with a new-id argument was sent to or the object that sent an event with a new-id argument). A proxy can be moved to a different event queue by calling wl_proxy_set_queue(). A subsystem, such as EGL, will then create its own event queue and associate the objects it expects to receive events from with that queue. If EGL needs to block and wait for a certain event, it can keep dispatching event from its queue until that events comes in. This wont call out to unrelated code with an EGL lock held. Similarly, we don't risk the main thread handling an event from an EGL object and then calling into EGL from a different thread without the lock held.
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struct wl_event_queue;
void wl_event_queue_destroy(struct wl_event_queue *queue);
void wl_proxy_marshal(struct wl_proxy *p, uint32_t opcode, ...);
void wl_proxy_marshal_array(struct wl_proxy *p, uint32_t opcode,
union wl_argument *args);
struct wl_proxy *wl_proxy_create(struct wl_proxy *factory,
const struct wl_interface *interface);
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struct wl_proxy *wl_proxy_marshal_constructor(struct wl_proxy *proxy,
uint32_t opcode,
const struct wl_interface *interface,
...);
struct wl_proxy *
wl_proxy_marshal_array_constructor(struct wl_proxy *proxy,
uint32_t opcode, union wl_argument *args,
const struct wl_interface *interface);
void wl_proxy_destroy(struct wl_proxy *proxy);
int wl_proxy_add_listener(struct wl_proxy *proxy,
void (**implementation)(void), void *data);
const void *wl_proxy_get_listener(struct wl_proxy *proxy);
int wl_proxy_add_dispatcher(struct wl_proxy *proxy,
wl_dispatcher_func_t dispatcher_func,
const void * dispatcher_data, void *data);
void wl_proxy_set_user_data(struct wl_proxy *proxy, void *user_data);
void *wl_proxy_get_user_data(struct wl_proxy *proxy);
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uint32_t wl_proxy_get_id(struct wl_proxy *proxy);
const char *wl_proxy_get_class(struct wl_proxy *proxy);
client: Add wl_event_queue for multi-thread dispatching This introduces wl_event_queue, which is what will make multi-threaded wayland clients possible and useful. The driving use case is that of a GL rendering thread that renders and calls eglSwapBuffer independently of a "main thread" that owns the wl_display and handles input events and everything else. In general, the EGL and GL APIs have a threading model that requires the wayland client library to be usable from several threads. Finally, the current callback model gets into trouble even in a single threaded scenario: if we have to block in eglSwapBuffers, we may end up doing unrelated callbacks from within EGL. The wl_event_queue mechanism lets the application (or middleware such as EGL or toolkits) assign a proxy to an event queue. Only events from objects associated with the queue will be put in the queue, and conversely, events from objects associated with the queue will not be queue up anywhere else. The wl_display struct has a built-in event queue, which is considered the main and default event queue. New proxies are associated with the same queue as the object that created them (either the object that a request with a new-id argument was sent to or the object that sent an event with a new-id argument). A proxy can be moved to a different event queue by calling wl_proxy_set_queue(). A subsystem, such as EGL, will then create its own event queue and associate the objects it expects to receive events from with that queue. If EGL needs to block and wait for a certain event, it can keep dispatching event from its queue until that events comes in. This wont call out to unrelated code with an EGL lock held. Similarly, we don't risk the main thread handling an event from an EGL object and then calling into EGL from a different thread without the lock held.
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void wl_proxy_set_queue(struct wl_proxy *proxy, struct wl_event_queue *queue);
#include "wayland-client-protocol.h"
struct wl_display *wl_display_connect(const char *name);
struct wl_display *wl_display_connect_to_fd(int fd);
void wl_display_disconnect(struct wl_display *display);
int wl_display_get_fd(struct wl_display *display);
int wl_display_dispatch(struct wl_display *display);
client: Add wl_event_queue for multi-thread dispatching This introduces wl_event_queue, which is what will make multi-threaded wayland clients possible and useful. The driving use case is that of a GL rendering thread that renders and calls eglSwapBuffer independently of a "main thread" that owns the wl_display and handles input events and everything else. In general, the EGL and GL APIs have a threading model that requires the wayland client library to be usable from several threads. Finally, the current callback model gets into trouble even in a single threaded scenario: if we have to block in eglSwapBuffers, we may end up doing unrelated callbacks from within EGL. The wl_event_queue mechanism lets the application (or middleware such as EGL or toolkits) assign a proxy to an event queue. Only events from objects associated with the queue will be put in the queue, and conversely, events from objects associated with the queue will not be queue up anywhere else. The wl_display struct has a built-in event queue, which is considered the main and default event queue. New proxies are associated with the same queue as the object that created them (either the object that a request with a new-id argument was sent to or the object that sent an event with a new-id argument). A proxy can be moved to a different event queue by calling wl_proxy_set_queue(). A subsystem, such as EGL, will then create its own event queue and associate the objects it expects to receive events from with that queue. If EGL needs to block and wait for a certain event, it can keep dispatching event from its queue until that events comes in. This wont call out to unrelated code with an EGL lock held. Similarly, we don't risk the main thread handling an event from an EGL object and then calling into EGL from a different thread without the lock held.
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int wl_display_dispatch_queue(struct wl_display *display,
struct wl_event_queue *queue);
int wl_display_dispatch_queue_pending(struct wl_display *display,
struct wl_event_queue *queue);
int wl_display_dispatch_pending(struct wl_display *display);
int wl_display_get_error(struct wl_display *display);
uint32_t wl_display_get_protocol_error(struct wl_display *display,
const struct wl_interface **interface,
uint32_t *id);
client: Add wl_event_queue for multi-thread dispatching This introduces wl_event_queue, which is what will make multi-threaded wayland clients possible and useful. The driving use case is that of a GL rendering thread that renders and calls eglSwapBuffer independently of a "main thread" that owns the wl_display and handles input events and everything else. In general, the EGL and GL APIs have a threading model that requires the wayland client library to be usable from several threads. Finally, the current callback model gets into trouble even in a single threaded scenario: if we have to block in eglSwapBuffers, we may end up doing unrelated callbacks from within EGL. The wl_event_queue mechanism lets the application (or middleware such as EGL or toolkits) assign a proxy to an event queue. Only events from objects associated with the queue will be put in the queue, and conversely, events from objects associated with the queue will not be queue up anywhere else. The wl_display struct has a built-in event queue, which is considered the main and default event queue. New proxies are associated with the same queue as the object that created them (either the object that a request with a new-id argument was sent to or the object that sent an event with a new-id argument). A proxy can be moved to a different event queue by calling wl_proxy_set_queue(). A subsystem, such as EGL, will then create its own event queue and associate the objects it expects to receive events from with that queue. If EGL needs to block and wait for a certain event, it can keep dispatching event from its queue until that events comes in. This wont call out to unrelated code with an EGL lock held. Similarly, we don't risk the main thread handling an event from an EGL object and then calling into EGL from a different thread without the lock held.
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int wl_display_flush(struct wl_display *display);
int wl_display_roundtrip_queue(struct wl_display *display,
struct wl_event_queue *queue);
int wl_display_roundtrip(struct wl_display *display);
client: Add wl_event_queue for multi-thread dispatching This introduces wl_event_queue, which is what will make multi-threaded wayland clients possible and useful. The driving use case is that of a GL rendering thread that renders and calls eglSwapBuffer independently of a "main thread" that owns the wl_display and handles input events and everything else. In general, the EGL and GL APIs have a threading model that requires the wayland client library to be usable from several threads. Finally, the current callback model gets into trouble even in a single threaded scenario: if we have to block in eglSwapBuffers, we may end up doing unrelated callbacks from within EGL. The wl_event_queue mechanism lets the application (or middleware such as EGL or toolkits) assign a proxy to an event queue. Only events from objects associated with the queue will be put in the queue, and conversely, events from objects associated with the queue will not be queue up anywhere else. The wl_display struct has a built-in event queue, which is considered the main and default event queue. New proxies are associated with the same queue as the object that created them (either the object that a request with a new-id argument was sent to or the object that sent an event with a new-id argument). A proxy can be moved to a different event queue by calling wl_proxy_set_queue(). A subsystem, such as EGL, will then create its own event queue and associate the objects it expects to receive events from with that queue. If EGL needs to block and wait for a certain event, it can keep dispatching event from its queue until that events comes in. This wont call out to unrelated code with an EGL lock held. Similarly, we don't risk the main thread handling an event from an EGL object and then calling into EGL from a different thread without the lock held.
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struct wl_event_queue *wl_display_create_queue(struct wl_display *display);
client: Add wl_display_prepare_read() API to relax thread model assumptions The current thread model assumes that the application or toolkit will have one thread that either polls the display fd and dispatches events or just dispatches in a loop. Only this main thread will read from the fd while all other threads will block on a pthread condition and expect the main thread to deliver events to them. This turns out to be too restrictive. We can't assume that there always will be a thread like that. Qt QML threaded rendering will block the main thread on a condition that's signaled by a rendering thread after it finishes rendering. This leads to a deadlock when the rendering threads blocks in eglSwapBuffers(), and the main thread is waiting on the condition. Another problematic use case is with games that has a rendering thread for a splash screen while the main thread is busy loading game data or compiling shaders. The main thread isn't responsive and ends up blocking eglSwapBuffers() in the rendering thread. We also can't assume that there will be only one thread polling on the file descriptor. A valid use case is a thread receiving data from a custom wayland interface as well as a device fd or network socket. The thread may want to wait on either events from the wayland interface or data from the fd, in which case it needs to poll on both the wayland display fd and the device/network fd. The solution seems pretty straightforward: just let all threads read from the fd. However, the main-thread restriction was introduced to avoid a race. Simplified, main loops will do something like this: wl_display_dispatch_pending(display); /* Race here if other thread reads from fd and places events * in main eent queue. We go to sleep in poll while sitting on * events that may stall the application if not dispatched. */ poll(fds, nfds, -1); /* Race here if other thread reads and doesn't queue any * events for main queue. wl_display_dispatch() below will block * trying to read from the fd, while other fds in the mainloop * are ignored. */ wl_display_dispatch(display); The restriction that only the main thread can read from the fd avoids these races, but has the problems described above. This patch introduces new API to solve both problems. We add int wl_display_prepare_read(struct wl_display *display); and int wl_display_read_events(struct wl_display *display); wl_display_prepare_read() registers the calling thread as a potential reader of events. Once data is available on the fd, all reader threads must call wl_display_read_events(), at which point one of the threads will read from the fd and distribute the events to event queues. When that is done, all threads return from wl_display_read_events(). From the point of view of a single thread, this ensures that between calling wl_display_prepare_read() and wl_display_read_events(), no other thread will read from the fd and queue events in its event queue. This avoids the race conditions described above, and we avoid relying on any one thread to be available to read events.
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int wl_display_prepare_read_queue(struct wl_display *display,
struct wl_event_queue *queue);
int wl_display_prepare_read(struct wl_display *display);
void wl_display_cancel_read(struct wl_display *display);
int wl_display_read_events(struct wl_display *display);
void wl_log_set_handler_client(wl_log_func_t handler);
#ifdef __cplusplus
}
#endif
#endif