2008-12-02 15:15:01 -05:00
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/*
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* Copyright © 2008 Kristian Høgsberg
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*
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* Permission to use, copy, modify, distribute, and sell this software and its
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* documentation for any purpose is hereby granted without fee, provided that
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* the above copyright notice appear in all copies and that both that copyright
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* notice and this permission notice appear in supporting documentation, and
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* that the name of the copyright holders not be used in advertising or
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* publicity pertaining to distribution of the software without specific,
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* written prior permission. The copyright holders make no representations
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* about the suitability of this software for any purpose. It is provided "as
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* is" without express or implied warranty.
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*
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* THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
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* INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO
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* EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY SPECIAL, INDIRECT OR
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* CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE,
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* DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
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* TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE
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* OF THIS SOFTWARE.
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*/
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2013-10-21 14:39:06 -07:00
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#ifndef WAYLAND_CLIENT_H
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#define WAYLAND_CLIENT_H
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2008-10-07 10:10:36 -04:00
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2010-07-29 15:43:46 -04:00
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#include "wayland-util.h"
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2012-04-11 16:59:05 +01:00
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#include "wayland-version.h"
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2010-06-25 16:51:57 -04:00
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2010-06-10 13:48:44 -04:00
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#ifdef __cplusplus
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extern "C" {
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#endif
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2012-10-12 17:28:57 +03:00
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/** \class wl_proxy
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2012-10-15 17:53:23 +03:00
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*
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* \brief Represents a protocol object on the client side.
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*
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* A wl_proxy acts as a client side proxy to an object existing in the
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* compositor. The proxy is responsible for converting requests made by the
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* clients with \ref wl_proxy_marshal() into Wayland's wire format. Events
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* coming from the compositor are also handled by the proxy, which will in
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* turn call the handler set with \ref wl_proxy_add_listener().
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*
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* \note With the exception of function \ref wl_proxy_set_queue(), functions
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2014-11-11 18:43:02 -08:00
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* accessing a wl_proxy are not normally used by client code. Clients
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2012-10-15 17:53:23 +03:00
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* should normally use the higher level interface generated by the scanner to
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* interact with compositor objects.
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2012-10-12 17:28:57 +03:00
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*
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*/
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2011-04-13 16:27:06 -04:00
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struct wl_proxy;
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2012-10-12 17:28:57 +03:00
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/** \class wl_display
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2012-10-15 17:53:23 +03:00
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*
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* \brief Represents a connection to the compositor and acts as a proxy to
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* the wl_display singleton object.
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*
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2014-11-11 18:43:02 -08:00
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* A wl_display object represents a client connection to a Wayland
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2012-10-15 17:53:23 +03:00
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* compositor. It is created with either \ref wl_display_connect() or
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* \ref wl_display_connect_to_fd(). A connection is terminated using
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* \ref wl_display_disconnect().
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*
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2014-11-11 18:43:02 -08:00
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* A wl_display is also used as the \ref wl_proxy for the wl_display
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2012-10-15 17:53:23 +03:00
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* singleton object on the compositor side.
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*
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2014-11-11 18:43:02 -08:00
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* A wl_display object handles all the data sent from and to the
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2012-10-15 17:53:23 +03:00
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* compositor. When a \ref wl_proxy marshals a request, it will write its wire
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* representation to the display's write buffer. The data is sent to the
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* compositor when the client calls \ref wl_display_flush().
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*
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2012-10-19 15:30:25 +03:00
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* Incoming data is handled in two steps: queueing and dispatching. In the
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* queue step, the data coming from the display fd is interpreted and
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* added to a queue. On the dispatch step, the handler for the incoming
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* event set by the client on the corresponding \ref wl_proxy is called.
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*
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2014-12-03 15:53:16 +01:00
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* A wl_display has at least one event queue, called the <em>default
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2012-10-19 15:30:25 +03:00
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* queue</em>. Clients can create additional event queues with \ref
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* wl_display_create_queue() and assign \ref wl_proxy's to it. Events
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* occurring in a particular proxy are always queued in its assigned queue.
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* A client can ensure that a certain assumption, such as holding a lock
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* or running from a given thread, is true when a proxy event handler is
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* called by assigning that proxy to an event queue and making sure that
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* this queue is only dispatched when the assumption holds.
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*
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2014-12-03 15:53:16 +01:00
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* The default queue is dispatched by calling \ref wl_display_dispatch().
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* This will dispatch any events queued on the default queue and attempt
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* to read from the display fd if it's empty. Events read are then queued
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* on the appropriate queues according to the proxy assignment.
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2012-10-19 15:30:25 +03:00
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*
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* A user created queue is dispatched with \ref wl_display_dispatch_queue().
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2014-12-03 15:53:16 +01:00
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* This function behaves exactly the same as wl_display_dispatch()
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* but it dispatches given queue instead of the default queue.
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2012-10-19 15:30:25 +03:00
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*
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* A real world example of event queue usage is Mesa's implementation of
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* eglSwapBuffers() for the Wayland platform. This function might need
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2014-12-03 15:53:16 +01:00
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* to block until a frame callback is received, but dispatching the default
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2012-10-19 15:30:25 +03:00
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* queue could cause an event handler on the client to start drawing
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* again. This problem is solved using another event queue, so that only
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* the events handled by the EGL code are dispatched during the block.
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*
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2014-12-03 15:53:16 +01:00
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* This creates a problem where a thread dispatches a non-default
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2012-10-19 15:30:25 +03:00
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* queue, reading all the data from the display fd. If the application
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* would call \em poll(2) after that it would block, even though there
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2014-12-03 15:53:16 +01:00
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* might be events queued on the default queue. Those events should be
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* dispatched with \ref wl_display_dispatch_(queue_)pending() before
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2012-10-19 15:30:25 +03:00
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* flushing and blocking.
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2012-10-12 17:28:57 +03:00
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*/
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2011-04-13 16:27:06 -04:00
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struct wl_display;
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2012-10-12 17:28:57 +03:00
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/** \class wl_event_queue
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2012-10-15 17:53:23 +03:00
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*
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* \brief A queue for \ref wl_proxy object events.
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*
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* Event queues allows the events on a display to be handled in a thread-safe
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* manner. See \ref wl_display for details.
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*
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2012-10-12 17:28:57 +03:00
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*/
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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.
2012-10-05 13:49:48 -04:00
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struct wl_event_queue;
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void wl_event_queue_destroy(struct wl_event_queue *queue);
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2011-04-13 16:27:06 -04:00
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void wl_proxy_marshal(struct wl_proxy *p, uint32_t opcode, ...);
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2013-07-17 21:58:47 -05:00
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void wl_proxy_marshal_array(struct wl_proxy *p, uint32_t opcode,
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union wl_argument *args);
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2011-04-13 16:27:06 -04:00
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struct wl_proxy *wl_proxy_create(struct wl_proxy *factory,
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const struct wl_interface *interface);
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client: Introduce functions to allocate and marshal proxies atomically
The server requires clients to only allocate one ID ahead of the previously
highest ID in order to keep the ID range tight. Failure to do so will
make the server close the client connection. However, the way we allocate
new IDs is racy. The generated code looks like:
new_proxy = wl_proxy_create(...);
wl_proxy_marshal(proxy, ... new_proxy, ...);
If two threads do this at the same time, there's a chance that thread A
will allocate a proxy, then get pre-empted by thread B which then allocates
a proxy and then passes it to wl_proxy_marshal(). The ID for thread As
proxy will be one higher that the currently highest ID, but the ID for
thread Bs proxy will be two higher. But since thread B prempted thread A
before it could send its new ID, B will send its new ID first, the server
will see the ID from thread Bs proxy first, and will reject it.
We fix this by introducing wl_proxy_marshal_constructor(). This
function is identical to wl_proxy_marshal(), except that it will
allocate a wl_proxy for NEW_ID arguments and send it, all under the
display mutex. By introducing a new function, we maintain backwards
compatibility with older code from the generator, and make sure that
the new generated code has an explicit dependency on a new enough
libwayland-client.so.
A virtual Wayland merit badge goes to Kalle Vahlman, who tracked this
down and analyzed the issue.
Reported-by: Kalle Vahlman <kalle.vahlman@movial.com>
2013-11-14 21:29:06 -08:00
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struct wl_proxy *wl_proxy_marshal_constructor(struct wl_proxy *proxy,
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uint32_t opcode,
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const struct wl_interface *interface,
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...);
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struct wl_proxy *
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wl_proxy_marshal_array_constructor(struct wl_proxy *proxy,
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uint32_t opcode, union wl_argument *args,
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const struct wl_interface *interface);
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2011-11-18 21:59:36 -05:00
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2011-04-13 16:27:06 -04:00
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void wl_proxy_destroy(struct wl_proxy *proxy);
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int wl_proxy_add_listener(struct wl_proxy *proxy,
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void (**implementation)(void), void *data);
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2013-07-22 17:30:52 +01:00
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const void *wl_proxy_get_listener(struct wl_proxy *proxy);
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2013-07-17 21:58:47 -05:00
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int wl_proxy_add_dispatcher(struct wl_proxy *proxy,
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wl_dispatcher_func_t dispatcher_func,
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const void * dispatcher_data, void *data);
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2011-04-13 16:27:06 -04:00
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void wl_proxy_set_user_data(struct wl_proxy *proxy, void *user_data);
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void *wl_proxy_get_user_data(struct wl_proxy *proxy);
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2012-04-27 11:31:07 -04:00
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uint32_t wl_proxy_get_id(struct wl_proxy *proxy);
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2013-02-26 15:19:44 +02:00
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const char *wl_proxy_get_class(struct wl_proxy *proxy);
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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.
2012-10-05 13:49:48 -04:00
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void wl_proxy_set_queue(struct wl_proxy *proxy, struct wl_event_queue *queue);
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2011-04-13 16:27:06 -04:00
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#include "wayland-client-protocol.h"
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2010-12-01 15:36:20 -05:00
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struct wl_display *wl_display_connect(const char *name);
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2012-08-14 13:16:10 -04:00
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struct wl_display *wl_display_connect_to_fd(int fd);
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2012-02-27 17:10:03 +01:00
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void wl_display_disconnect(struct wl_display *display);
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2012-10-04 16:54:22 -04:00
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int wl_display_get_fd(struct wl_display *display);
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int wl_display_dispatch(struct wl_display *display);
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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.
2012-10-05 13:49:48 -04:00
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int wl_display_dispatch_queue(struct wl_display *display,
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struct wl_event_queue *queue);
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2012-11-22 15:34:48 +02:00
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int wl_display_dispatch_queue_pending(struct wl_display *display,
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struct wl_event_queue *queue);
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2012-10-11 17:15:08 -04:00
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int wl_display_dispatch_pending(struct wl_display *display);
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2012-10-11 23:37:42 +02:00
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int wl_display_get_error(struct wl_display *display);
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2014-06-20 09:29:52 +02:00
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uint32_t wl_display_get_protocol_error(struct wl_display *display,
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const struct wl_interface **interface,
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uint32_t *id);
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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.
2012-10-05 13:49:48 -04:00
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2012-10-04 16:54:22 -04:00
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int wl_display_flush(struct wl_display *display);
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2014-08-20 19:29:09 +03:00
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int wl_display_roundtrip_queue(struct wl_display *display,
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struct wl_event_queue *queue);
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2012-10-11 23:37:53 +02:00
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int wl_display_roundtrip(struct wl_display *display);
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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.
2012-10-05 13:49:48 -04:00
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struct wl_event_queue *wl_display_create_queue(struct wl_display *display);
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2008-10-07 10:10:36 -04:00
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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.
2013-03-17 14:21:48 -04:00
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int wl_display_prepare_read_queue(struct wl_display *display,
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struct wl_event_queue *queue);
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int wl_display_prepare_read(struct wl_display *display);
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void wl_display_cancel_read(struct wl_display *display);
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int wl_display_read_events(struct wl_display *display);
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2012-05-29 17:37:02 +02:00
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void wl_log_set_handler_client(wl_log_func_t handler);
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2010-06-10 13:48:44 -04:00
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#ifdef __cplusplus
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}
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#endif
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2008-10-07 10:10:36 -04:00
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#endif
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