wayland/src/wayland-client.c

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/*
* Copyright © 2008-2012 Kristian Høgsberg
* Copyright © 2010-2012 Intel Corporation
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*
* 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.
*/
#include <stdlib.h>
#include <stdint.h>
#include <stddef.h>
#include <stdio.h>
#include <stdbool.h>
#include <errno.h>
#include <string.h>
#include <unistd.h>
#include <sys/socket.h>
#include <sys/un.h>
#include <ctype.h>
#include <assert.h>
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#include <fcntl.h>
#include <sys/poll.h>
#include <pthread.h>
#include "wayland-util.h"
#include "wayland-os.h"
#include "wayland-client.h"
#include "wayland-private.h"
struct wl_proxy {
struct wl_object object;
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 *queue;
int id_deleted;
void *user_data;
};
struct wl_global {
uint32_t id;
char *interface;
uint32_t version;
struct wl_list link;
};
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 {
struct wl_list event_list;
pthread_cond_t cond;
};
struct wl_display {
struct wl_proxy proxy;
struct wl_connection *connection;
int fd;
int close_fd;
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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pthread_t display_thread;
struct wl_map objects;
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 queue;
pthread_mutex_t mutex;
};
static int wl_debug = 0;
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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static void
wl_event_queue_init(struct wl_event_queue *queue)
{
wl_list_init(&queue->event_list);
pthread_cond_init(&queue->cond, NULL);
}
static void
wl_event_queue_release(struct wl_event_queue *queue)
{
struct wl_closure *closure;
while (!wl_list_empty(&queue->event_list)) {
closure = container_of(queue->event_list.next,
struct wl_closure, link);
wl_list_remove(&closure->link);
wl_closure_destroy(closure);
}
pthread_cond_destroy(&queue->cond);
}
WL_EXPORT void
wl_event_queue_destroy(struct wl_event_queue *queue)
{
wl_event_queue_release(queue);
free(queue);
}
WL_EXPORT struct wl_event_queue *
wl_display_create_queue(struct wl_display *display)
{
struct wl_event_queue *queue;
queue = malloc(sizeof *queue);
if (queue == NULL)
return NULL;
wl_event_queue_init(queue);
return queue;
}
WL_EXPORT struct wl_proxy *
wl_proxy_create(struct wl_proxy *factory, const struct wl_interface *interface)
{
struct wl_proxy *proxy;
struct wl_display *display = factory->display;
proxy = malloc(sizeof *proxy);
if (proxy == NULL)
return NULL;
proxy->object.interface = interface;
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proxy->object.implementation = NULL;
proxy->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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proxy->queue = factory->queue;
proxy->id_deleted = 0;
pthread_mutex_lock(&display->mutex);
proxy->object.id = wl_map_insert_new(&display->objects,
WL_MAP_CLIENT_SIDE, proxy);
pthread_mutex_unlock(&display->mutex);
return proxy;
}
/* The caller should hold the display lock */
static struct wl_proxy *
wl_proxy_create_for_id(struct wl_proxy *factory,
uint32_t id, const struct wl_interface *interface)
{
struct wl_proxy *proxy;
struct wl_display *display = factory->display;
proxy = malloc(sizeof *proxy);
if (proxy == NULL)
return NULL;
proxy->object.interface = interface;
proxy->object.implementation = NULL;
proxy->object.id = id;
proxy->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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proxy->queue = factory->queue;
proxy->id_deleted = 0;
wl_map_insert_at(&display->objects, id, proxy);
return proxy;
}
WL_EXPORT void
wl_proxy_destroy(struct wl_proxy *proxy)
{
pthread_mutex_lock(&proxy->display->mutex);
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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if (proxy->id_deleted)
wl_map_remove(&proxy->display->objects, proxy->object.id);
else if (proxy->object.id < WL_SERVER_ID_START)
wl_map_insert_at(&proxy->display->objects,
proxy->object.id, WL_ZOMBIE_OBJECT);
else
wl_map_insert_at(&proxy->display->objects,
proxy->object.id, NULL);
pthread_mutex_unlock(&proxy->display->mutex);
free(proxy);
}
WL_EXPORT int
wl_proxy_add_listener(struct wl_proxy *proxy,
void (**implementation)(void), void *data)
{
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if (proxy->object.implementation) {
fprintf(stderr, "proxy already has listener\n");
return -1;
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}
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proxy->object.implementation = implementation;
proxy->user_data = data;
return 0;
}
WL_EXPORT void
wl_proxy_marshal(struct wl_proxy *proxy, uint32_t opcode, ...)
{
struct wl_closure *closure;
va_list ap;
pthread_mutex_lock(&proxy->display->mutex);
va_start(ap, opcode);
closure = wl_closure_vmarshal(&proxy->object, opcode, ap,
&proxy->object.interface->methods[opcode]);
va_end(ap);
if (closure == NULL) {
fprintf(stderr, "Error marshalling request\n");
abort();
}
if (wl_debug)
wl_closure_print(closure, &proxy->object, true);
if (wl_closure_send(closure, proxy->display->connection)) {
fprintf(stderr, "Error sending request: %m\n");
abort();
}
wl_closure_destroy(closure);
pthread_mutex_unlock(&proxy->display->mutex);
}
static void
display_handle_error(void *data,
struct wl_display *display, struct wl_object *object,
uint32_t code, const char *message)
{
fprintf(stderr, "%s@%u: error %d: %s\n",
object->interface->name, object->id, code, message);
abort();
}
static void
display_handle_delete_id(void *data, struct wl_display *display, uint32_t id)
{
struct wl_proxy *proxy;
pthread_mutex_lock(&display->mutex);
proxy = wl_map_lookup(&display->objects, id);
if (proxy != WL_ZOMBIE_OBJECT)
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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proxy->id_deleted = 1;
else
wl_map_remove(&display->objects, id);
pthread_mutex_unlock(&display->mutex);
}
static const struct wl_display_listener display_listener = {
display_handle_error,
display_handle_delete_id
};
static int
connect_to_socket(const char *name)
{
struct sockaddr_un addr;
socklen_t size;
const char *runtime_dir;
int name_size, fd;
runtime_dir = getenv("XDG_RUNTIME_DIR");
if (!runtime_dir) {
fprintf(stderr,
"error: XDG_RUNTIME_DIR not set in the environment.\n");
/* to prevent programs reporting
* "failed to create display: Success" */
errno = ENOENT;
return -1;
}
if (name == NULL)
name = getenv("WAYLAND_DISPLAY");
if (name == NULL)
name = "wayland-0";
fd = wl_os_socket_cloexec(PF_LOCAL, SOCK_STREAM, 0);
if (fd < 0)
return -1;
memset(&addr, 0, sizeof addr);
addr.sun_family = AF_LOCAL;
name_size =
snprintf(addr.sun_path, sizeof addr.sun_path,
"%s/%s", runtime_dir, name) + 1;
assert(name_size > 0);
if (name_size > (int)sizeof addr.sun_path) {
fprintf(stderr,
"error: socket path \"%s/%s\" plus null terminator"
" exceeds 108 bytes\n", runtime_dir, name);
close(fd);
/* to prevent programs reporting
* "failed to add socket: Success" */
errno = ENAMETOOLONG;
return -1;
};
size = offsetof (struct sockaddr_un, sun_path) + name_size;
if (connect(fd, (struct sockaddr *) &addr, size) < 0) {
close(fd);
return -1;
}
return fd;
}
WL_EXPORT struct wl_display *
wl_display_connect_to_fd(int fd)
{
struct wl_display *display;
const char *debug;
debug = getenv("WAYLAND_DEBUG");
if (debug)
wl_debug = 1;
display = malloc(sizeof *display);
if (display == NULL)
return NULL;
memset(display, 0, sizeof *display);
display->fd = fd;
wl_map_init(&display->objects);
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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wl_event_queue_init(&display->queue);
wl_map_insert_new(&display->objects, WL_MAP_CLIENT_SIDE, NULL);
display->proxy.object.interface = &wl_display_interface;
display->proxy.object.id =
wl_map_insert_new(&display->objects,
WL_MAP_CLIENT_SIDE, display);
display->proxy.display = display;
display->proxy.object.implementation = (void(**)(void)) &display_listener;
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display->proxy.user_data = 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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display->proxy.queue = &display->queue;
display->connection = wl_connection_create(display->fd);
if (display->connection == NULL) {
wl_map_release(&display->objects);
close(display->fd);
free(display);
return NULL;
}
return display;
}
WL_EXPORT struct wl_display *
wl_display_connect(const char *name)
{
struct wl_display *display;
char *connection, *end;
int flags, fd;
connection = getenv("WAYLAND_SOCKET");
if (connection) {
fd = strtol(connection, &end, 0);
if (*end != '\0')
return NULL;
flags = fcntl(fd, F_GETFD);
if (flags != -1)
fcntl(fd, F_SETFD, flags | FD_CLOEXEC);
unsetenv("WAYLAND_SOCKET");
} else {
fd = connect_to_socket(name);
if (fd < 0)
return NULL;
}
display = wl_display_connect_to_fd(fd);
if (display)
display->close_fd = 1;
return display;
}
WL_EXPORT void
wl_display_disconnect(struct wl_display *display)
{
wl_connection_destroy(display->connection);
wl_map_release(&display->objects);
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
wl_event_queue_release(&display->queue);
if (display->close_fd)
close(display->fd);
free(display);
}
WL_EXPORT int
wl_display_get_fd(struct wl_display *display)
{
return display->fd;
}
static void
sync_callback(void *data, struct wl_callback *callback, uint32_t serial)
{
int *done = data;
*done = 1;
wl_callback_destroy(callback);
}
static const struct wl_callback_listener sync_listener = {
sync_callback
};
WL_EXPORT void
wl_display_roundtrip(struct wl_display *display)
{
struct wl_callback *callback;
int done;
done = 0;
callback = wl_display_sync(display);
wl_callback_add_listener(callback, &sync_listener, &done);
while (!done)
wl_display_dispatch(display);
}
static int
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
create_proxies(struct wl_proxy *sender, struct wl_closure *closure)
{
struct wl_proxy *proxy;
const char *signature;
struct argument_details arg;
uint32_t id;
int i;
int count;
signature = closure->message->signature;
count = arg_count_for_signature(signature) + 2;
for (i = 2; i < count; i++) {
signature = get_next_argument(signature, &arg);
switch (arg.type) {
case 'n':
id = **(uint32_t **) closure->args[i];
if (id == 0) {
*(void **) closure->args[i] = NULL;
break;
}
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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proxy = wl_proxy_create_for_id(sender, id,
closure->message->types[i - 2]);
if (proxy == NULL)
return -1;
*(void **) closure->args[i] = proxy;
break;
default:
break;
}
}
return 0;
}
static int
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
queue_event(struct wl_display *display, int len)
{
uint32_t p[2], id;
int opcode, size;
struct wl_proxy *proxy;
struct wl_closure *closure;
2010-09-01 17:18:33 -04:00
const struct wl_message *message;
wl_connection_copy(display->connection, p, sizeof p);
id = p[0];
opcode = p[1] & 0xffff;
size = p[1] >> 16;
if (len < size)
return 0;
proxy = wl_map_lookup(&display->objects, id);
if (proxy == WL_ZOMBIE_OBJECT) {
wl_connection_consume(display->connection, size);
return size;
} else if (proxy == NULL || proxy->object.implementation == NULL) {
wl_connection_consume(display->connection, size);
return size;
}
message = &proxy->object.interface->events[opcode];
closure = wl_connection_demarshal(display->connection, size,
&display->objects, message);
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
if (closure == NULL || create_proxies(proxy, closure) < 0) {
fprintf(stderr, "Error demarshalling event\n");
abort();
}
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
if (wl_list_empty(&proxy->queue->event_list))
pthread_cond_signal(&proxy->queue->cond);
wl_list_insert(proxy->queue->event_list.prev, &closure->link);
return size;
}
static void
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
dispatch_event(struct wl_display *display, struct wl_event_queue *queue)
{
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
struct wl_closure *closure;
struct wl_proxy *proxy;
uint32_t id;
int opcode, ret;
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
closure = container_of(queue->event_list.next,
struct wl_closure, link);
wl_list_remove(&closure->link);
id = closure->buffer[0];
opcode = closure->buffer[1] & 0xffff;
/* Verify that the receiving object is still valid and look up
* proxies for any arguments. We have to do this just before
* calling the handler, since preceeding events may have
* destroyed either the proxy or the proxy args since the
* event was queued. */
proxy = wl_map_lookup(&display->objects, id);
ret = wl_closure_lookup_objects(closure, &display->objects);
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
pthread_mutex_unlock(&display->mutex);
if (proxy != WL_ZOMBIE_OBJECT && ret == 0) {
if (wl_debug)
wl_closure_print(closure, &proxy->object, false);
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
wl_closure_invoke(closure, &proxy->object,
proxy->object.implementation[opcode],
proxy->user_data);
}
wl_closure_destroy(closure);
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
pthread_mutex_lock(&display->mutex);
}
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
WL_EXPORT int
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
wl_display_dispatch_queue(struct wl_display *display,
struct wl_event_queue *queue)
{
int len, size;
pthread_mutex_lock(&display->mutex);
/* FIXME: Handle flush errors, EAGAIN... */
wl_connection_flush(display->connection);
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
if (wl_list_empty(&queue->event_list) &&
pthread_equal(display->display_thread, pthread_self())) {
len = wl_connection_read(display->connection);
if (len == -1) {
pthread_mutex_unlock(&display->mutex);
return -1;
}
while (len >= 8) {
size = queue_event(display, len);
if (size == 0)
break;
len -= size;
}
} else if (wl_list_empty(&queue->event_list)) {
pthread_cond_wait(&queue->cond, &display->mutex);
}
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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while (!wl_list_empty(&queue->event_list))
dispatch_event(display, queue);
pthread_mutex_unlock(&display->mutex);
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
return 0;
}
WL_EXPORT int
wl_display_dispatch(struct wl_display *display)
{
display->display_thread = pthread_self();
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
return wl_display_dispatch_queue(display, &display->queue);
}
WL_EXPORT int
wl_display_flush(struct wl_display *display)
{
int ret;
pthread_mutex_lock(&display->mutex);
ret = wl_connection_flush(display->connection);
pthread_mutex_unlock(&display->mutex);
return ret;
}
WL_EXPORT void
wl_proxy_set_user_data(struct wl_proxy *proxy, void *user_data)
{
proxy->user_data = user_data;
}
WL_EXPORT void *
wl_proxy_get_user_data(struct wl_proxy *proxy)
{
return proxy->user_data;
}
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WL_EXPORT uint32_t
wl_proxy_get_id(struct wl_proxy *proxy)
{
return proxy->object.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.
2012-10-05 13:49:48 -04:00
WL_EXPORT void
wl_proxy_set_queue(struct wl_proxy *proxy, struct wl_event_queue *queue)
{
proxy->queue = queue;
}
WL_EXPORT void
wl_log_set_handler_client(wl_log_func_t handler)
{
wl_log_handler = handler;
}