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scene: filter frame_done primary output in surface handler
This lets the surface handler decide which output to send frame callbacks from. The output_sample event already works this way. Introduce wlr_scene_surface_send_frame_done() as a replacement for wlr_scene_buffer_send_frame_done() when a compositor doesn't have an output at hand.
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8713ac72fb
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51d051497d
3 changed files with 32 additions and 10 deletions
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@ -76,9 +76,19 @@ static void handle_scene_buffer_frame_done(
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struct wl_listener *listener, void *data) {
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struct wlr_scene_surface *surface =
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wl_container_of(listener, surface, frame_done);
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struct timespec *now = data;
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struct wlr_scene_frame_done_event *event = data;
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if (surface->buffer->primary_output != event->output) {
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return;
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}
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wlr_surface_send_frame_done(surface->surface, now);
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wlr_surface_send_frame_done(surface->surface, &event->when);
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}
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void wlr_scene_surface_send_frame_done(struct wlr_scene_surface *scene_surface,
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const struct timespec *when) {
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if (!pixman_region32_empty(&scene_surface->buffer->node.visible)) {
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wlr_surface_send_frame_done(scene_surface->surface, when);
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}
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}
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static void scene_surface_handle_surface_destroy(
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@ -1072,9 +1072,9 @@ void wlr_scene_buffer_set_transform(struct wlr_scene_buffer *scene_buffer,
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}
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void wlr_scene_buffer_send_frame_done(struct wlr_scene_buffer *scene_buffer,
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struct timespec *now) {
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struct wlr_scene_frame_done_event *event) {
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if (!pixman_region32_empty(&scene_buffer->node.visible)) {
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wl_signal_emit_mutable(&scene_buffer->events.frame_done, now);
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wl_signal_emit_mutable(&scene_buffer->events.frame_done, event);
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}
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}
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@ -2376,10 +2376,11 @@ static void scene_node_send_frame_done(struct wlr_scene_node *node,
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if (node->type == WLR_SCENE_NODE_BUFFER) {
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struct wlr_scene_buffer *scene_buffer =
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wlr_scene_buffer_from_node(node);
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if (scene_buffer->primary_output == scene_output) {
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wlr_scene_buffer_send_frame_done(scene_buffer, now);
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}
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struct wlr_scene_frame_done_event event = {
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.output = scene_output,
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.when = *now,
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};
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wlr_scene_buffer_send_frame_done(scene_buffer, &event);
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} else if (node->type == WLR_SCENE_NODE_TREE) {
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struct wlr_scene_tree *scene_tree = wlr_scene_tree_from_node(node);
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struct wlr_scene_node *child;
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