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	scene: iterate nodes instead of surfaces when rendering
This will allow us to create node types which are rendered but not surface-based, such as a solid color or image.
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					 2 changed files with 49 additions and 18 deletions
				
			
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					@ -67,6 +67,9 @@ struct wlr_scene_surface {
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	struct wl_listener surface_destroy;
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						struct wl_listener surface_destroy;
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};
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					};
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					typedef void (*wlr_scene_node_iterator_func_t)(struct wlr_scene_node *node,
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						int sx, int sy, void *data);
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/**
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					/**
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 * Immediately destroy the scene-graph node.
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					 * Immediately destroy the scene-graph node.
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 */
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					 */
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					@ -270,12 +270,20 @@ struct render_data {
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	pixman_region32_t *damage;
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						pixman_region32_t *damage;
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};
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					};
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static void render_surface_iterator(struct wlr_surface *surface,
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					static void render_node_iterator(struct wlr_scene_node *node,
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		int x, int y, void *_data) {
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							int x, int y, void *_data) {
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	struct render_data *data = _data;
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						struct render_data *data = _data;
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	struct wlr_output *output = data->output;
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						struct wlr_output *output = data->output;
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	pixman_region32_t *output_damage = data->damage;
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						pixman_region32_t *output_damage = data->damage;
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						switch (node->type) {
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						case WLR_SCENE_NODE_ROOT:;
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							/* Root node has nothing to render itself */
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							break;
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						case WLR_SCENE_NODE_SURFACE:;
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							struct wlr_scene_surface *scene_surface = scene_surface_from_node(node);
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							struct wlr_surface *surface = scene_surface->surface;
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		struct wlr_texture *texture = wlr_surface_get_texture(surface);
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							struct wlr_texture *texture = wlr_surface_get_texture(surface);
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		if (texture == NULL) {
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							if (texture == NULL) {
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			return;
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								return;
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					@ -296,6 +304,26 @@ static void render_surface_iterator(struct wlr_surface *surface,
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			output->transform_matrix);
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								output->transform_matrix);
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		render_texture(output, output_damage, texture, &box, matrix);
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							render_texture(output, output_damage, texture, &box, matrix);
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							break;
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						}
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					}
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					static void scene_node_for_each_node(struct wlr_scene_node *node,
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							int lx, int ly, wlr_scene_node_iterator_func_t user_iterator,
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							void *user_data) {
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						if (!node->state.enabled) {
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							return;
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						}
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						lx += node->state.x;
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						ly += node->state.y;
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						user_iterator(node, lx, ly, user_data);
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						struct wlr_scene_node *child;
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						wl_list_for_each(child, &node->state.children, state.link) {
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							scene_node_for_each_node(child, lx, ly, user_iterator, user_data);
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						}
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}
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					}
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void wlr_scene_render_output(struct wlr_scene *scene, struct wlr_output *output,
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					void wlr_scene_render_output(struct wlr_scene *scene, struct wlr_output *output,
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					@ -315,8 +343,8 @@ void wlr_scene_render_output(struct wlr_scene *scene, struct wlr_output *output,
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			.output = output,
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								.output = output,
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			.damage = damage,
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								.damage = damage,
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		};
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							};
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		scene_node_for_each_surface(&scene->node, lx, ly,
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							scene_node_for_each_node(&scene->node, lx, ly,
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			render_surface_iterator, &data);
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								render_node_iterator, &data);
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		wlr_renderer_scissor(renderer, NULL);
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							wlr_renderer_scissor(renderer, NULL);
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	}
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						}
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