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tinywl: Use wlr_output_manager
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parent
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commit
5a72ea9ac1
1 changed files with 14 additions and 28 deletions
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@ -8,13 +8,13 @@
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#include <wayland-server-core.h>
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#include <wlr/backend.h>
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#include <wlr/render/allocator.h>
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#include <wlr/render/wlr_renderer.h>
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#include <wlr/types/wlr_cursor.h>
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#include <wlr/types/wlr_compositor.h>
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#include <wlr/types/wlr_data_device.h>
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#include <wlr/types/wlr_input_device.h>
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#include <wlr/types/wlr_keyboard.h>
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#include <wlr/types/wlr_output.h>
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#include <wlr/types/wlr_output_manager.h>
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#include <wlr/types/wlr_output_layout.h>
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#include <wlr/types/wlr_pointer.h>
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#include <wlr/types/wlr_scene.h>
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@ -35,8 +35,7 @@ enum tinywl_cursor_mode {
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struct tinywl_server {
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struct wl_display *wl_display;
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struct wlr_backend *backend;
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struct wlr_renderer *renderer;
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struct wlr_allocator *allocator;
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struct wlr_output_manager output_manager;
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struct wlr_scene *scene;
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struct wlr_scene_output_layout *scene_layout;
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@ -599,9 +598,10 @@ static void server_new_output(struct wl_listener *listener, void *data) {
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wl_container_of(listener, server, new_output);
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struct wlr_output *wlr_output = data;
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/* Configures the output created by the backend to use our allocator
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* and our renderer. Must be done once, before commiting the output */
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wlr_output_init_render(wlr_output, server->allocator, server->renderer);
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/* Configures the output created by the backend using the output manager
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* to allocate a renderer and a allocator for us. Must be done once,
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* before commiting the output */
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wlr_output_manager_init_output(&server->output_manager, wlr_output);
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/* The output may be disabled, switch it on. */
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struct wlr_output_state state;
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@ -910,28 +910,16 @@ int main(int argc, char *argv[]) {
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return 1;
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}
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/* Autocreates a renderer, either Pixman, GLES2 or Vulkan for us. The user
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* can also specify a renderer using the WLR_RENDERER env var.
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* The renderer is responsible for defining the various pixel formats it
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* supports for shared memory, this configures that for clients. */
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server.renderer = wlr_renderer_autocreate(server.backend);
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if (server.renderer == NULL) {
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wlr_log(WLR_ERROR, "failed to create wlr_renderer");
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/* This is a helper that will automatically create renderers and allocators
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* for each output. This serves as the bridge between the output and the
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* backend for rendering.
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*/
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if (!wlr_output_manager_init(&server.output_manager, server.backend)) {
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wlr_log(WLR_ERROR, "failed to create wlr_output_manager");
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return 1;
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}
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wlr_renderer_init_wl_display(server.renderer, server.wl_display);
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/* Autocreates an allocator for us.
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* The allocator is the bridge between the renderer and the backend. It
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* handles the buffer creation, allowing wlroots to render onto the
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* screen */
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server.allocator = wlr_allocator_autocreate(server.backend,
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server.renderer);
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if (server.allocator == NULL) {
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wlr_log(WLR_ERROR, "failed to create wlr_allocator");
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return 1;
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}
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wlr_output_manager_init_wl_display(&server.output_manager, server.wl_display);
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/* This creates some hands-off wlroots interfaces. The compositor is
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* necessary for clients to allocate surfaces, the subcompositor allows to
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@ -1063,10 +1051,8 @@ int main(int argc, char *argv[]) {
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wl_display_destroy_clients(server.wl_display);
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wlr_scene_node_destroy(&server.scene->tree.node);
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wlr_xcursor_manager_destroy(server.cursor_mgr);
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wlr_cursor_destroy(server.cursor);
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wlr_allocator_destroy(server.allocator);
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wlr_renderer_destroy(server.renderer);
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wlr_backend_destroy(server.backend);
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wlr_output_manager_finish(&server.output_manager);
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wl_display_destroy(server.wl_display);
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return 0;
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}
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