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wlr_scene: Rework render_list
The render_list will now contain every node in the scene. Also, the render list will contain specific render_list_entry elements. These will store metadata such as visibility of the node.
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39be67df46
commit
f9798fadf9
1 changed files with 93 additions and 59 deletions
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@ -1363,66 +1363,81 @@ void wlr_scene_output_set_position(struct wlr_scene_output *scene_output,
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scene_output_update_geometry(scene_output);
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}
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static bool scene_node_invisible(struct wlr_scene_node *node) {
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struct render_list_entry {
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struct wlr_scene_node *node;
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bool visible;
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};
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static bool scene_construct_render_list(struct wlr_scene_node *node,
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struct wl_array *render_list, struct wlr_box *box, bool calculate_visibility,
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bool enabled) {
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enabled = enabled && node->enabled;
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if (node->type == WLR_SCENE_NODE_TREE) {
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struct wlr_scene_tree *scene_tree = scene_tree_from_node(node);
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struct wlr_scene_node *child;
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wl_list_for_each_reverse(child, &scene_tree->children, link) {
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if (!scene_construct_render_list(child, render_list, box,
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calculate_visibility, enabled)) {
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return false;
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}
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}
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return true;
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} else if (node->type == WLR_SCENE_NODE_RECT) {
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}
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struct render_list_entry *entry = wl_array_add(render_list, sizeof(*entry));
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if (!entry) {
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return false;
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}
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memset(entry, 0, sizeof(*entry));
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entry->node = node;
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if (!enabled) {
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return true;
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}
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if (node->type == WLR_SCENE_NODE_RECT) {
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struct wlr_scene_rect *rect = scene_rect_from_node(node);
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return rect->color[3] == 0.f;
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if (rect->color[3] == 0.f) {
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return true;
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}
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} else if (node->type == WLR_SCENE_NODE_BUFFER) {
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struct wlr_scene_buffer *buffer = wlr_scene_buffer_from_node(node);
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return buffer->buffer == NULL;
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}
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return false;
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}
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struct render_list_constructor_data {
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struct wlr_box box;
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struct wl_array *render_list;
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bool calculate_visibility;
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};
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static bool construct_render_list_iterator(struct wlr_scene_node *node,
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int lx, int ly, void *_data) {
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struct render_list_constructor_data *data = _data;
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if (scene_node_invisible(node)) {
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return false;
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if (!buffer->buffer) {
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return true;
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}
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}
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// while rendering, the background should always be black.
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// If we see a black rect, we can ignore rendering everything under the rect
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// and even the rect itself.
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if (node->type == WLR_SCENE_NODE_RECT && data->calculate_visibility) {
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if (node->type == WLR_SCENE_NODE_RECT && calculate_visibility) {
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struct wlr_scene_rect *rect = scene_rect_from_node(node);
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float *black = (float[4]){ 0.f, 0.f, 0.f, 1.f };
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if (memcmp(rect->color, black, sizeof(float) * 4) == 0) {
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return false;
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return true;
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}
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}
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pixman_region32_t intersection;
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pixman_region32_init(&intersection);
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pixman_region32_intersect_rect(&intersection, &node->visible,
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data->box.x, data->box.y,
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data->box.width, data->box.height);
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box->x, box->y, box->width, box->height);
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if (!pixman_region32_not_empty(&intersection)) {
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pixman_region32_fini(&intersection);
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return false;
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return true;
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}
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pixman_region32_fini(&intersection);
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struct wlr_scene_node **entry = wl_array_add(data->render_list,
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sizeof(struct wlr_scene_node *));
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if (entry) {
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*entry = node;
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}
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return false;
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entry->visible = true;
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return true;
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}
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static void get_frame_damage(struct wlr_scene_output *scene_output, pixman_region32_t *frame_damage) {
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@ -1569,29 +1584,40 @@ bool wlr_scene_output_commit(struct wlr_scene_output *scene_output) {
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return true;
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}
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struct render_list_constructor_data list_con = {
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.box = { .x = scene_output->x, .y = scene_output->y },
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.render_list = &scene_output->render_list,
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.calculate_visibility = scene_output->scene->calculate_visibility,
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};
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wlr_output_effective_resolution(output,
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&list_con.box.width, &list_con.box.height);
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struct wl_array *render_list = &scene_output->render_list;
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render_list->size = 0;
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list_con.render_list->size = 0;
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scene_nodes_in_box(&scene_output->scene->tree.node, &list_con.box,
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construct_render_list_iterator, &list_con);
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array_realloc(list_con.render_list, list_con.render_list->size);
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struct wlr_box box = { .x = scene_output->x, .y = scene_output->y };
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wlr_output_effective_resolution(output, &box.width, &box.height);
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if (!scene_construct_render_list(&scene_output->scene->tree.node, render_list,
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&box, scene_output->scene->calculate_visibility, true)) {
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return false;
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}
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array_realloc(render_list, render_list->size);
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int list_len = list_con.render_list->size / sizeof(struct wlr_scene_node *);
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struct wlr_scene_node **list_data = list_con.render_list->data;
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struct render_list_entry *list_data = render_list->data;
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int list_len = render_list->size / sizeof(*list_data);
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struct render_list_entry *scanout = NULL;
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int render_count = 0;
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bool sent_direct_scanout_feedback = false;
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for (int i = list_len - 1; i >= 0; i--) {
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struct render_list_entry *entry = &list_data[i];
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if (!entry->visible) {
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continue;
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}
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scanout = entry;
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render_count++;
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}
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// if there is only one thing to render let's see if that thing can be
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// directly scanned out
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bool scanout = false;
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if (list_len == 1) {
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struct wlr_scene_node *node = list_data[0];
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bool really_scanout = false;;
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if (render_count == 1) {
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struct wlr_scene_node *node = scanout->node;
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if (node->type == WLR_SCENE_NODE_BUFFER) {
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struct wlr_scene_buffer *buffer = wlr_scene_buffer_from_node(node);
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@ -1607,12 +1633,12 @@ bool wlr_scene_output_commit(struct wlr_scene_output *scene_output) {
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sent_direct_scanout_feedback = true;
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}
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scanout = scene_buffer_try_direct_scanout(buffer, scene_output);
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really_scanout = scene_buffer_try_direct_scanout(buffer, scene_output);
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}
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}
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}
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if (scene_output->prev_scanout != scanout) {
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if (scene_output->prev_scanout != !!scanout) {
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scene_output->prev_scanout = scanout;
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wlr_log(WLR_DEBUG, "Direct scan-out %s",
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scanout ? "enabled" : "disabled");
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@ -1622,7 +1648,7 @@ bool wlr_scene_output_commit(struct wlr_scene_output *scene_output) {
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}
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}
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if (scanout) {
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if (really_scanout) {
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return true;
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}
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@ -1696,9 +1722,13 @@ bool wlr_scene_output_commit(struct wlr_scene_output *scene_output) {
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float output_scale = scene_output->output->scale;
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for (int i = list_len - 1; i >= 0; i--) {
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struct wlr_scene_node *node = list_data[i];
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struct render_list_entry *entry = &list_data[i];
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if (!entry->visible) {
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continue;
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}
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int x, y;
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wlr_scene_node_coords(node, &x, &y);
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wlr_scene_node_coords(entry->node, &x, &y);
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// We must only cull opaque regions that are visible by the node.
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// The node's visibility will have the knowledge of a black rect
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@ -1707,8 +1737,8 @@ bool wlr_scene_output_commit(struct wlr_scene_output *scene_output) {
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// rendering in that black rect region, consider the node's visibility.
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pixman_region32_t opaque;
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pixman_region32_init(&opaque);
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scene_node_opaque_region(node, x, y, &opaque);
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pixman_region32_intersect(&opaque, &opaque, &node->visible);
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scene_node_opaque_region(entry->node, x, y, &opaque);
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pixman_region32_intersect(&opaque, &opaque, &entry->node->visible);
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pixman_region32_translate(&opaque, -scene_output->x, -scene_output->y);
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wlr_region_scale(&opaque, &opaque, output_scale);
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@ -1734,11 +1764,15 @@ bool wlr_scene_output_commit(struct wlr_scene_output *scene_output) {
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pixman_region32_fini(&background);
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for (int i = list_len - 1; i >= 0; i--) {
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struct wlr_scene_node *node = list_data[i];
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scene_node_render(node, scene_output, &damage);
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struct render_list_entry *entry = &list_data[i];
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if (!entry->visible) {
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continue;
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}
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if (node->type == WLR_SCENE_NODE_BUFFER) {
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struct wlr_scene_buffer *buffer = wlr_scene_buffer_from_node(node);
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scene_node_render(entry->node, scene_output, &damage);
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if (entry->node->type == WLR_SCENE_NODE_BUFFER) {
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struct wlr_scene_buffer *buffer = wlr_scene_buffer_from_node(entry->node);
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if (buffer->primary_output == scene_output && !sent_direct_scanout_feedback) {
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struct wlr_linux_dmabuf_feedback_v1_init_options options = {
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