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https://github.com/hyprwm/wlroots-hyprland.git
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wlr_scene: Maintain damage highlight regions per output
The logic doesn't support handling multiple outputs so let's not break the assumption and handle damages per output much like how damage_ring is done.
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parent
fdfdd01a79
commit
5dc1d4671d
2 changed files with 17 additions and 16 deletions
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@ -93,7 +93,6 @@ struct wlr_scene {
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struct wl_listener presentation_destroy;
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enum wlr_scene_debug_damage_option debug_damage_option;
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struct wl_list damage_highlight_regions;
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};
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/** A scene-graph node displaying a single surface. */
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@ -178,6 +177,8 @@ struct wlr_scene_output {
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struct wl_listener output_mode;
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struct wl_listener output_damage;
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struct wl_listener output_needs_frame;
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struct wl_list damage_highlight_regions;
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};
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/** A layer shell scene helper */
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@ -74,12 +74,6 @@ struct highlight_region {
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struct wl_list link;
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};
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static void highlight_region_destroy(struct highlight_region *damage) {
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wl_list_remove(&damage->link);
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pixman_region32_fini(&damage->region);
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free(damage);
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}
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void wlr_scene_node_destroy(struct wlr_scene_node *node) {
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if (node == NULL) {
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return;
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@ -119,11 +113,6 @@ void wlr_scene_node_destroy(struct wlr_scene_node *node) {
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wlr_scene_output_destroy(scene_output);
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}
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struct highlight_region *damage, *tmp_damage;
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wl_list_for_each_safe(damage, tmp_damage, &scene->damage_highlight_regions, link) {
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highlight_region_destroy(damage);
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}
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wl_list_remove(&scene->presentation_destroy.link);
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} else {
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assert(node->parent);
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@ -158,7 +147,6 @@ struct wlr_scene *wlr_scene_create(void) {
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wl_list_init(&scene->outputs);
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wl_list_init(&scene->presentation_destroy.link);
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wl_list_init(&scene->damage_highlight_regions);
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char *debug_damage = getenv("WLR_SCENE_DEBUG_DAMAGE");
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if (debug_damage) {
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@ -1028,6 +1016,7 @@ struct wlr_scene_output *wlr_scene_output_create(struct wlr_scene *scene,
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wlr_addon_init(&scene_output->addon, &output->addons, scene, &output_addon_impl);
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wlr_damage_ring_init(&scene_output->damage_ring);
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wl_list_init(&scene_output->damage_highlight_regions);
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int prev_output_index = -1;
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struct wl_list *prev_output_link = &scene->outputs;
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@ -1065,6 +1054,12 @@ struct wlr_scene_output *wlr_scene_output_create(struct wlr_scene *scene,
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return scene_output;
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}
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static void highlight_region_destroy(struct highlight_region *damage) {
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wl_list_remove(&damage->link);
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pixman_region32_fini(&damage->region);
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free(damage);
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}
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void wlr_scene_output_destroy(struct wlr_scene_output *scene_output) {
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if (scene_output == NULL) {
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return;
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@ -1074,6 +1069,11 @@ void wlr_scene_output_destroy(struct wlr_scene_output *scene_output) {
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scene_node_update_outputs(&scene_output->scene->tree.node, scene_output);
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struct highlight_region *damage, *tmp_damage;
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wl_list_for_each_safe(damage, tmp_damage, &scene_output->damage_highlight_regions, link) {
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highlight_region_destroy(damage);
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}
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wlr_addon_finish(&scene_output->addon);
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wlr_damage_ring_finish(&scene_output->damage_ring);
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wl_list_remove(&scene_output->link);
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@ -1219,7 +1219,7 @@ bool wlr_scene_output_commit(struct wlr_scene_output *scene_output) {
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struct timespec now;
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if (debug_damage == WLR_SCENE_DEBUG_DAMAGE_HIGHLIGHT) {
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struct wl_list *regions = &scene_output->scene->damage_highlight_regions;
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struct wl_list *regions = &scene_output->damage_highlight_regions;
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clock_gettime(CLOCK_MONOTONIC, &now);
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// add the current frame's damage if there is damage
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@ -1292,7 +1292,7 @@ bool wlr_scene_output_commit(struct wlr_scene_output *scene_output) {
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if (debug_damage == WLR_SCENE_DEBUG_DAMAGE_HIGHLIGHT) {
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struct highlight_region *damage;
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wl_list_for_each(damage, &scene_output->scene->damage_highlight_regions, link) {
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wl_list_for_each(damage, &scene_output->damage_highlight_regions, link) {
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struct timespec time_diff;
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timespec_sub(&time_diff, &now, &damage->when);
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int64_t time_diff_ms = timespec_to_msec(&time_diff);
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@ -1340,7 +1340,7 @@ bool wlr_scene_output_commit(struct wlr_scene_output *scene_output) {
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}
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if (debug_damage == WLR_SCENE_DEBUG_DAMAGE_HIGHLIGHT &&
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!wl_list_empty(&scene_output->scene->damage_highlight_regions)) {
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!wl_list_empty(&scene_output->damage_highlight_regions)) {
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wlr_output_schedule_frame(scene_output->output);
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}
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