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.
This commit is contained in:
Alexander Orzechowski 2022-07-03 12:20:41 -04:00
parent fdfdd01a79
commit 5dc1d4671d
2 changed files with 17 additions and 16 deletions

View file

@ -93,7 +93,6 @@ struct wlr_scene {
struct wl_listener presentation_destroy;
enum wlr_scene_debug_damage_option debug_damage_option;
struct wl_list damage_highlight_regions;
};
/** A scene-graph node displaying a single surface. */
@ -178,6 +177,8 @@ struct wlr_scene_output {
struct wl_listener output_mode;
struct wl_listener output_damage;
struct wl_listener output_needs_frame;
struct wl_list damage_highlight_regions;
};
/** A layer shell scene helper */

View file

@ -74,12 +74,6 @@ struct highlight_region {
struct wl_list link;
};
static void highlight_region_destroy(struct highlight_region *damage) {
wl_list_remove(&damage->link);
pixman_region32_fini(&damage->region);
free(damage);
}
void wlr_scene_node_destroy(struct wlr_scene_node *node) {
if (node == NULL) {
return;
@ -119,11 +113,6 @@ void wlr_scene_node_destroy(struct wlr_scene_node *node) {
wlr_scene_output_destroy(scene_output);
}
struct highlight_region *damage, *tmp_damage;
wl_list_for_each_safe(damage, tmp_damage, &scene->damage_highlight_regions, link) {
highlight_region_destroy(damage);
}
wl_list_remove(&scene->presentation_destroy.link);
} else {
assert(node->parent);
@ -158,7 +147,6 @@ struct wlr_scene *wlr_scene_create(void) {
wl_list_init(&scene->outputs);
wl_list_init(&scene->presentation_destroy.link);
wl_list_init(&scene->damage_highlight_regions);
char *debug_damage = getenv("WLR_SCENE_DEBUG_DAMAGE");
if (debug_damage) {
@ -1028,6 +1016,7 @@ struct wlr_scene_output *wlr_scene_output_create(struct wlr_scene *scene,
wlr_addon_init(&scene_output->addon, &output->addons, scene, &output_addon_impl);
wlr_damage_ring_init(&scene_output->damage_ring);
wl_list_init(&scene_output->damage_highlight_regions);
int prev_output_index = -1;
struct wl_list *prev_output_link = &scene->outputs;
@ -1065,6 +1054,12 @@ struct wlr_scene_output *wlr_scene_output_create(struct wlr_scene *scene,
return scene_output;
}
static void highlight_region_destroy(struct highlight_region *damage) {
wl_list_remove(&damage->link);
pixman_region32_fini(&damage->region);
free(damage);
}
void wlr_scene_output_destroy(struct wlr_scene_output *scene_output) {
if (scene_output == NULL) {
return;
@ -1074,6 +1069,11 @@ void wlr_scene_output_destroy(struct wlr_scene_output *scene_output) {
scene_node_update_outputs(&scene_output->scene->tree.node, scene_output);
struct highlight_region *damage, *tmp_damage;
wl_list_for_each_safe(damage, tmp_damage, &scene_output->damage_highlight_regions, link) {
highlight_region_destroy(damage);
}
wlr_addon_finish(&scene_output->addon);
wlr_damage_ring_finish(&scene_output->damage_ring);
wl_list_remove(&scene_output->link);
@ -1219,7 +1219,7 @@ bool wlr_scene_output_commit(struct wlr_scene_output *scene_output) {
struct timespec now;
if (debug_damage == WLR_SCENE_DEBUG_DAMAGE_HIGHLIGHT) {
struct wl_list *regions = &scene_output->scene->damage_highlight_regions;
struct wl_list *regions = &scene_output->damage_highlight_regions;
clock_gettime(CLOCK_MONOTONIC, &now);
// add the current frame's damage if there is damage
@ -1292,7 +1292,7 @@ bool wlr_scene_output_commit(struct wlr_scene_output *scene_output) {
if (debug_damage == WLR_SCENE_DEBUG_DAMAGE_HIGHLIGHT) {
struct highlight_region *damage;
wl_list_for_each(damage, &scene_output->scene->damage_highlight_regions, link) {
wl_list_for_each(damage, &scene_output->damage_highlight_regions, link) {
struct timespec time_diff;
timespec_sub(&time_diff, &now, &damage->when);
int64_t time_diff_ms = timespec_to_msec(&time_diff);
@ -1340,7 +1340,7 @@ bool wlr_scene_output_commit(struct wlr_scene_output *scene_output) {
}
if (debug_damage == WLR_SCENE_DEBUG_DAMAGE_HIGHLIGHT &&
!wl_list_empty(&scene_output->scene->damage_highlight_regions)) {
!wl_list_empty(&scene_output->damage_highlight_regions)) {
wlr_output_schedule_frame(scene_output->output);
}