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wlr_scene: Make wlr_scene_render_output private
This function sidesteps damage tracking and output awareness on buffers/surfaces. This function isn't a great fit for the API. Let's also inline the function and simplify it.
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933ff0e60c
commit
7e383c6a6a
2 changed files with 9 additions and 35 deletions
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@ -225,14 +225,6 @@ struct wlr_scene_node *wlr_scene_node_at(struct wlr_scene_node *node,
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* Create a new scene-graph.
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*/
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struct wlr_scene *wlr_scene_create(void);
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/**
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* Manually render the scene-graph on an output. The compositor needs to call
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* wlr_renderer_begin before and wlr_renderer_end after calling this function.
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* Damage is given in output-buffer-local coordinates and can be set to NULL to
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* disable damage tracking.
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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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int lx, int ly, pixman_region32_t *damage);
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/**
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* Handle presentation feedback for all surfaces in the scene, assuming that
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* scene outputs and the scene rendering functions are used.
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@ -945,31 +945,6 @@ static void scene_node_for_each_node(struct wlr_scene_node *node,
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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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int lx, int ly, pixman_region32_t *damage) {
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pixman_region32_t full_region;
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pixman_region32_init_rect(&full_region, 0, 0, output->width, output->height);
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if (damage == NULL) {
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damage = &full_region;
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}
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struct wlr_renderer *renderer = output->renderer;
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assert(renderer);
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if (output->enabled && pixman_region32_not_empty(damage)) {
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struct render_data data = {
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.output = output,
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.damage = damage,
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.presentation = scene->presentation,
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};
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scene_node_for_each_node(&scene->node, -lx, -ly,
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render_node_iterator, &data);
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wlr_renderer_scissor(renderer, NULL);
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}
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pixman_region32_fini(&full_region);
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}
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static void scene_handle_presentation_destroy(struct wl_listener *listener,
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void *data) {
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struct wlr_scene *scene =
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@ -1254,8 +1229,15 @@ bool wlr_scene_output_commit(struct wlr_scene_output *scene_output) {
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wlr_renderer_clear(renderer, (float[4]){ 0.0, 0.0, 0.0, 1.0 });
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}
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wlr_scene_render_output(scene_output->scene, output,
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scene_output->x, scene_output->y, &damage);
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struct render_data data = {
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.output = output,
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.damage = &damage,
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.presentation = scene_output->scene->presentation,
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};
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scene_node_for_each_node(&scene_output->scene->node,
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-scene_output->x, -scene_output->y,
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render_node_iterator, &data);
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wlr_renderer_scissor(renderer, NULL);
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wlr_output_render_software_cursors(output, &damage);
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wlr_renderer_end(renderer);
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