wlr_scene: Wrap render_list nodes in struct

We will be able to add more state here
This commit is contained in:
Alexander Orzechowski 2023-03-10 14:28:10 +01:00 committed by Simon Ser
parent 9c2c906518
commit 9613b3bc8a

View file

@ -1394,6 +1394,10 @@ struct render_list_constructor_data {
bool calculate_visibility;
};
struct render_list_entry {
struct wlr_scene_node *node;
};
static bool construct_render_list_iterator(struct wlr_scene_node *node,
int lx, int ly, void *_data) {
struct render_list_constructor_data *data = _data;
@ -1426,11 +1430,15 @@ static bool construct_render_list_iterator(struct wlr_scene_node *node,
pixman_region32_fini(&intersection);
struct wlr_scene_node **entry = wl_array_add(data->render_list,
sizeof(struct wlr_scene_node *));
if (entry) {
*entry = node;
struct render_list_entry *entry = wl_array_add(data->render_list, sizeof(*entry));
if (!entry) {
return false;
}
*entry = (struct render_list_entry){
.node = node,
};
return false;
}
@ -1649,8 +1657,8 @@ bool wlr_scene_output_build_state(struct wlr_scene_output *scene_output,
construct_render_list_iterator, &list_con);
array_realloc(list_con.render_list, list_con.render_list->size);
int list_len = list_con.render_list->size / sizeof(struct wlr_scene_node *);
struct wlr_scene_node **list_data = list_con.render_list->data;
struct render_list_entry *list_data = list_con.render_list->data;
int list_len = list_con.render_list->size / sizeof(*list_data);
bool sent_direct_scanout_feedback = false;
@ -1658,10 +1666,10 @@ bool wlr_scene_output_build_state(struct wlr_scene_output *scene_output,
// directly scanned out
bool scanout = false;
if (list_len == 1) {
struct wlr_scene_node *node = list_data[0];
struct render_list_entry *entry = &list_data[0];
if (node->type == WLR_SCENE_NODE_BUFFER) {
struct wlr_scene_buffer *buffer = wlr_scene_buffer_from_node(node);
if (entry->node->type == WLR_SCENE_NODE_BUFFER) {
struct wlr_scene_buffer *buffer = wlr_scene_buffer_from_node(entry->node);
if (scene_buffer_can_consider_direct_scanout(buffer, state, &render_data)) {
if (buffer->primary_output == scene_output) {
@ -1769,9 +1777,10 @@ bool wlr_scene_output_build_state(struct wlr_scene_output *scene_output,
// never see the background.
if (scene_output->scene->calculate_visibility) {
for (int i = list_len - 1; i >= 0; i--) {
struct wlr_scene_node *node = list_data[i];
struct render_list_entry *entry = &list_data[i];
int x, y;
wlr_scene_node_coords(node, &x, &y);
wlr_scene_node_coords(entry->node, &x, &y);
// We must only cull opaque regions that are visible by the node.
// The node's visibility will have the knowledge of a black rect
@ -1780,8 +1789,8 @@ bool wlr_scene_output_build_state(struct wlr_scene_output *scene_output,
// rendering in that black rect region, consider the node's visibility.
pixman_region32_t opaque;
pixman_region32_init(&opaque);
scene_node_opaque_region(node, x, y, &opaque);
pixman_region32_intersect(&opaque, &opaque, &node->visible);
scene_node_opaque_region(entry->node, x, y, &opaque);
pixman_region32_intersect(&opaque, &opaque, &entry->node->visible);
pixman_region32_translate(&opaque, -scene_output->x, -scene_output->y);
wlr_region_scale(&opaque, &opaque, render_data.scale);
@ -1807,11 +1816,11 @@ bool wlr_scene_output_build_state(struct wlr_scene_output *scene_output,
pixman_region32_fini(&background);
for (int i = list_len - 1; i >= 0; i--) {
struct wlr_scene_node *node = list_data[i];
scene_node_render(node, &render_data);
struct render_list_entry *entry = &list_data[i];
scene_node_render(entry->node, &render_data);
if (node->type == WLR_SCENE_NODE_BUFFER) {
struct wlr_scene_buffer *buffer = wlr_scene_buffer_from_node(node);
if (entry->node->type == WLR_SCENE_NODE_BUFFER) {
struct wlr_scene_buffer *buffer = wlr_scene_buffer_from_node(entry->node);
if (buffer->primary_output == scene_output && !sent_direct_scanout_feedback) {
struct wlr_linux_dmabuf_feedback_v1_init_options options = {