scene: add primary output to wlr_scene_surface

This allows compositors to avoid sending multiple frame done events
to a surface that is rendered on multiple outputs at once. This may
also be used in the same way for presentation feedback.
This commit is contained in:
Isaac Freund 2021-12-11 12:25:53 +01:00 committed by Simon Ser
parent 0215dffba5
commit fb1f613510
2 changed files with 19 additions and 2 deletions

View file

@ -74,6 +74,14 @@ struct wlr_scene_surface {
struct wlr_scene_node node; struct wlr_scene_node node;
struct wlr_surface *surface; struct wlr_surface *surface;
/**
* The output that the largest area of this surface is displayed on.
* This may be NULL if the surface is not currently displayed on any
* outputs. This is the output that should be used for frame callbacks,
* presentation feedback, etc.
*/
struct wlr_output *primary_output;
// private state // private state
int prev_width, prev_height; int prev_width, prev_height;

View file

@ -175,6 +175,9 @@ static void scene_surface_update_outputs(
.height = scene_surface->surface->current.height, .height = scene_surface->surface->current.height,
}; };
int largest_overlap = 0;
scene_surface->primary_output = NULL;
struct wlr_scene_output *scene_output; struct wlr_scene_output *scene_output;
wl_list_for_each(scene_output, &scene->outputs, link) { wl_list_for_each(scene_output, &scene->outputs, link) {
struct wlr_box output_box = { struct wlr_box output_box = {
@ -184,10 +187,16 @@ static void scene_surface_update_outputs(
wlr_output_effective_resolution(scene_output->output, wlr_output_effective_resolution(scene_output->output,
&output_box.width, &output_box.height); &output_box.width, &output_box.height);
// These enter/leave functions are a noop if the event has already been
// sent for the given output.
struct wlr_box intersection; struct wlr_box intersection;
if (wlr_box_intersection(&intersection, &surface_box, &output_box)) { if (wlr_box_intersection(&intersection, &surface_box, &output_box)) {
int overlap = intersection.width * intersection.height;
if (overlap > largest_overlap) {
largest_overlap = overlap;
scene_surface->primary_output = scene_output->output;
}
// These enter/leave functions are a noop if the event has already been
// sent for the given output.
wlr_surface_send_enter(scene_surface->surface, scene_output->output); wlr_surface_send_enter(scene_surface->surface, scene_output->output);
} else { } else {
wlr_surface_send_leave(scene_surface->surface, scene_output->output); wlr_surface_send_leave(scene_surface->surface, scene_output->output);