Commit graph

105 commits

Author SHA1 Message Date
Alexander Orzechowski
35d94d779c wlr_scene: Consider screen position when culling background 2022-09-03 18:42:17 -04:00
Alexander Orzechowski
78cf39b6bd wlr_scene: Don't leak a region32 when texture failed to upload 2022-08-29 16:19:30 +00:00
Alexander Orzechowski
fe9e193ab5 wlr_scene: More sanity checking
The render list should neither contain scene trees or null buffers.
2022-08-29 16:19:30 +00:00
Alexander Orzechowski
fa7d2cb8d6 wlr_scene: Only consider visible parts of the node when culling background
Originally, I thought that we could safely subtract opaque regions
from the background even if the black rect optimization was kicking in.
This is wrong because a scene node that isn't fully occluded will still
appear in the render list even if its partially under a black rect. We
need to make sure that while culling the background, we only consider
opaque regions that are also visible. This will fix the black rect
optimization with the background.
2022-08-26 19:07:52 -04:00
yiqiang
6a11256cd0 scene/wlr_scene:fix judgment of invisible node 2022-08-26 22:19:22 +00:00
Alexander Orzechowski
d3cb6b73a2 wlr_scene: Initialize region32 before trying to use it 2022-08-22 14:46:41 -04:00
Alexander Orzechowski
8bd7170fd9 Use env helpers 2022-08-22 10:18:52 -04:00
Alexander Orzechowski
e7477c7114 wlr_scene: Improve awkward code style 2022-08-22 10:18:00 -04:00
Alexander Orzechowski
9bba4284e4 wlr_scene: Cull background
We don't need to worry about the black rect optimization here (that
always assumes that there will be a black background) because the
background is culled based on the render list. That means if a black rect
is removed, the visibility will reach all the way to the bottom forcing
the renderer to clear the area not breaking the assumption.
2022-08-22 10:17:59 -04:00
Alexander Orzechowski
6d1b8b376d wlr_scene: Only enable black rect optimization if culling is enabled
If culling is not enabled, there is no longer any guarantee that the
elements behind the rect won't be rendered. We must render the black rect
in all circumstances to cover up anything rendered.

This fixes the WLR_SCENE_DISABLE_VISIBILTY option.
2022-08-19 16:18:46 -04:00
Alexander Orzechowski
4d4f823263 wlr_scene: Simplify calculate_visibilty option 2022-08-19 16:18:11 -04:00
Kenny Levinsen
7c575922c0 wlr_scene: Convert render_list to wl_array
This simplifies some of the growth logic, but uses array_realloc to shrink the
array if needed.
2022-08-19 19:38:33 +02:00
Alexander Orzechowski
ef4baea0e2 Use wl_signal_emit_mutable 2022-08-18 07:16:16 -04:00
yiqiang
3621c14b82 wlr_scene: fix color value when filtering black boxes
Signed-off-by: yiqiang <yiqiang@kylinos.cn>
2022-08-16 10:52:03 +08:00
Alexander Orzechowski
bea4bd43e3 wlr_scene: Use wlr_box_equal 2022-08-15 07:37:09 -04:00
Alexander Orzechowski
bcf7a79357 wlr_scene: Use wlr_fbox_equals 2022-08-15 06:14:59 -04:00
Alexander Orzechowski
919e67da7d wlr_scene: Account for occlusion by other scene nodes when calculating visibility 2022-08-14 02:38:51 -04:00
Alexander Orzechowski
ce57485e6a wlr_scene: Calculate output intersections based on node visibility
This has a few benefits one of them crucial for proper operation:
 - The primary output will be based on the largest area that is actually
 visible to the user. Presentation and frame done events are based on
 this state. This is important to do since we cull frame done events.
 If we happen to be in a situation where a surface sits mostly on output
 A and some on output B but is completely obstructed by for instance a
 fullscreen surface on output A we will erroneously send frame_done
 events based on output A. If we base things as they are in reality
 (visibility) the primary output will instead be output B and things will
 work properly.
 - The primary output will be NULL if the surface is completely hidden.
 Due to quirks with wayland, on a surface commit, frame done events are
 required to be sent. Therefore, a new frame will be submitted for rendering
 on the primary output. We can improve adaptive sync on completely hidden
 but enabled surfaces if we null out the primary output in this state.
 - The client will be more likely to choose better metadata to use
 for rendering to an output's optimal rendering characteristics.
2022-08-14 02:38:51 -04:00
Alexander Orzechowski
342830e99c wlr_scene/surface: Hook through opaque metadata 2022-08-14 02:38:50 -04:00
Alexander Orzechowski
18417026be wlr_scene: Introduce buffer opaque region metadata 2022-08-14 02:38:50 -04:00
Alexander Orzechowski
0a9a941ba3 wlr_scene: Rewrite direct scan out logic to rely on visibility
Also make the regular rendering logic use the introduced
render list.
2022-08-14 02:38:50 -04:00
Alexander Orzechowski
14f4cfffba wlr_scene: Don't render non visible parts of textures/rects
We can also get rid of the intersection checks in the rendering functions
because we are guaranteed to already be in the node do to the prior
intersection checking of the node visibility.
2022-08-14 02:38:50 -04:00
Alexander Orzechowski
d16d341381 wlr_scene: Only send frame done events for visible buffers 2022-08-14 02:38:50 -04:00
Alexander Orzechowski
6d62300324 wlr_scene_set_buffer_with_damage: Only damage the visible parts of the node 2022-08-14 02:38:50 -04:00
Alexander Orzechowski
c6246272fd wlr_scene: Rework damage handling
Simplify damage handling by using our cached visibility state.
Damaging can happen in one step because since we can use the old visibility
state which represent what portions of the screen the scene node was. This
way we can damage everything in one step after the fact.
2022-08-14 02:38:50 -04:00
Alexander Orzechowski
028606512d wlr_scene: Add per scene node visibility 2022-08-14 01:39:20 -04:00
Alexander Orzechowski
f411ca040e wlr_scene: Damage scene on node destroy by disabling node
This removes one trivial call of scene_node_damage_whole. It's easier
to disable the node later than it is to do the damage dance later.
2022-08-14 01:39:20 -04:00
Alexander Orzechowski
7f17774d18 wlr_scene: Introduce scene_nodes_in_box
Will query the scene for all nodes that appear in the given wlr_box.
The nodes will be sent to the iterator from closest to farthest from the
eye.

Refactor wlr_scene_node_at to use this new function.
2022-08-14 01:39:20 -04:00
Alexander Orzechowski
f72aeacd6e wlr_scene: Add option to disable direct scanout
Closes: #3405
Supersedes: !3562

Co-authored-by: Xiao YaoBing <xiaoyaobing@qq.com>
2022-08-08 00:40:21 -04:00
Kenny Levinsen
3baf2a6bcf scene/layer_shell: Ignore unmapped exclusion zone
Only the exclusion zone for mapped layer shell surfaces should be respected. In
particular, a layer shell surface that was mapped with an exclusion zone but is
now unmapped should not adjust the usable area.

Closes: https://gitlab.freedesktop.org/wlroots/wlroots/-/issues/3471
2022-08-06 00:23:44 +02:00
Alexander Orzechowski
5dc1d4671d 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.
2022-07-03 12:21:52 -04:00
Alexander Orzechowski
fdfdd01a79 wlr_scene: Use direct assignment for damage indicator timestamps 2022-07-03 12:21:39 -04:00
Kirill Primak
694b8c6683 scene: add missing output damage listener
This is necessary to handle damage coming from the backend and software
cursors.
2022-06-29 21:19:38 +03:00
Kirill Primak
97f0347780 scene: switch to wlr_damage_ring 2022-06-29 18:54:27 +03:00
Johan Malm
d57d2e0e36 scene/layer_shell_v1.c: fix bug in width/height calculations
...in wlr_scene_layer_surface_v1_configure()

Reproduce bug with waybar by setting `"margin": 5,`
in ~/.config/waybar/config. It will result in the right edge of the panel
extending outside the edge of the output.

The bug can also be reproduced with gtk-layer-demo by anchoring
left/right/top/bottom and setting respective margins

Relates-to: https://github.com/labwc/labwc/issues/382
2022-06-08 20:13:55 +00:00
Consolatis
0173275f7e scene/output_layout: Fix crash in scene_output_layout_output_destroy
Closes: #3448
2022-06-07 20:58:41 +02:00
Alexander Orzechowski
cc5a02e75d wlr_scene_buffer: Update primary_output on output destroy 2022-06-02 10:33:04 -04:00
Alexander Orzechowski
4772eec93d wlr_scene_buffer: Call output enter/leave after primary_output calculation 2022-06-02 10:33:04 -04:00
Kirill Primak
1284f85da4 scene/output-layout: add initial outputs 2022-06-01 09:49:25 +00:00
Kirill Primak
0c2eed533e scene/output-layout: improve ownership logic
This commit ensures that outputs that weren't created by the output
layout helper aren't destroyed on the output layout change.

Consider the following piece of logic:

// struct wlr_output *o1, *o2;
// struct wlr_scene *scene;
// struct wlr_output_layout *layout;
wlr_scene_attach_output_layout(scene, layout);
wlr_output_layout_add_auto(layout, o1);
struct wlr_scene_output *so2 = wlr_scene_output_create(scene, o2);
wlr_output_layout_move(layout, o1, 100, 200);
// so2 is invalid now
2022-06-01 09:49:25 +00:00
Kirill Primak
d3bc17d5d1 scene: add wlr_scene_output.events.destroy 2022-06-01 09:49:25 +00:00
Alexander Orzechowski
71f8a48d38 wlr_scene: Move children list from wlr_scene_node to wlr_scene_tree 2022-05-31 09:14:28 +00:00
Alexander Orzechowski
cb2dbc327e wlr_scene: Inline wlr_scene_node_state
This seems like nothing interesting was done with this. Let's simplify
and allow us some flexibility in the future.
2022-05-31 09:14:28 +00:00
Alexander Orzechowski
ccd0f85c2a wlr_scene: Only allow parenting on a wlr_scene_tree 2022-05-31 09:14:28 +00:00
Alexander Orzechowski
9eb71146ae wlr_scene: Refactor wlr_scene (the root element) to encase a wlr_scene_tree
Co-authored-by: Isaac Freund <mail@isaacfreund.com>
2022-05-31 09:14:28 +00:00
Consolatis
98c5f58a38 wlr_scene: Fix scaling with default source_box
Default to texture instead of destination_box geometry.
2022-05-30 16:17:31 +00:00
Kirill Primak
6f1fce9cb4 xdg-popup: use current/pending state pattern 2022-05-27 13:31:30 +00:00
Alexander Orzechowski
41124592dd wlr_scene: Hook up HIGHLIGHT logic
This will display red translucent rectangles on the screen regions that
have been damaged. These rectangles will fade out over the span of 250
msecs. If the area is damaged again while the region is fading out,
the timer is reset.

Let's also disable direct scan out when this option is enabled, or else
we won't be able to render the highlight damage regions.
2022-05-23 15:58:49 -04:00
Alexander Orzechowski
b6fc882782 wlr_scene: Hook up RERENDER logic 2022-05-23 15:43:18 -04:00
Alexander Orzechowski
17f5414b1a wlr_scene: Parse out WLR_SCENE_DEBUG_DAMAGE 2022-05-23 15:43:18 -04:00