Commit graph

127 commits

Author SHA1 Message Date
Kirill Primak
5477ad7d90 scene: fix output damage expansion condition
Now, it is checked whether an output pixel corresponds to an integer
number of buffer pixels; if it doesn't, the region is altered to take
this into account.
2022-11-28 23:54:29 +00:00
Simon Ser
35a0d9c85d scene: set output damage during direct scan-out
This allows the backend to have access to the frame damage, as
reported by the scanned-out client. Some KMS drivers can make use
of it (e.g. for PSR, or optimized USB transfers in the GUD driver),
and the Wayland/X11 backends forward it to the parent compositor.
2022-11-26 10:06:56 +01:00
Simon Ser
ce089498cc scene: use wlr_output_state for direct scanout
Avoids polluting wlr_output.pending with temporary state. Removes
the need to call wlr_output_rollback() in error codepaths.
2022-11-26 09:52:49 +01:00
Kirill Primak
060df4c6c0 scene: introduce wlr_scene_buffer.events.outputs_update
This event is useful for e.g. sending the preferred buffer scale to the
client.
2022-11-24 22:28:13 +00:00
Simon Ser
48541d2f2e scene: check wlr_renderer_begin return value 2022-11-15 15:50:19 +00:00
Simon Ser
258bf9be1e compositor: drop wlr_surface.{sx,sy}
The concept of a persistent accumulated surface offset is wrong
from a protocol point-of-view. wl_surface.offset is tied to a
commit, its interpretation depends on the surface role.

For example, with the following sequence:

    wl_surface@1.offset(1, 1)
    wl_surface@1.commit()
    wl_pointer@2.set_cursor(wl_surface@1, 42, 42)

The final cursor hotspot is (42, 42): the commit which happened
before the set_cursor request has no impact on the hotspot
computation.

The wlr_output_cursor logic already uses wlr_surface.current.{dx,dy}.
wlr_scene's drag icon doesn't, update it accordingly.
2022-11-15 13:41:09 +00:00
Alexander Orzechowski
c8a5dfcc87 wlr_scene: Add drag icon helper 2022-11-14 15:44:43 +00:00
Simon Ser
2b22a10478 scene: constify region APIs 2022-11-11 23:11:17 +00:00
Alexander Orzechowski
c58ad0f171 wlr_scene: Remove duplicate buffer check when submitting a new buffer
wlr_buffer allows mutation during its lifetime. This happens for
wlr_client_buffer which fixes damage tracking issues.
2022-11-11 15:37:22 +00:00
Alexander Orzechowski
ea40ba4f6a wlr_scene: Fix texture reuse
Add private interface to ignore a buffer that's locking a client_buffer
for damage tracking. This should eventually be replaced by wlr_raster.
2022-11-11 00:08:04 +00:00
Simon Ser
440d7fa072 scene: destroy addons before cleaning up internal state
This allows addons to access wlr_scene_node/wlr_scene_surface
fields to clean up themselves.
2022-11-08 16:47:59 +00:00
Simon Ser
24c149fefb scene: fix whitespace 2022-11-08 16:47:59 +00:00
Kirill Primak
123a08b448 scene: fix output damage expansion
This fixes e.g. `weston-simple-damage --use-viewport` which technically
renders at the buffer scale of 0.5.
2022-11-08 06:37:42 +00:00
Kirill Primak
92e3c5b798 scene: fix buffer source box transforming 2022-11-05 14:44:57 +03:00
Alexander Orzechowski
c2d2773df5 wlr_scene: Handle fractional scaling better
Try to alleviate scaling inaccuracies by implementing a fudge factor.
2022-10-22 19:13:21 +00:00
Alexander Orzechowski
c07424411a wlr_scene: Destroy the texture when setting a new buffer.
Fixes: https://github.com/labwc/labwc/issues/587
Fixes: f0e31e806f (wlr_scene: Fix not updating the scene node when setting a new buffer)
2022-10-14 20:11:28 +00:00
Alexander Orzechowski
5ba6cf517b wlr_scene: use wl_container_of() instead of casts 2022-10-13 16:36:05 +00:00
Alexander Orzechowski
99f55303aa wlr_scene: Apply source box translation 2022-10-10 08:09:55 +00:00
Alexander Orzechowski
ceff381747 wlr_scene: Ignore disabled outputs 2022-10-10 08:09:55 +00:00
Alexander Orzechowski
f0e31e806f wlr_scene: Fix not updating the scene node when setting a new buffer
If a new buffer is set for a buffer node, we must update the entire
node unconditionally if the buffer size changes, or the buffer is given
a buffer where it was previously NULL.

While we're here, let's avoid calling scene_node_update on just damage
updates. If the caller hasn't given us a damage region we just assume
the whole buffer.
2022-10-10 08:09:55 +00:00
Alexander Orzechowski
dd9cfd3e2f wlr_scene: Be resilient against overflow conditions
If the area calculations for output overlap overflow a signed int, we
may not consider it to be a primary output. Turn this into an unsigned
type so this happens less frequently.
Additionally, it is possible the overflow would produce 0, we can handle
this by simply changing the comparison to more than or equal.

While we're here, let's assert that we always assign a primary output
if there are any intersecting outputs.
2022-10-10 08:09:55 +00:00
Alexander Orzechowski
2e06ff5688 wlr_scene: Clarify surface commit frame events 2022-09-05 08:24:50 +00:00
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