compositor-drm: fix z-order inversion in plane assignment
As discussed in the following thread: https://lists.freedesktop.org/archives/wayland-devel/2017-August/034755.html the existing plane assignment in the DRM backend is vulnerable to accidental masking of the intended fullscreen surface. This change adds a simple stateful memory to the plane assignment algorithm to prevent that. Reviewed-by: Daniel Stone <daniels@collabora.com>
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@ -1869,6 +1869,7 @@ drm_assign_planes(struct weston_output *output_base, void *repaint_data)
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struct weston_view *ev, *next;
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pixman_region32_t overlap, surface_overlap;
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struct weston_plane *primary, *next_plane;
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bool picked_scanout = false;
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/*
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* Find a surface for each sprite in the output using some heuristics:
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@ -1915,14 +1916,23 @@ drm_assign_planes(struct weston_output *output_base, void *repaint_data)
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&ev->transform.boundingbox);
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next_plane = NULL;
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if (pixman_region32_not_empty(&surface_overlap))
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if (pixman_region32_not_empty(&surface_overlap) || picked_scanout)
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next_plane = primary;
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if (next_plane == NULL)
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next_plane = drm_output_prepare_cursor_view(output, ev);
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if (next_plane == NULL)
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/* If a higher-stacked view already got assigned to scanout, it's incorrect to
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* assign a subsequent (lower-stacked) view to scanout.
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*/
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if (next_plane == NULL) {
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next_plane = drm_output_prepare_scanout_view(output, ev);
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if (next_plane)
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picked_scanout = true;
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}
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if (next_plane == NULL)
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next_plane = drm_output_prepare_overlay_view(output, ev);
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if (next_plane == NULL)
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next_plane = primary;
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