Commit 43b59786 errantly claimed that paint_node_damage_below() needed to
damage all planes because it's used when moving paint nodes between
planes.
This is wrong because the destination plane will receive damage correctly
from paint_node_update_late() when the node's visible region is added to
its damage.
Leave the rest of that commit's changes, but make it once again only
damage the plane the node is currently on.
The problem this caused is easily seen by turning on triangle fan debug
and moving the mouse. Extra damage is generated beneath the cursor plane.
Fixes 43b59786
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
Let backends declare the presentation clocks they can use with a
new bitfield weston_backend::supported_presentation_clocks and set
presentation clock after loading the backend in the compositor.
Make weston_compositor_set_presentation_clock() internal and replace
weston_compositor_set_presentation_clock_software() with an exported
weston_compositor_backends_loaded(), which is called by the compositor
after the backend is loaded.
In the future, this can be extended to determine the subset of clocks
supported by all backends.
Signed-off-by: Philipp Zabel <p.zabel@pengutronix.de>
Whenever a view is moved, we should schedule a repaint for the outputs
the view is on. This avoids users having to do it by hand every time
they change something. There is no change in determinism of behaviour
(e.g. 'I can reconfigure views as often as I like and it won't take
effect until I schedule a repaint' isn't true, because output repaints
might happen for reasons outside your control).
Signed-off-by: Daniel Stone <daniels@collabora.com>
This list walk is broken, the intent was to walk the tail of the list
starting from the currently held node - but that is not what happens.
Instead, walk the list backwards and stop a the held node.
Also, paint_node_damage_below() is used when moving paint nodes between
planes, and in these cases we definitely don't want to limit damage to
the current plane.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
Currently this isn't calculated properly, and results in clipping away
important damage when a client moves from a non-primary plane to the
primary plane.
Instead of trying to fix it, let's just throw it away.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
When flush_damage() is called, the output to be repainted next is
already known. Pass it along into the renderer, which can make use
of this information:
The GL renderer can get a better idea which SHM surface textures
actually have to be updated, in case a surface can be put on a plane
on one output, but not another.
A future Vulkan renderer could record texture uploads into an output
specific command buffer.
Signed-off-by: Philipp Zabel <philipp.zabel@gmail.com>
The ensure_single_mode() helper replaces an output's single mode.
Extract it into libweston so it can be reused by the VNC backend,
and rename it to weston_output_set_single_mode().
At the same time, set the the previously missing
WL_OUTPUT_MODE_CURRENT flag on the new mode.
Fixes#758
Signed-off-by: Philipp Zabel <p.zabel@pengutronix.de>
We can now have overlapping outputs, so we can remove the checks that
protected us against this previously.
We may want to consider adding checks for discontinuities in the future
though, so leave a brief comment where the checks used to be.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
The primary_plane is currently shared amongst all outputs, and is the last
barrier to having overlapping outputs.
Split it up and make it per output instead.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
The color-metadata-errors test inits outputs with a NULL compositor, and
makes a compositor that's entirely 0s except for the bits it's interested
in.
This makes a mess in a future where the primary_plane is split up per
output, as initializing the primary plane tries to add it to the
compositor's plane_list.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
Remove plane->damage and instead accumulate damage on paint
nodes.
This is a step towards allowing multiple overlapping outputs.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
Tracking the view's plane in the paint node in this way is a step towards
inflicting plane damage from paint node update during the output repaint,
instead of manually doing weston_view_damage_below().
We remove view->plane entirely and do all access through pnodes.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
We used to do this through a byzantine path involving the view's plane
transitioning from NULL to primary - but that doesn't work very well
when we want to track the plane in the paint node, because the paint
node will never have a NULL plane state.
This can be removed later when we track damage on paint nodes.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
Now that we have visibility for views, we can clip that to an output
and store it in paint nodes.
This requires us to split the paint_node_update() function into two,
one for things that need to be done before assign_planes() and
one for after.
This will eventually be useful for tracking damage with paint nodes,
as we'll need to damage a paint node's entire visible area for
some operations.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
This is kind of confusing, as the visibility calculation is just a side
effect of the damage accumulation.
At the expense of walking the paint node list another time, make this
a separate function.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
Later, we'll want to use the visible region for damage tracking in
paint_nodes. For now, we can use it in the renderers where they've been
calculating it independently to draw paint nodes.
We still can't remove view->clip entirely, because
weston_view_damage_below() may be called before the first render of
a view, when its visible region hasn't been calculated yet. The
clip is empty at that point, which allows weston_view_damage_below()
to "work".
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
This is when they need to be up to date. And it makes it so that
view_ensure_paint_node() only does what the function name indicates.
Also, later when we tie damage tracking to paint nodes it will make
more sense to update them just in time for the output being repainted.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
In the future we'd like to have multiple overlapping outputs.
weston_output_damage() currently adds damage to the output's coordinates
on the primary plane. This plane is shared between all outputs, so it
would result in damaging more than the intended output.
Eventually, plane damage will go away and be replaced by paint node damage,
and damaging the entire output would involve adding damage to a list of
paint nodes.
Instead, use a flag to indicate the output must be fully redrawn, and add
the damage during the repaint loop.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
Right now every backend clears output damage from the primary plane when
it repaints. Instead of having this same operation spread across all
the backends, just do it in the core instead.
In the future, we want to remove damage tracking from the primary plane
entirely, and this is a small step in that direction.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
We've just made this impossible, so we can now clean up all the TODO
locations.
I've only turned some of them into assert()s, because they're all mostly
in the same place.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
In the future when we track damage with paint nodes we have a problem when
a paint node is moved off of its output - it immediately stops being
present, so we don't generate damage for the move that placed it off
screen.
We don't want paint nodes to exist when their view isn't on their output
anyway, so let's cull these nodes at the point where we assign outputs to
views.
In the damage-from-paint-nodes future, this will let us properly post
damage when the paint node is destroyed.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
Paint nodes should only exist when they're visible.
In the future where we want to track damage with paint nodes we need
this to be enforced, or damage won't properly be tracked when a
paint node is hidden from us but continues to exist.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
We want an output's z_order_list to only contain paint nodes for that
output, but until now we've been pretty careless about this.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
Now that we deterministically create views for subsurfaces, we don't
need to stash them away into unused_views to dynamically create and free
them at repaint time.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Now we create subsurface views both when linking to the parent
subsurface, and when creating new views for the parent surface, we no
longer need to magically materialise new views when building the view
list.
Signed-off-by: Daniel Stone <daniels@collabora.com>
When we're linking a subsurface to its parent for the first time,
materialise new views for every view the parent has.
Signed-off-by: Daniel Stone <daniels@collabora.com>
When we're destroying a parent view, also destroy any of its children
which are subsurface views that we've created automatically in the core.
Signed-off-by: Daniel Stone <daniels@collabora.com>
If a view is in the view list when it's being destroyed, we need to
rebuild the view list. However, doing so is currently very hairy as
views are created and destroyed at will ... including when rebuilding
the view list.
In preparation for creating and destroying subsurface views at the time
of the action rather than later at repaint time, pull out the immediate
view-list rebuild and simply mark the view list as needing a full
rebuild.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Most of the time when we're changing things about views, we don't need
to throw away the view list and rebuild it from scratch. The only times
when we need to do this are when views have been added to or removed
from the scene graph, or have been restacked within it.
Signed-off-by: Daniel Stone <daniels@collabora.com>
weston_view_geometry_dirty_internal() can be used by internal callers to
mark a view's internal geometry as dirty, without signaling the need for
a full rebuild of the view list.
This is a transitional step towards eliminating
weston_view_geometry_dirty() from public API. Up until recently, the
view-manipulation API has been that users should manually manipulate
lists of transforms, layers, and other internal members, then call
weston_view_geometry_dirty() as well as manually provoking damage.
Now that we have helper functions to handle view manipulation, they
still need to mark the view geometry as being dirty. However, most of
them do not need to invoke a full rebuild of the view_list, which is
only required when views are added or removed from the scene graph, or
restacked.
weston_view_geometry_dirty() will assume that everything has changed
before eventually being ushered out of existence.
Signed-off-by: Daniel Stone <daniels@collabora.com>
There's no need to go through and rebuild the subsurface list every
time. In addition to being unnecessary work, it complicates things like
damage tracking.
Track a new surface dirty status indicating that the subsurface tree has
changed in some way, and only rebuild subsurface stacking when this has
occurred.
Signed-off-by: Daniel Stone <daniels@collabora.com>
When we're committing anything, return the collected status of what
we've just made live, including any changes resulting from subsurfaces
having changed.
Signed-off-by: Daniel Stone <daniels@collabora.com>
weston_view_geometry_dirty() marks the passed-in view as dirty, as well
as all of its children.
weston_view_update_transform() updates the geometry of its ancestors,
then itself.
Users are required (for now) to call weston_view_update_transform() in
order to not experience a disappointing amount of death-by-assert.
Users do not have a pointer to child views which are magically
materialised by the subsurface code.
The end result is disappointing. But it is less disappointing if
updating the transform for a view the user is actually aware exists,
also updates the transform for all its children.
Signed-off-by: Daniel Stone <daniels@collabora.com>
When the destroy signal is fired, child views will disassociate
themselves from the parent. This means that we can no longer see what
the child views are - and that recursive unmapping does not work.
Make sure that views are fully unmapped before anything else happens in
destroy, so we can recursively unmap child views.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Per the wl_subsurface spec:
A sub-surface becomes mapped, when a non-NULL wl_buffer is applied
and the parent surface is mapped. The order of which one happens
first is irrelevant. A sub-surface is hidden if the parent becomes
hidden, or if a NULL wl_buffer is applied. These rules apply
recursively through the tree of surfaces.
[...]
If the parent wl_surface object is destroyed, the sub-surface is
unmapped.
The terminology is kind of loose. My reading of this is that we should
'unmap' (hide from display, remove from input/focus consideration, etc)
a subsurface immediately when a parent is destroyed.
However, if the child surface is then paired with another parent which
is itself mapped, then the child surface should immediately be mapped,
because it has a non-NULL buffer already applied, and the parent surface
is mapped.
By marking the surface as 'unmapped' on parent destroy, we were removing
it from the scene graph, but also I think breaking the rules on mapping
by requiring another commit when it was reassociated with another,
already mapped, surface.
Removing the explicit surface unmap leaves the surface in the 'mapped'
state, but without any views, which I believe has the intended effect.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Quoth the spec:
A sub-surface becomes mapped, when a non-NULL wl_buffer is applied
and the parent surface is mapped. The order of which one happens
first is irrelevant. A sub-surface is hidden if the parent becomes
hidden, or if a NULL wl_buffer is applied. These rules apply
recursively through the tree of surfaces.
We currently apply this rule through reconstructing the view_list at
repaint time, materialising new views and garbage-collecting unwanted
views as appropriate. Since this can be a costly operation, it's best if
we move this closer to the source.
This makes the core recursively unmap any child views when the parent is
unmapped. Future commits will do the same for mapping new views.
Signed-off-by: Daniel Stone <daniels@collabora.com>
View transform parents can be set by anyone. parent_view, on the other
hand, is only set for subsurfaces.
Signed-off-by: Daniel Stone <daniels@collabora.com>
This is heading towards being able to materialise subsurface views
closer to the source. weston_view_create() - being used only by
window-management code - will ultimately create all required subsurface
views as well. The internal variant will be used by this and also by the
subsurface code as required.
Signed-off-by: Daniel Stone <daniels@collabora.com>
This indicates that more than just the content changing, the form of the
buffer has changed in a way which may not be like-for-like to the
previous buffer but require significant reinterpretation. Examples
include the format, opacity, colour state, etc.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Both wl_surface.damage and wl_surface.damage_buffer explicitly refer to
the 'pending buffer'. wl_surface.attach states that there is no pending
buffer after the commit is processed, so it follows that a commit which
includes damage but no attach will not process any damage.
Change surface-commit processing to ignore all damage unless a buffer
was attached in the same commit cycle.
(Thanks to @pH5 for his spec analysis which I've just paraphrased here.)
Signed-off-by: Daniel Stone <daniels@collabora.com>
Instead of having a bool for whether or not a buffer has been attached
in this commit cycle, use a status bitmask.
Signed-off-by: Daniel Stone <daniels@collabora.com>
The only time we need to go through recalculating the surface size is
when either the buffer dimensions or the surface transforms have
changed. Now that we have dirty flags, use them to avoid a calculation
where required.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Instead of passing an output to weston_compositor_build_view_list(),
have it set up all the output z_order_lists at once.
This is a preamble for MR !1285 which wants to maintain a compositor
wide dirty bit for the view list.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
Moves the output specific stuff into one place, after the view_list is
already properly set up.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
If backend initialization fails, weston_compositor_shutdown() is called
twice, once right away in weston_compositor_load_backend(), and once in
weston_compositor_destroy().
Remove the first and fix a segfault when trying to weston_plane_remove()
the primary plane a second time.
Fixes: 90c11cf40e ("libweston: move weston_compositor_shutdown call out of backends")
Signed-off-by: Philipp Zabel <p.zabel@pengutronix.de>
If we want to support multiple backends, the compositor must take care
to call this once, at the appropriate moment, so stop letting the
backends handle compositor shutdown themselves.
Move the weston_compositor_shutdown() calls from the backend::destroy
callbacks into weston_compositor_destroy() and the calls in the backend
creation error paths into weston_compositor_load_backend().
Signed-off-by: Philipp Zabel <p.zabel@pengutronix.de>
Add a weston_backend::shutdown callback to split out the part of
weston_backend::destroy that needs to be done before compositor
shutdown.
Signed-off-by: Philipp Zabel <p.zabel@pengutronix.de>
Preserve the same order as desktop-shell for handling view (un)mapping,
so we can move these into a shared helper. These should have no
functional effect but provide a helpful bisect point.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Prefer outputs that are not powered off when assigning a surface to an
output. If a surface covers the same area on two outputs, prefer the
one with the higher refresh rate.
Signed-off-by: Philipp Zabel <p.zabel@pengutronix.de>
attach needs to consider the viewport as well, so it makes more sense
for attach to consistently access the weston_surface_state, rather than
part from the surface and part from a function argument.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Pull the buffer-size calculation in when we attach a new buffer. This
will be able to save us from doing the calculation at all in some cases.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Rebuilding regions can be an expensive operation, and we're adding more
of them. This means we need to be clever about when we actually do them.
Only dirty the paint nodes when the transform or buffer size has
actually changed, not on every commit.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Akin to the paint_node_status we already have, start also tracking a
surface dirty status. This will allow us to minimise the updates we need
to make.
Currently this is only collected, with no functional change made.
Signed-off-by: Daniel Stone <daniels@collabora.com>
Until now we've only had the unadorned arithmetic functions, but they're
easy to abuse and tedious to use.
For now, we just add weston_coord_global_add/sub functions and use them
where appropriate.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
This is stored as an unadorned weston_coord internally, but with getter
functions we can put together the appropriate global or surface
coordinate.
Use them where appropriate.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
When an output is moved, all views that are not moving with it should
cause damage where they appear in it before and after the move, and all
prior damage should move with the output.
To avoid this complexity, just damage the full output after the move.
Signed-off-by: Philipp Zabel <p.zabel@pengutronix.de>
Consolidates the 'Using GL/Pixman renderer' message emitted by the
PipeWire, RDP, VNC, and X11 backends by moving the weston_log() into
weston_compositor_init_renderer(). Only print the message after
initializing the renderer has succeeded.
This effectively adds the message to the DRM, headless, and Wayland
backends.
Signed-off-by: Philipp Zabel <p.zabel@pengutronix.de>
Add a separate PipeWire backend based on the PipeWire plugin. The backend
requires PipeWire 0.3.x.
The PipeWire backend can be used as a standalone-backend backend for streaming
and composing Wayland clients to PipeWire.
The backend supports the on-demand creation of heads via the
weston_pipewire_output_api_v1. It also supports per-output pixel format
configuration via a gbm-format option.
Multiple PipeWire outputs can be created by setting the num-outputs option in
the [pipewire] section.
Co-authored-by: Michael Tretter <m.tretter@pengutronix.de>
Signed-off-by: Philipp Zabel <p.zabel@pengutronix.de>
Signed-off-by: Michael Tretter <m.tretter@pengutronix.de>
Rather than setting the initial power state when adding
it (using weston_compositor_add_output), do that at the initilization
stage.
Reason being that the compositor can set up the output from the start as
FORCED_OFF, before enabling the output, rather than enabling the output
and then turning off the power of the output.
Signed-off-by: marius vlad <marius.vlad@collabora.com>
Rather than damaging the output before the output has been added with
weston_compositor_add_output, do that afterwards as to avoid scheduling
a repaint for that output *before* actually adding the output.
This would avoid the awkward case where we attempt to set initial power
state to normal, but we can't apply it at that stage.
Signed-off-by: marius vlad <marius.vlad@collabora.com>
Based on patches from:
Peter Hutterer <peter.hutterer@who-t.net>
Lyude Paul <thatslyude@gmail.com>
Bastian Farkas <bfarkas@de.adit-jv.com>
Signed-off-by: Michael Olbrich <m.olbrich@pengutronix.de>
The tablet is given a separate cursor. Most tablet interaction is an absolute
interaction and shouldn't need a cursor at all, but usually the cursor is used
to indicate the type of virtual tool currently assigned.
Based on patches from
Peter Hutterer <peter.hutterer@who-t.net>
Lyude Paul <thatslyude@gmail.com>
Bastian Farkas <bfarkas@de.adit-jv.com>
Maniraj Devadoss <Maniraj.Devadoss@in.bosch.com>
Signed-off-by: Michael Olbrich <m.olbrich@pengutronix.de>
Introduces three new structs, weston_tablet and weston_tablet_tool for the
respective devices, with the respective information as it's used on the protocol.
And weston_tablet_tool_id to track the tools of a tablet.
Note that tools are independent of tablets, many tools can be used across
multiple tablets.
The nesting on the protocol level requires a global tablet manager, a tablet
seat nested into weston_seat. The list of tablets and tools are also part of
the weston_seat.
Most functions are stubs except for the actual tablet and tablet tool
creation and removal.
This is based on patches from Peter Hutterer <peter.hutterer@who-t.net> and
Bastian Farkas <bfarkas@de.adit-jv.com>.
Signed-off-by: Michael Olbrich <m.olbrich@pengutronix.de>
This prevents to trigger an assert within
weston_view_set_rel_position(), introduced with commit 'libweston: Split
weston_view_set_position() into rel and abs variants', which is hit when
a subsurface attempts to commit without having a parent surface set.
Fixes: #730
Signed-off-by: Marius Vlad <marius.vlad@collabora.com>
Reported-by: Colin Kinloch <collin.kinloch@collabora.com>
With some displays connect, disconnect, connect events can happen is a very
short amount of time. When this happens, the output global may already be
destroyed when a client tries to bind it. As a result, the client is
disconnected with a protocol error. See [1] for more details on the general
problem.
To mitigate this problem call wl_global_remove() first and call
wl_global_destroy() several seconds later. This is inspired by the
implementation for the same problem in wlroots.
[1] https://gitlab.freedesktop.org/wayland/wayland/-/issues/10
Signed-off-by: Michael Olbrich <m.olbrich@pengutronix.de>
Since the logic of pointer constraints assumes a valid view throughout, add a
signal to disable constraints when its current view is unmapped by Weston.
The assumption that a previously unmapped view is valid already leads to the
constraints code crashing. This can happen when attaching a NULL buffer to the
surface and commiting, which effectively unmaps the view with the side effect of
clearing the surface's input region, which is then assumed valid inside
maybe_warp_confined_pointer().
Fixes: #721
Signed-off-by: Sergio Gómez <sergio.g.delreal@gmail.com>
This is a flag used to track whether the position has changed, not
whether the position is set.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
I also snuck in a trivial change to drag_surface_configure at the same
time to avoid yet another micro patch.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
In IVI, there are several displays connected to a SoC. These displays
are just driven by differential pairs (LVDS, FPD-Link, GMSL) and powered
centrally. To reduce power comsumption when user inactivity timeout
happended on the display, there is a need to cut down pixel clock from
SoC. Then, if any input events happend on the display, it should become
active again.
Currently, controlling the compositor outputs doesn't happen independently
but rather globally, and outputs repaints are based on the compositor state
This is necessary to have an API that can force the power state of an
output to off via DPMS mode while all other compositor outputs remain
unaffected.
Signed-off-by: Rajendraprasad K J <KarammelJayakumar.Rajendraprasad@in.bosch.com>
Signed-off-by: Vinh Nguyen Trong <Vinh.NguyenTrong@vn.bosch.com>
Convert the bare x,y coordinates into struct weston_coord and update all
users.
We keep the surface position in wl_fixed_t for now so it still exactly
matches the position most recently sent to clients.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
When a view is destroyed then the views of subsurfaces remain until the view
list is rebuilt for the next repaint.
During that time view->parent_view contains an invalid pointer and weston will
crash when it tries to access the view.
This happens for a surface with subsurfaces with views on two different outputs
with the ivi-shell:
When the surface is destroyed then the destroy handler of the ivi-shell
(shell_handle_surface_destroy()) may be called first. It will (indirectly)
destroy the view of the main surface with weston_view_destroy().
Next the surface destroy handler of the subsurfaces
(subsurface_handle_parent_destroy() is called. It will unmap the first view of
the subsurface. Here weston_surface_assign_output() is called which tries to
find the output of the second view and accesses the now invalid
view->parent_view in the process.
There are probably other ways to trigger similar crashes.
To avoid this, clear view->parent_view when the parent view is destroyed.
Fixes 0669d4de4f ("libweston: Skip views without a layer assignment in
output_mask calculations")
Signed-off-by: Michael Olbrich <m.olbrich@pengutronix.de>
If the wl_surface resource has version 5 or newer, we should always
ignore the offset parameters in wl_surface.attach.
Signed-off-by: Jonas Ådahl <jadahl@gmail.com>
This creates a global coordinate from a device coordinate.
Replace it with weston_coord_global_from_output_point() which
does the same thing and returns a weston_coord_global.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>