Transform a menu popup the same as its parent surface.
The parent's transformation is snapshotted at the popup map() time, and
does not follow further parent motion.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
Computing the real maximal opaque screen aligned rectangle of a
transformed surface is hard. Let's drop the opaque optimisation
instead.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
When a transformed (rotated) surface is continuously resized from its
top-left corner, its location will drift. This is due to accumulating
rounding errors in transforming an offset from surface-local to global
coordinates in surface_attach().
Diminish the drift down to unobservable level by changing the
weston_surface global position from integer to float.
The offset transformation is now done without rounding. To preserve the
precision, wl_shell::configure() interface must use floats, and so does
weston_surface_configure(), too.
The con of this patch is that it adds inconsistency to the surface
position coordinates: sometimes they are floats, sometimes integers.
Commit a0d6dc4f26 lost one line of code in
the refactoring, and so did not reset the surface damage on repaint
anymore. This causes damage to only accumulate, leading to a full
display redraw every cycle and hiding damage tracking issues.
Put the damage clear back.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
The uniform location variables should be signed, according to the OpenGL
ES 2 specification. Moreover, GL_NONE, i.e. 0, is not an invalid nor
special location; it is actually used as a valid uniform location.
Change struct weston_shader uniform members to signed.
Stop using 0 for identifying a non-existing uniform, use -1 instead.
Furthermore, as the spec says a) glGetUniformLocation() will return -1
for non-active/existing uniforms, and b) glUniform*() function will
simply ignore all calls with location -1, we can simplify the code. We
don't have to avoid locating uniforms that don't exist, and we don't
need to test for them in weston_surface_draw() either.
Remove the micro-optimisation that avoids setting 'alpha' uniform if it
has not changed, in the name of simplification.
Unify shader creation by dropping init_solid_shader(), and calling
weston_shader_init() instead. The downside is that we compile the vertex
shader twice at startup now.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
The x, y offsets in attach request are in surface-local coordinates, as
that is the only coordinate system the clients know about. The offset
must be transformed to global coordinate system to be applied properly.
This approximately fixes the top-left resizing of transformed surfaces.
However, it suffers from drift due to accumulating rounding errors in
continuous resizing.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
This fixes the resize pointer motion vs. surface size mismatch for
right/bottom direction resizes. Top/left resizes need further fixes in
surface motion.
Additionally there is some clean-up in weston_surface_resize() to
eliminate a failure path, and fixing the Weston resize binding's resize
direction heuristic to follow transformations.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
In the stack of transformations, change the rotation to be applied
to the surface before the absolute positioning. Doing so avoids having
to undo and redo the absolute positioning, and we can simply use the
surface center in local coordinates as the origin.
This fixes the surface move. Before, the surface moved along the surface
local axis, but the user expects it to move along the global axis with
the pointer.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
Change weston_surface_damage*() functions to use the full surface
bounding box or call surface_compute_bbox() to find the bounding box for
an arbitrary rectangle.
This should fix all rendering artifacts for non-opaque (i.e. ARGB)
transformed surfaces.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
Use the bounding box to compute an approximation of which output
contains most of the surface.
Move the region32 init outside the loop, and fini it, too.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
If we ever have transformed cursor surfaces, we would better use the
bounding box to check if it is on the given output.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
Use the proper bounding box in clipping the surface repaint area. Fixes
excessive clipping for transformed surfaces.
Also don't leak the region32 on early return.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
weston_surface::transform.boundingbox depends on width and height, and
therefore geometry.dirty flag, so move width and height into geometry.
Fix all users and check that the dirty flag is set.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
Compute a surface bounding box, especially for transformed surfaces, for
which one cannot simply use x,y,width,height.
The bounding box depends on width and height, so these are now under the
geometry.dirty flag.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
Now that we can insert a transformation before the surface position
translation, we can drop geometry.x,y from the zoom transformation. That
was just undoing and redoing the position translation.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
Not sure this check belongs here, but as the position checks are here
too, I added this. Just so we don't forget.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
weston_surface::transform.position depends on x,y, and therefore the
dirty flag, so move x and y into geometry.
Also add the missing dirty flags.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
Put the surface translation (absolute position) into the surface
transformations list. This allows to set additional transformations
before and after the global translation.
Having the translation cached, changing the surface x,y now requires to
set the geometry.dirty flag.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
Previously, if a surface was transformed, it repainted as a whole,
regardless of the computed repaint region. As damage regions determine
repaint regions and whether a surface is considered for drawing at all,
this lead to disappearing surfaces if all surfaces were considered
transformed. Also transparent transformed surfaces were redrawn without
the surfaces below being properly redrawn, leading to alpha-saturation.
Fix that by making texture_region() use the proper global-to-surface
coordinate transformation for texture coordinates. This makes it
possible to call texture_region() also for transformed surfaces.
As texture coordinates may now lie outside the valid texture image, the
fragment shader is modified to check the fragment texture coordinates.
The special path texture_transformed_surface() is no longer used and is
removed.
This change fixes many of the rendering artifacts related to transformed
surfaces.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
For unifying the coordinate system handling, introduce functions for
converting explicitly between the global and the surface local
coordinate systems.
Use these functions in the input path, replacing
weston_surface_transform().
In the draw path, rewrite transform_vertex() to take in surface local
coordinates.
As shell now uses the new functions, the rotation origin is properly
placed in the middle of the surface.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
Add the key binding Super+Alt+MouseLeftButton to start rotating a
surface by dragging. The rotation is removed, when the drag is near the
rotation origin.
Rotated surface are a stress test for input event coordinate
transformations, damage region tracking, draw transformations, and
window move and resize orientation.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
When converting input coordinates from global to surface-local system,
apply the full inverse surface transformation instead of just
translation.
Move weston_surface_update_transform() implementation realier in the
file, no changes.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
The compositor will likely do an order of magnitude less matrix
inversions than point transformations with an inverse, hence we do not
really need the optimised path for single-shot invert-and-transform.
Expose only the computing of the explicit inverse matrix in the API.
However, the matrix inversion tests need access to the internal
functions. Designate a unit test build by #defining UNIT_TEST, and
export the internal functions in that case.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
Add a new directory tests/ for unit test applications. This directory
will be built only if --enable-tests is given to ./configure.
Add matrix-test application. It excercises especially the
weston_matrix_invert() and weston_matrix_inverse_transform() functions.
It has one test for correctness and precision, and other tests for
measuring the speed of various matrix operations.
For the record, the correctness test prints:
a random matrix:
1.112418e-02 2.628150e+00 8.205844e+02 -1.147526e-04
4.943677e-04 -1.117819e-04 -9.158849e-06 3.678122e-02
7.915063e-03 -3.093254e-04 -4.376583e+02 3.424706e-02
-2.504038e+02 2.481788e+03 -7.545445e+01 1.752909e-03
The matrix multiplied by its inverse, error:
0.000000e+00 -0.000000e+00 -0.000000e+00 -0.000000e+00
0.000000e+00 0.000000e+00 0.000000e+00 0.000000e+00
-0.000000e+00 -0.000000e+00 0.000000e+00 -0.000000e+00
0.000000e+00 0.000000e+00 0.000000e+00 0.000000e+00
max abs error: 0, original determinant 11595.2
Running a test loop for 10 seconds...
test fail, det: -0.00464805, error sup: inf
test fail, det: -0.0424053, error sup: 1.30787e-06
test fail, det: 5.15191, error sup: 1.15956e-06
tests: 6791767 ok, 1 not invertible but ok, 3 failed.
Total: 6791771 iterations.
These results are expected with the current precision thresholds in
src/matrix.c and tests/matrix-test.c. The random number generator is
seeded with a constant, so the random numbers should be the same on
every run. Machine speed and scheduling affect how many iterations are
run.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
Implement 4x4 matrix inversion based on LU-decomposition with partial
pivoting.
Instead of simply computing the inverse matrix explicitly, introduce the
type struct weston_inverse_matrix for storing the LU-decomposition and
the permutation from pivoting. Using doubles, this struct has greater
precision than struct weston_matrix.
If you need only few (less than 5, presumably) multiplications with the
inverse matrix, is it cheaper to use weston_inverse_matrix, and not
compute the inverse matrix explicitly into a weston_matrix.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
Remove the inverse matrix member from struct weston_transform. It is
easier (and probably faster, too) to create and store only forward
transformation matrices in a list, multiply them once, and then invert
the final matrix, rather than creating both forward and inverse
matrices, and multiplying both.
Add a stub for the 4x4 matrix inversion function.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
Add comments explaining the matrix storage and multiplication, so that
no-one else needs to decipher them again.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
Having at most one transformation object attached to a surface is not
enough anymore. If we have a surface that needs to be scaled to
fullscreen, and then we have the zoom animation, we already need two
transformations combined.
Implement support for multiple transformations by adding a transformation
list. The final transformation is the ordered composite of those in the
list. To avoid traversing the list every single time, add a dirty flag,
and cache the final transformation.
The existing transformation users (only zoom) are converted.
Note: surface drawing should honour all kinds of transformations, but
not damage region code nor input event translating code take
transformations into account, AFAICT. Therefore anything but translation
will probably behave badly until they are fixed.
Cc: Juan Zhao <juan.j.zhao@linux.intel.com>
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
This removes more special cases from weston_output_repaint() and we
avoid creating and destroying the surface for each animation frame.
We gain another special case in weston_compositor_top(), but that's
less of a problem, and we'll fix that later.
We've trimmed down the actual repaint loop to just iterating through the
surface list and calling weston_surface_draw(), so we push that to the
backend without too much code duplication.
This was supposed to draw black borders around a fullscreen surface that
was smaller than the output. We don't want to special case that in the
repaint loop, but may use a different shader or such. And we want the
surface to have an opaque region that covers the output so that that
will eliminate overdraw of lower surfaces.
This reverts commit fc6ccb868f.
We still need root permissions for drmDrop/SetMaster. Without
integration with ConsoleKit or systemd we also don't have access
to /dev/dri/cardX in the case where we open a new VT.
==30224== Conditional jump or move depends on uninitialised value(s)
==30224== at 0x40EE3A0: evdev_flush_motion (evdev.c:284)
==30224== by 0x40EE6DC: evdev_input_device_data (evdev.c:352)
==30224== by 0x4034710: wl_event_source_fd_dispatch (event-loop.c:76)
==30224== by 0x4035171: wl_event_loop_dispatch (event-loop.c:462)
==30224== by 0x4032F76: wl_display_run (wayland-server.c:785)
==30224== by 0x8050972: main (compositor.c:2183)
Signed-off-by: Tiago Vignatti <tiago.vignatti@intel.com>
I could crash Weston by trying to open another menu from a panel while
one menu from it was already showing.
Program received signal SIGSEGV, Segmentation fault.
0x00007ffff40a9872 in popup_grab_focus (grab=0x761968, time=4130706528, surface=0x0, x=-227, y=15) at shell.c:440
440 if (surface->resource.client == client) {
(gdb) bt
0 0x00007ffff40a9872 in popup_grab_focus (grab=0x761968, time=4130706528, surface=0x0, x=-227, y=15) at shell.c:440
1 0x0000000000406977 in weston_device_repick (device=0x70b4e0, time=4130706528) at compositor.c:360
2 0x0000000000406a36 in weston_compositor_repick (compositor=0x619960) at compositor.c:382
3 0x0000000000406ac8 in destroy_surface (resource=0x6fc6f0) at compositor.c:397
4 0x00007ffff7bd33d8 in destroy_resource (element=0x6fc6f0, data=0x7fffffffd9fc) at wayland-server.c:355
5 0x00007ffff7bd8d98 in for_each_helper (entries=0x757808, func=0x7ffff7bd332c <destroy_resource>, data=0x7fffffffd9fc)
at wayland-util.c:264
6 0x00007ffff7bd8dd4 in wl_map_for_each (map=0x757808, func=0x7ffff7bd332c <destroy_resource>, data=0x7fffffffd9fc)
at wayland-util.c:270
7 0x00007ffff7bd34dc in wl_client_destroy (client=0x7577d0) at wayland-server.c:385
8 0x00007ffff7bd2e36 in wl_client_connection_data (fd=17, mask=1, data=0x7577d0) at wayland-server.c:187
9 0x00007ffff7bd5bde in wl_event_source_fd_dispatch (source=0x74cda0, ep=0x7fffffffdae0) at event-loop.c:76
10 0x00007ffff7bd665b in wl_event_loop_dispatch (loop=0x618900, timeout=-1) at event-loop.c:462
11 0x00007ffff7bd42a9 in wl_display_run (display=0x6188b0) at wayland-server.c:785
12 0x000000000040b1e1 in main (argc=1, argv=0x7fffffffdef8) at compositor.c:2182
Modify popup_grab_focus() to deal with a NULL surface.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
When we destroy a surface, we damage the surface below so that the area
exposed by the disappearing surface will be repainted. However, if that
surface also is destroyed, the damage information is lost and we fail to
repaint that area.
This commit introduces weston_surface_flush_damage(), which flushes the
surface damage the the surface below when a surface is destroyed. When
multiple surfaces are destroyed at the same time, the damage now accumulates
and sinks down through the surface stack as it should.
gbm_bo_create_from_egl_image() should catch this based on the
GBM_BO_USE_CURSOR_64X64 flag. It currently doesn't so we end up with
a cursor buffer with invalid stride.
If we don't cancel the repaint, we end up pointlessly redrawing the output.
What's worse is that pageflipping to the new buffer eventually fails and
we miss the finish_frame callback, leaving the compositor stuck when we
re-enter the vt.
Normally the repaint will trigger a pageflip, which flips back to our
fb, but that doesn't work if the kms output has been turned off or
set to a different mode.
If the desktop-shell client goes away for any reason, respawn it. To
avoid harmful looping, limit the respawning to 5 times within 30
seconds, and then give up.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
This is typically when launcing from a pty such as an X (or Wayland)
terminal or from an ssh session. Opening a new vt typically requires root
priviledges, so weston must be setuid root or laucnhed as root for this
to work.
We can only set up once we've acquired the VT and we shouldn't release the
VT until we've cleaned up. Before we would release the VT first, and then
race to drop drm master as X tried to get drm master. Which would kill X.
Part of the point of KD_GRAPHICS mode is that the kernel doesn't try
to restore the VT contents when we switch bach, but leaves that
to the user mode process. This avoids ugly flicker of text mode contents
before the compositor takes over.
When we later upload the cursor image with glTexImage2D(), that will unbind
the image just fine. No need for a NULL upload. Except that that doesn't
currently happen with mesa drivers, but the NULL upload is redundant either
way.
This lands the basic behavior of the popup surface type, but there are still
a number of details to be worked out. Mainly there's a hardcoded timeout
to handle the case of releasing the popup button outside any of the
client windows, which triggers popup_end if it happens after the timeout.
Maybe we just need to add that as an argument, or we could add a new event
that fires in this case to let the client decide whether it ends the popup
or not.
Usually there should be at least one input device, when Weston starts
up, or is reactivated by a VT switch. Add a nice warning, in case there
are no input devices.
This is to give a clue to users who happen to try Weston on DRM, and
do not get any response.
Add also a message to another failure case, that may lead to missing
input devices.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
Weston initialises to faded-out state, which means all outputs are just
black, even if they render fine.
Previously the fade-in was triggered probably by some random input
event, since Weston was not guaranteed to wake up. Especially with the
drm backend, and the usual problem of not having permissions to input
devices, Weston would not fade in at all and appear broken.
Force Weston to fade in right after initialisation. This show that at
least rendering works, if it does not respond to any input.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
We have to deal with the data source going away. Even if we have a
reference to the server side data source, we can't do anything if the
client that provided the source went away. So just NULL the offers
source pointer in the destroy callback for the source.
This collided with the big weston rename, but git did a good job of fixing
most cases.
Conflicts:
compositor/compositor.h
src/compositor-x11.c
src/compositor.c
src/screenshooter.c
src/util.c
This rename addresses a few problems around the split between core
Wayland and the wayland-demos repository.
1) Initially, we had one big repository with protocol code, sample
compositor and sample clients. We split that repository to make it
possible to implement the protocol without pulling in the sample/demo
code. At this point, the compositor is more than just a "demo" and
wayland-demos doesn't send the right message. The sample compositor
is a useful, self-contained project in it's own right, and we want to
move away from the "demos" label.
2) Another problem is that the wayland-demos compositor is often
called "the wayland compsitor", but it's really just one possible
compositor. Existing X11 compositors are expected to add Wayland
support and then gradually phase out/modularize the X11 support, for
example. Conversely, it's hard to talk about the wayland-demos
compositor specifically as opposed to, eg, the wayland protocol or a
wayland compositor in general.
We are also renaming the repo to weston, and the compositor
subdirectory to src/, to emphasize that the main "output" is the
compositor.