Notify the shell of the state transition when going from fullscreen to
normal toplevel window.
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
The fullscreen state for xwayland surfaces can currently only be
effectively set from the client side. This commit enables
libweston-desktop based shells to properly set the fullscreen state
for xwayland surfaces.
Signed-off-by: Alexandros Frantzis <alexandros.frantzis@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>
A video mode change would be needed to change the underlying renderer
framebuffer. All other backends make uses of this so let's do it for the
DRM-backend as well.
This would also be needed for the output capture to function properly as
we need call weston_output_update_capture_info() when a new mode set has
set. Otherwise we'd run into mismatched dimensions for the current mode
versus the dimensions set-up initially in weston_output_capture_source_info.
Signed-off-by: marius vlad <marius.vlad@collabora.com>
Turn the Pixman/GL if/else conditionals into switch cases to make it
easier to add support for other renderers in the future.
Also makes sure that weston --backend=wayland --renderer=noop fails
with an error message instead of segfaulting.
Signed-off-by: Philipp Zabel <philipp.zabel@gmail.com>
Turn the Pixman/GL if/else conditionals into switch cases to make it
easier to add support for others renderer in the future.
Also makes sure that weston --backend=x11 --renderer=noop fails
with an error message instead of starting with the GL renderer.
Signed-off-by: Philipp Zabel <p.zabel@pengutronix.de>
There are some cases in which we are seeing segment breaks like this in
the debug scopes: (0.00, 0.00]. A segment whose domain goes from 0 to 0
makes no sense.
This happens because we are printing the breaks with only two decimal
places. Increase that to four, in order to have more accurate
information in the debug scopes.
Signed-off-by: Leandro Ribeiro <leandro.ribeiro@collabora.com>
There's a case we were missing when printing the tone curves: the ones
with zero segments.
These are 16-bit sampled curves. Start taking them into account.
Signed-off-by: Leandro Ribeiro <leandro.ribeiro@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>
This will help us to debug our color pipeline optimizer without the
need to craft special ICC profiles for that. In this initial patch,
we are able to add matrices and curve sets to the pipeline and assure
that the optimizer is doing the right thing.
Signed-off-by: Leandro Ribeiro <leandro.ribeiro@collabora.com>
At the moment, when we merge two curve sets it becomes a sampled one.
With this change, we start merging power-law curve sets and keeping them
as parametric, as we'd rather have a parametric curve than a sampled
one.
Signed-off-by: Leandro Ribeiro <leandro.ribeiro@collabora.com>
At the moment, when we merge curves we transform them into sampled
curves, even if they were parametric before.
If we have two inverse parametric curve sets in sequence in the color
pipeline, we can drop them both, as merging them would result in the
identity curve. If we don't do that and merge the resulting identity
with another curve set, we'll end up with a sampled curve.
Start dropping inverse curve sets in sequence. This change help us in
the following scenarios:
pipeline:
curve set A, curve set B (inverse of A), curve set C (parametric)
Merging A and B results in identity, and merging that with C results in
a sampled curve. With our changes, we end up with curve set C intact,
and we'd rather end up with a parametric curve than with a sampled one.
Signed-off-by: Leandro Ribeiro <leandro.ribeiro@collabora.com>
Move code that depend on cmsGetToneCurveSegment() to a new file:
color-curve-segments.c
This help us to eliminate #if HAVE_CMS_GET_TONE_CURVE_SEGMENT scattered
around color-transform.c, making the code clearer and helping to avoid
mistakes.
Signed-off-by: Leandro Ribeiro <leandro.ribeiro@collabora.com>
clang 17 complains that `fourcc` in `gl_renderer_fill_buffer_info()` is
uninitialized in the default case, because it fails to recognize that
if hit, that case will `assert(0)`. To get rid of this complaint, we can
just apply clang's suggestion and initialize the variable with 0 when
declaring it.
Signed-off-by: Max Ihlenfeldt <max@igalia.com>
We already only conditionally use base.offset when an icon exists. We
should also avoid trying to create a coordinate with a NULL icon, as it
will fire an assert().
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
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>
Before this patch, we would leak the drm_output if there was a pending
flip during shutdown.
Now we destroy the drm_output even if there's a pending flip (only
during shutdown, as we don't want to wait until flip completion to
destroy the output).
Also, it fixes a problem where weston_output_enable() is called right
after weston_output_enable() or weston_output_disable() and it could
fail to find available DRM objects (as they are only released after
the flip completion).
Signed-off-by: Leandro Ribeiro <leandro.ribeiro@collabora.com>
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>
Destroy the renderer before disconnecting the Wayland display.
Trying to destroy the GL renderer with the Wayland display already gone
crashes in the Mesa Wayland integration.
Signed-off-by: Philipp Zabel <p.zabel@pengutronix.de>
After freeing the renderer, clear the compositor->renderer pointer to
avoid use-after-free errors.
Signed-off-by: Philipp Zabel <p.zabel@pengutronix.de>
Calling clip_transformed() 4 times in a row with the same polygon8 in
commit a4d31fa8bd introduced a bug
because the surf input is modified each time. This is fixed by working
on a local copy. The input parameter is marked constant to reflect the
change on the function prototype.
Fixes#764
Signed-off-by: Loïc Molinari <loic.molinari@gmail.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>
If there is an opaque full-screen view with a compatible SHM client
buffer left after peeling off the client-side cursor view, bypass the
renderer and let Neat VNC read from the client buffer directly.
Signed-off-by: Philipp Zabel <p.zabel@pengutronix.de>
Instead of directly converting damage from pixman_region32_t in
global coordinates to pixman_region16_t in local coordinates,
use weston_region_global_to_output() to convert to pixman_region32_t
in local coordinates and then convert again to pixman_region16_t
in the same coordinate system, using vnc_region32_to_region16().
Signed-off-by: Philipp Zabel <p.zabel@pengutronix.de>
We previously had our own local variable for this, but now we can just
use the one in weston_compositor.
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>
Let the GL renderer render to FBOs for RDP outputs and read the pixels
into the RDP frame buffer. This allows to run the RDP backend with the
GL renderer.
Signed-off-by: Philipp Zabel <p.zabel@pengutronix.de>
Add switch statements where renderer specific API is called to prepare
for adding GL renderer support. No functional change.
Signed-off-by: Philipp Zabel <p.zabel@pengutronix.de>
Partially revert commit 89e1831cd7 ("pixman-renderer: add
weston_renderbuffer and create/destroy interface") to bring back the
shadow_surface pixman image. The renderbuffer is only wrapped around it.
Signed-off-by: Philipp Zabel <p.zabel@pengutronix.de>
Translate damage extents used to calculate glReadPixels rectangle from
global to local coordinates.
Fixes: b1606a9f2c ("gl-renderer: support automatically downloading FBO renderbuffers")
Signed-off-by: Philipp Zabel <philipp.zabel@gmail.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>
Track damage on struct weston_renderbuffer and drop the custom damage
region from struct wayland_shm_buffer.
Pass repaint damage to wl_surface_damage() instead of accumulated
renderbuffer damage.
Signed-off-by: Philipp Zabel <philipp.zabel@gmail.com>
While the GL renderer is not able to directly render into the PipeWire buffers,
it is possible to read the rendered frame from the fbo into the PipeWire buffer.
Use the automatic download to add support for the GL renderer to the PipeWire
backend.
Signed-off-by: Philipp Zabel <p.zabel@pengutronix.de>
Signed-off-by: Michael Tretter <m.tretter@pengutronix.de>
Instead of always initializing the Pixman renderer, make the initialization
dependent on the selected renderer. This makes it easier to add other renderers.
Signed-off-by: Michael Tretter <m.tretter@pengutronix.de>
Make it easier to understand where ptr points to by using local variables for
the spa_buffer and spa_data.
Signed-off-by: Michael Tretter <m.tretter@pengutronix.de>
Extract the pixman renderbuffer configuration from the add_buffer function into
a helper function to simplify the addition of the GL renderer.
Signed-off-by: Michael Tretter <m.tretter@pengutronix.de>
Use helper function for setting up the pixman renderer to simplify the addition
of the GL renderer.
Signed-off-by: Michael Tretter <m.tretter@pengutronix.de>
clip_quad() is a dedicated clipping function for quads that doesn't
depend on any GL renderer internal structures. It can be moved out to
the clipper to be called by both the renderer and the clipping test
client without having to duplicate code.
Signed-off-by: Loïc Molinari <loic.molinari@gmail.com>
Since both the surface rect and the transformed quad are axis-aligned
in the simple clipping path, non-zero area detection can more
efficiently be checked post-clipping by comparing opposite edges.
Signed-off-by: Loïc Molinari <loic.molinari@gmail.com>
Add a basic check to let the clipper take the simple axis-aligned path
when nodes are solely transformed with a translation and/or a scaling.
That makes some nodes like sub-surfaces (which always have their
transform enabled) take the fast path in the common case.
Signed-off-by: Loïc Molinari <loic.molinari@gmail.com>
Move vertex clipper back to single-precision floating point
intermediates. Since positions are sent down the graphics hardware as
single-precision values, this prevents useless conversions between
single and double precision values and lets compilers fit twice as
much data into vector registers. It also removes a copy by letting the
clipper store vertices directly into the vertex buffer.
This is mostly reverting the conversion to double-precision that
happened along with the switch to the weston_coord struct for vertex
coordinates (commit 10e70bf23c).
Signed-off-by: Loïc Molinari <loic.molinari@gmail.com>
Let the graphics hardware handle the transformation from surface
position to texture coordinates. Paint nodes now have a single vertex
position attribute from which texture coordinates are derived. A new
vertex shader variant handles the transformation.
Signed-off-by: Loïc Molinari <loic.molinari@gmail.com>
The clipper transforms dirty rects to surface space before clipping.
Each dirty rect is transformed by the same matrix for each surface
rect. This change decouples the transformation and the clipping code
to transform and compute the bounding box of dirty rects just once.
Signed-off-by: Loïc Molinari <loic.molinari@gmail.com>
Clip dirty rects to surface rects in surface coordinate space.
Dispatch vertices in surface coordinates and let the graphics hardware
handle the transformations. Clipping in global coordinate space
implies a useless roundtrip on the CPU to get the clipped polygons
back in surface coordinates for the buffer transformation. Clipping in
surface coordinate space prevents that.
This might seem counter-intuitive at first because in surface space
it's the dirty rects that are clipped to axis-aligned surface rects,
while it's the opposite in global space.
The projection matrix now combines the view and the output transforms.
Signed-off-by: Loïc Molinari <loic.molinari@gmail.com>
Let the GL renderer render to FBOs and read the pixels into the Neat VNC
frame buffers. This allows to run the VNC backend with the GL renderer.
Signed-off-by: Philipp Zabel <p.zabel@pengutronix.de>
For software backends like VNC, support downloading the FBO renderbuffer
contents via glReadPixels automatically at the end of repaint_output.
Signed-off-by: Philipp Zabel <p.zabel@pengutronix.de>