The function find_focus_successor() is called when destroying a surface to find
a successor to the current focus. It, however, has the following issues:
- Its first parameter is the weston layer from which to search for a successor.
This is an unnecessary flexibility for our use, which only adds complexity to
the user of the function by having to make a call for each layer. We know
that we want to search for a successor first in the normal layer, and if that
fails, then in the inactive layer. So we change the signature of
find_focus_successor(), removing this first parameter.
- It includes logic to decide whether to do the search or not: if the destroyed
surface is different from the surface that currently has focus, and if their
outputs are the same, then abort and don't do the search. This returns NULL to
the calling function. The problem is that the function also returns NULL if
it does the search and finds no successor. The distinction for the failing
reason is lost, and the user of the function needs to add more logic to know
the reason for failure. To simplify, we take the logic out of
find_focus_successor() and inside the caller.
- It returns the successor view, although it receives surfaces and the client
has logic to retrieve the surface corresponding to the returned view. To
simplify and maintain symmetry, we change the signature so that the function
returns the surface corresponding to the successor view.
Fixes: #738
Signed-off-by: Sergio Gómez <sergio.g.delreal@gmail.com>
We don't need to manually schedule a repaint after we've updated our
views - which happens as a side effect of destroying the transform/etc
within the animation.
Signed-off-by: Daniel Stone <daniels@collabora.com>
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>
In other parts of the code, use_geometry implies a parent is present. So
let's clear it when we clear relative placement.
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
Having use_geometry set is not the only time we have a parent window,
apparently.
Clicking on the 'Line diff' drop down in gitk would cause an assert()
because of this.
Fixes#769
Signed-off-by: Derek Foreman <derek.foreman@collabora.com>
Until kernel mainline does merge the aysnc page flip ioctl, make the
whole bit look like it's unsupported. We can further switch it back when
it lands into the kernel.
Fixes: 9203d98f
Signed-off-by: Marius Vlad <marius.vlad@collabora.com>
Reported-by: Simon Ser <contact@emersion.fr>
Stop flushing surfaces that are put on an overlay plane on the output to
be repainted next, but that have to be painted into another output's
primary_plane.
Now that each output has its own primary_plane, and flush_damage() knows
the output that is going to be repainted, texture_used can be limited to
surfaces that will actually be used by the renderer during the following
repaint_output().
Always upload when called from gl_renderer_surface_copy_content() or
gl_renderer_create_surface() with the output parameter set to NULL.
Signed-off-by: Philipp Zabel <p.zabel@pengutronix.de>
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>
Currently dbus support is built when launcher-logind option
is set; let's split that such that dbus is its own option
and launcher-logind depends on dbus.
Signed-off-by: Christopher Obbard <chris.obbard@collabora.com>
Currently the dbus helper stuff is internal only in libweston,
let's move it to being public so that custom shells may use
the helper code.
Signed-off-by: Christopher Obbard <chris.obbard@collabora.com>
Use the shared helper extracted from the RDP backend to avoid leaking
modes into the output mode list on every resize.
Signed-off-by: Philipp Zabel <p.zabel@pengutronix.de>
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>
Now that planes are attached to paint nodes, we no have no reason to
prevent placing a view on a plane when it's on multiple monitors.
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>
We don't need to do this, we can just leave them in the plane list until
they're used.
Also, doing so helps for when we want to move the primary_plane from
the compositor to the outputs in the future.
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>
Pretty cosmetic right now, but make the ALL_DIRTY only contain set
bits, and fix the accidentally sparse bitfield.
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>
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>