weston-launch starts weston and provides mechanism
for weston to set/drop drm master, open a tty,
and read input devices without being root.
Execution is allowed for local-active sessions
or users in the group weston-launch.
This allows us to move the logic that calls shell->map() or
shell->configure() into shell while allowing it to be overriden for
surfaces that should not be handle by the shell, such as drag icons.
This patch adds a pointer function called configure to weston_surface,
moves the currsent surface_configure() code into shell and implements
a separate configure() for drag surfaces.
surface_attach() does two things: sets up a new buffer as the contents
of the given surface and then calls into shell so it can setup the
position of the surface and map it if necessary. However we do not want
the shell to meddle with some internal surfaces such as drag surfaces.
The intention of this refactoring is to make room for making the part
that calls into shell a virtual function that the compositor can
override for these internal surfaces.
This changes weston_buffer_attach() so it handle all the logic of tying
a buffer to a surface, including unmapping it when the buffer is NULL.
The shell map() vs. configure() logic is then split into a another
function: surface_configure(). In a later commit, this function will be
turned into a function pointer in struct weston_surface.
For shm buffers, es->pitch is set using the stride of the buffer. If
the shell happened to set the surface width to something different than
the buffer width, the contents of the surface would be cropped on the
width during redraw. However, for non-shm surfaces, es->pitch was set to
the surface width. That caused the contents of the buffer to be scaled
on the width when the buffer was wider than the surface.
This makes the behavior on both cases the same: crop on the width and
scale on the height. (which is weird but consistent)
There was a lot of code here to do a lot of work we didn't need to do.
If we damage a surface with a shm buffer attached, all we need to do
is to re-upload the damaged region to the texture. As for drm buffers,
we don't assume anything changes on attach and only update the
regions the client tells us to update in the damage request.
Initializing pitch to 1 to avoid xxx/pitch errors
This won't influence the valid texture coordinate calculation, because
in that case buffer_attach will provide the correct value.
Commit f992b2fc removed the saved keyboard focus logic to fix a crash
when the saved surface is destroyed. However, setting keyboard focus to
the first surface on the list ends up trying to set the focus to the
cursor surface most of the time. The end result is a NULL keyboard
focus.
This patch restores the saved keyboard focus logic and fixes the crash
mentioned above using a destroy listener.
Without this change, weston would crash whenever a nil buffer was
passed to input_device_attach() if the cursor sprite was not mapped.
While at it, change the unmapping code to use weston_surface_unmap().
On one hand, getopt (in particular the -o suboption syntax) sucks on the
server side, and on the client side we would like to avoid the glib
dependency. We can roll out own option parser and solve both problems
and save a few lines of code total.
When we're repainting, there's no point in polling for input events.
We just read input events once before each repaint and send out events
as needed. The input events come with an accurate timestamp, so this
doesn't affect the timing information and client should always look at
the event timestamps if they're trying to determine pointer motion
speed or double click speed. If we go idle (stop repainting) we add the
input devices back into the primary main loop and wait for the next event.
This avoids waking up the compositor separately (one or more times per
frame) to handle input events. We also avoid updating cursor position
and other compositor state after the client has rendered its new
frame, reducing lag between what the client renders and the pointer
position.
This can happen for instance if the client that started the drag
crashes. Weston would crash because of the invalid surface pointed by
device->drag_surface.
Fix this by reseting the drag surface to nil on a destroy listener.
The surface data structure is now a list of list of surfaces. The core
compositor defines the fade and cursor layer, and it's up to the shell to
provide more layers for the various surface types it implements.
We can now clip the surface bounding box against the previous frame
opaque clip, and then just union the result (visible damage) into
compositor->damage immediately.
DPMS kicks in only when wscreensaver is launched, in the moment that shell
call lock() for the second time. Backlight control internals are managed by
libbacklight:
http://cgit.freedesktop.org/~vignatti/libbacklight/
Signed-off-by: Tiago Vignatti <tiago.vignatti@intel.com>
This allows each output back end to optimize drawing using overlay planes
and cursors (yet to be integrated). If a surface is assigned to a
plane, the back end should clear its damage field so that the later
repaint code won't look at it.
Ideally, we would want to use <modifier>+Scroll binding but that will have
to wait for axis events. For now we just use keybindings. Zoom in/out with
Super+Up/Down.
We just set the input region to the bounding box of the window frame
and set the opaque region to be the opaque rectangle inside the window
if the child widget is opaque.
We never want to update the transform and then damage below. Damage
below is always used to trigger a repaint where the surface used to be
so we need to record the damage before updating the transform.
Needed for implementing drag'n'drop icons. When a drag starts, the
compositor will position the top-left corner of the client supplied
icon surface at the cursor hotspot. On the first attach to that
surface, the client may want to reposition it but shell->map did not
take sx and sy parameters.
This changes shell->map interface to take sx and sy parameters and
change dekstop shell implementation to update the position of a
surface of type none according to those parameters. Since a surface
of type none won't actually be mapped, the effect of this change is
only visible for surfaces that are made visible by the compositor.
Signed-off-by: Ander Conselvan de Oliveira <ander.conselvan.de.oliveira@intel.com>
Surfaces like drag'n'drop icons shouldn't receive events as a normal
surface but are still created by the client so add a way for the
compositor to enable or disable the picking of a client surface.
Signed-off-by: Ander Conselvan de Oliveira <ander.conselvan.de.oliveira@intel.com>
The condition to return from surface_attach with a null buffer involves
es->output being non-null. However if a surface was just created this
field would be null and an attach of a null buffer would cause the
compositor to crash.
The other crash happened if surface_attach was called twice with a
null buffer after a valid buffer was attached to the surface. Since
es->buffer was not being set to NULL, surface_attach() would call
wl_list_remove(&es->buffer_destroy_listener.link) twice for the same
surface.
Signed-off-by: Ander Conselvan de Oliveira <ander.conselvan.de.oliveira@intel.com>
I know it's hard to figure out what the shells or backends will be
using as internal API at this point but we can try to minimize the
amount of WL_EXPORT being used anyway.
[pq: redone due to my earlier changes]
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
As weston_surface_update_transform() automatically applies before and
after damage on surface geometry change, we don't need to explicitly add
the same damage in motion_notify() for the cursor surface.
We still need the side-effect, that is scheduling a repaint.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
Round off fractions from non-transformed surface position coordinates.
Transformed surface moved by a client may have non-integer position
coordinates. That is required to prevent drifting on continuous
resizing.
We can round the position to integers when the surface is not (anymore)
transformed.
This change may fix a rounding inconsistency in the opaque region setup,
where the rectangle is initialised from the coordinates without explicit
rounding operation.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
Move the call to assign an output from weston_surface_configure() to
weston_surface_update_transform().
As update_transform takes new geometry into use, it should also reassign
the output for the surface, but only if an output was already assigned.
Add explicit assing output calls to where we relied on
weston_surface_configure() unconditionally assigning the output.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
Move the surface opaque region setup from weston_surface_configure() to
weston_surface_update_transform(), so we have less reason to call
update_transform from configure. Opaque region depends on geometry,
after all.
Also move the opaque field from weston_surface to
weston_surface::transform to make this obvious.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
Remove redundant weston_surface_update_transform() calls from within
output repaint paths, and add a comment that we need to rely on
surface->geometry.dirty == 0 within the repaint sub-functions.
Now that weston_surface_update_transform() does damage as needed, and
weston_output_repaint() explicitly calls update_transform, we can reduce
the updates in rotate_grab_motion() to simply scheduling a repaint. This
will guarantee that the change in rotation ends up on screen ASAP.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
weston_surface_update_transform() is similar to
weston_surface_configure() in that it changes the surface region on
screen. Unlike configure, update_transform forgets to deal damage at
all, yet it is the only place where we can do damage_below() as needed.
Add a damage_below call to deal damage for the old surface region only
when needed. This uses the cached state from surface->transform to get
the old region.
Add a damage call to deal damage for the new surface region, after
updating the cached state.
Add a repaint call, since we have changed the scene and should render it
out.
This change fixes the rotation not updating the screen properly.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
The non-transformed case looked a little odd, calling
weston_surface_to_global(), since it already tests for transform.enabled
and simply uses width, height for the box.
Streamline it, by open-coding weston_surface_to_global(), and avoiding
another call into weston_surface_update_transform(). This way it does
not look suspicious to me.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
In surface_compute_bbox(), call surface_to_global_float() instead of
weston_surface_to_global(). This avoids the recursion:
weston_surface_update_transform()
weston_surface_update_transform_enable()
surface_compute_bbox()
weston_surface_to_global()
weston_surface_update_transform()
which might be non-obvious when reading the code.
Computing the min and max coordinates in floats, we can have a tight
rounding margin by using floor() and ceil().
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
Split two helper functions out of weston_surface_update_transform() to:
- make the code clearer
- update the bounding box properly even if transformation fails
- unify the return point
Also add a comment on what matrix.d[12] is.
Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
Extract the core into a function that does not call
weston_surface_update_transform() or schedule repaint.
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>
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>
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>
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>
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.
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.
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.
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.