Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
|
|
Rebase to wlroots 0.17
|
|
|
|
|
|
|
|
Every fx_framebuffer will now have a stencil buffer
|
|
Makes the fx_renderer the default renderer for everything, no wlr_gles2 rendering.
This includes wlr_render_pass (fx_render_pass in our case)
|
|
|
|
|
|
|
|
|
|
|
|
fix: meson gl link errors while building libscenefx
|
|
Signed-off-by: Shinyzenith <[email protected]>
|
|
|
|
|
|
Sucessfully compile libscenefx and tinywl
|
|
Signed-off-by: Shinyzenith <[email protected]>
|
|
|
|
git-subtree-dir: tinywl
git-subtree-mainline: 79d7bc73d1f1540efb4f7c50bcbfff1113374b36
git-subtree-split: f8b869bd19c1b128fd3a4d5005abd297b07045c4
|
|
git-subtree-dir: src
git-subtree-mainline: a1d31571adce4152dcbeff409b0a9da97e5fbbac
git-subtree-split: 43b5ef7c24123234d2102d11d0344caff4da5dec
|
|
|
|
(cherry picked from commit 32d00984e19b494c1f9fb04d6064777bc42ed943)
|
|
Now, it is checked whether an output pixel corresponds to an integer
number of buffer pixels; if it doesn't, the region is altered to take
this into account.
(cherry picked from commit 5477ad7d9079c59d64fed9acb98ccccebc24af93)
|
|
(cherry picked from commit 338e0a3976f2bad5ec048b022648a671ed443b4f)
|
|
...when only one edge is anchored.
The layer-shell protocol specifies that a positive exclusive-zone value is
'meaningful' if the surface is anchored to either:
1. one edge
2. one edge and both perpendicular edges.
For example, if you wish to position a layer-shell client along the top
edge and make it exclusive, you should be able to either set anchor=TOP or
anchor=TOP|LEFT|RIGHT. It appears that many panels/bars use the latter
approach (anchor to an edge and also both perpendicular edges) which is
probably why this has not been reported previously.
This patch adds support for the first case and thereby makes exclusive
zone behaviour consistent with the protocol and also with sway's extant
layer-shell implementation.
(cherry picked from commit 8e80432a72b18a1ddbacdb08ff0c41645578f1ee)
|
|
wlr_buffer allows mutation during its lifetime. This happens for
wlr_client_buffer which fixes damage tracking issues.
|
|
Add private interface to ignore a buffer that's locking a client_buffer
for damage tracking. This should eventually be replaced by wlr_raster.
|
|
This allows addons to access wlr_scene_node/wlr_scene_surface
fields to clean up themselves.
|
|
|
|
This fixes e.g. `weston-simple-damage --use-viewport` which technically
renders at the buffer scale of 0.5.
|
|
Fixes: https://gitlab.freedesktop.org/wlroots/wlroots/-/issues/3372
|
|
|
|
Try to alleviate scaling inaccuracies by implementing a fudge factor.
|
|
Fixes: https://github.com/labwc/labwc/issues/587
Fixes: f0e31e806f7cb88c9d55dc0eb1876c86600d28df (wlr_scene: Fix not updating the scene node when setting a new buffer)
|
|
|
|
|
|
|
|
If a new buffer is set for a buffer node, we must update the entire
node unconditionally if the buffer size changes, or the buffer is given
a buffer where it was previously NULL.
While we're here, let's avoid calling scene_node_update on just damage
updates. If the caller hasn't given us a damage region we just assume
the whole buffer.
|
|
If the area calculations for output overlap overflow a signed int, we
may not consider it to be a primary output. Turn this into an unsigned
type so this happens less frequently.
Additionally, it is possible the overflow would produce 0, we can handle
this by simply changing the comparison to more than or equal.
While we're here, let's assert that we always assign a primary output
if there are any intersecting outputs.
|
|
|
|
|
|
|
|
The render list should neither contain scene trees or null buffers.
|
|
Originally, I thought that we could safely subtract opaque regions
from the background even if the black rect optimization was kicking in.
This is wrong because a scene node that isn't fully occluded will still
appear in the render list even if its partially under a black rect. We
need to make sure that while culling the background, we only consider
opaque regions that are also visible. This will fix the black rect
optimization with the background.
|
|
|
|
|