Age | Commit message (Collapse) | Author |
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We don't need to worry about the black rect optimization here (that
always assumes that there will be a black background) because the
background is culled based on the render list. That means if a black rect
is removed, the visibility will reach all the way to the bottom forcing
the renderer to clear the area not breaking the assumption.
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If culling is not enabled, there is no longer any guarantee that the
elements behind the rect won't be rendered. We must render the black rect
in all circumstances to cover up anything rendered.
This fixes the WLR_SCENE_DISABLE_VISIBILTY option.
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This simplifies some of the growth logic, but uses array_realloc to shrink the
array if needed.
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Signed-off-by: yiqiang <[email protected]>
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visibility
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This has a few benefits one of them crucial for proper operation:
- The primary output will be based on the largest area that is actually
visible to the user. Presentation and frame done events are based on
this state. This is important to do since we cull frame done events.
If we happen to be in a situation where a surface sits mostly on output
A and some on output B but is completely obstructed by for instance a
fullscreen surface on output A we will erroneously send frame_done
events based on output A. If we base things as they are in reality
(visibility) the primary output will instead be output B and things will
work properly.
- The primary output will be NULL if the surface is completely hidden.
Due to quirks with wayland, on a surface commit, frame done events are
required to be sent. Therefore, a new frame will be submitted for rendering
on the primary output. We can improve adaptive sync on completely hidden
but enabled surfaces if we null out the primary output in this state.
- The client will be more likely to choose better metadata to use
for rendering to an output's optimal rendering characteristics.
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Also make the regular rendering logic use the introduced
render list.
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We can also get rid of the intersection checks in the rendering functions
because we are guaranteed to already be in the node do to the prior
intersection checking of the node visibility.
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Simplify damage handling by using our cached visibility state.
Damaging can happen in one step because since we can use the old visibility
state which represent what portions of the screen the scene node was. This
way we can damage everything in one step after the fact.
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This removes one trivial call of scene_node_damage_whole. It's easier
to disable the node later than it is to do the damage dance later.
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Will query the scene for all nodes that appear in the given wlr_box.
The nodes will be sent to the iterator from closest to farthest from the
eye.
Refactor wlr_scene_node_at to use this new function.
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Closes: #3405
Supersedes: !3562
Co-authored-by: Xiao YaoBing <[email protected]>
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The logic doesn't support handling multiple outputs so let's not break
the assumption and handle damages per output much like how damage_ring
is done.
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This is necessary to handle damage coming from the backend and software
cursors.
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This seems like nothing interesting was done with this. Let's simplify
and allow us some flexibility in the future.
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Co-authored-by: Isaac Freund <[email protected]>
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Default to texture instead of destination_box geometry.
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This will display red translucent rectangles on the screen regions that
have been damaged. These rectangles will fade out over the span of 250
msecs. If the area is damaged again while the region is fading out,
the timer is reset.
Let's also disable direct scan out when this option is enabled, or else
we won't be able to render the highlight damage regions.
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Instead iterate over wlr_scene_buffer
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We will need this for surface emulation on buffers.
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wlr_scene_buffer
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Let's also change the name of the function. Motivation [1].
[1] https://gitlab.freedesktop.org/wlroots/wlroots/-/merge_requests/3496#note_1357824
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This function sidesteps damage tracking and output awareness on
buffers/surfaces. This function isn't a great fit for the API.
Let's also inline the function and simplify it.
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There were a couple places this was missing
- on mode change of an output. If the resolution changes for example
nodes may fall out of the view.
- on commits on an output for scale or transform changes
- when the transform of a buffer is changed. If the dest size is not
set, the buffer may have been rotated potentially changing its size
if the buffer width != height
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When we destroy a scene buffer, let's make sure that we call
output_leave signals before we finish the node which will call destroy
listeners.
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