scene: iterate nodes instead of surfaces when rendering
This will allow us to create node types which are rendered but not surface-based, such as a solid color or image.
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b0972a94c3
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526652a554
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@ -67,6 +67,9 @@ struct wlr_scene_surface {
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struct wl_listener surface_destroy;
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};
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typedef void (*wlr_scene_node_iterator_func_t)(struct wlr_scene_node *node,
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int sx, int sy, void *data);
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/**
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* Immediately destroy the scene-graph node.
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*/
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@ -270,32 +270,60 @@ struct render_data {
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pixman_region32_t *damage;
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};
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static void render_surface_iterator(struct wlr_surface *surface,
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static void render_node_iterator(struct wlr_scene_node *node,
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int x, int y, void *_data) {
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struct render_data *data = _data;
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struct wlr_output *output = data->output;
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pixman_region32_t *output_damage = data->damage;
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struct wlr_texture *texture = wlr_surface_get_texture(surface);
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if (texture == NULL) {
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switch (node->type) {
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case WLR_SCENE_NODE_ROOT:;
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/* Root node has nothing to render itself */
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break;
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case WLR_SCENE_NODE_SURFACE:;
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struct wlr_scene_surface *scene_surface = scene_surface_from_node(node);
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struct wlr_surface *surface = scene_surface->surface;
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struct wlr_texture *texture = wlr_surface_get_texture(surface);
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if (texture == NULL) {
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return;
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}
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struct wlr_box box = {
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.x = x,
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.y = y,
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.width = surface->current.width,
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.height = surface->current.height,
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};
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scale_box(&box, output->scale);
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float matrix[9];
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enum wl_output_transform transform =
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wlr_output_transform_invert(surface->current.transform);
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wlr_matrix_project_box(matrix, &box, transform, 0.0,
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output->transform_matrix);
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render_texture(output, output_damage, texture, &box, matrix);
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break;
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}
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}
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static void scene_node_for_each_node(struct wlr_scene_node *node,
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int lx, int ly, wlr_scene_node_iterator_func_t user_iterator,
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void *user_data) {
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if (!node->state.enabled) {
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return;
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}
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struct wlr_box box = {
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.x = x,
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.y = y,
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.width = surface->current.width,
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.height = surface->current.height,
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};
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scale_box(&box, output->scale);
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lx += node->state.x;
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ly += node->state.y;
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float matrix[9];
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enum wl_output_transform transform =
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wlr_output_transform_invert(surface->current.transform);
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wlr_matrix_project_box(matrix, &box, transform, 0.0,
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output->transform_matrix);
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user_iterator(node, lx, ly, user_data);
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render_texture(output, output_damage, texture, &box, matrix);
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struct wlr_scene_node *child;
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wl_list_for_each(child, &node->state.children, state.link) {
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scene_node_for_each_node(child, lx, ly, user_iterator, user_data);
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}
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}
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void wlr_scene_render_output(struct wlr_scene *scene, struct wlr_output *output,
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@ -315,8 +343,8 @@ void wlr_scene_render_output(struct wlr_scene *scene, struct wlr_output *output,
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.output = output,
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.damage = damage,
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};
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scene_node_for_each_surface(&scene->node, lx, ly,
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render_surface_iterator, &data);
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scene_node_for_each_node(&scene->node, lx, ly,
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render_node_iterator, &data);
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wlr_renderer_scissor(renderer, NULL);
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}
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