From a44b2af6722397d5750c81cb29d09c4e6a52e546 Mon Sep 17 00:00:00 2001 From: Isaac Freund Date: Thu, 25 Nov 2021 20:28:54 +0100 Subject: [PATCH] tinywl: use wlr_scene --- tinywl/tinywl.c | 268 ++++++++++++++++-------------------------------- 1 file changed, 89 insertions(+), 179 deletions(-) diff --git a/tinywl/tinywl.c b/tinywl/tinywl.c index ab5ed7ce..5ce7c4e8 100644 --- a/tinywl/tinywl.c +++ b/tinywl/tinywl.c @@ -1,4 +1,5 @@ #define _POSIX_C_SOURCE 200112L +#include #include #include #include @@ -14,10 +15,10 @@ #include #include #include -#include #include #include #include +#include #include #include #include @@ -36,6 +37,7 @@ struct tinywl_server { struct wlr_backend *backend; struct wlr_renderer *renderer; struct wlr_allocator *allocator; + struct wlr_scene *scene; struct wlr_xdg_shell *xdg_shell; struct wl_listener new_xdg_surface; @@ -76,12 +78,12 @@ struct tinywl_view { struct wl_list link; struct tinywl_server *server; struct wlr_xdg_surface *xdg_surface; + struct wlr_scene_node *scene_node; struct wl_listener map; struct wl_listener unmap; struct wl_listener destroy; struct wl_listener request_move; struct wl_listener request_resize; - bool mapped; int x, y; }; @@ -118,6 +120,7 @@ static void focus_view(struct tinywl_view *view, struct wlr_surface *surface) { } struct wlr_keyboard *keyboard = wlr_seat_get_keyboard(seat); /* Move the view to the front */ + wlr_scene_node_raise_to_top(view->scene_node); wl_list_remove(&view->link); wl_list_insert(&server->views, &view->link); /* Activate the new surface */ @@ -166,14 +169,9 @@ static bool handle_keybinding(struct tinywl_server *server, xkb_keysym_t sym) { if (wl_list_length(&server->views) < 2) { break; } - struct tinywl_view *current_view = wl_container_of( - server->views.next, current_view, link); struct tinywl_view *next_view = wl_container_of( - current_view->link.next, next_view, link); + server->views.prev, next_view, link); focus_view(next_view, next_view->xdg_surface->surface); - /* Move the previous view to the end of the list */ - wl_list_remove(¤t_view->link); - wl_list_insert(server->views.prev, ¤t_view->link); break; default: return false; @@ -199,7 +197,8 @@ static void keyboard_handle_key( bool handled = false; uint32_t modifiers = wlr_keyboard_get_modifiers(keyboard->device->keyboard); - if ((modifiers & WLR_MODIFIER_ALT) && event->state == WL_KEYBOARD_KEY_STATE_PRESSED) { + if ((modifiers & WLR_MODIFIER_ALT) && + event->state == WL_KEYBOARD_KEY_STATE_PRESSED) { /* If alt is held down and this button was _pressed_, we attempt to * process it as a compositor keybinding. */ for (int i = 0; i < nsyms; i++) { @@ -310,52 +309,32 @@ static void seat_request_set_selection(struct wl_listener *listener, void *data) wlr_seat_set_selection(server->seat, event->source, event->serial); } -static bool view_at(struct tinywl_view *view, - double lx, double ly, struct wlr_surface **surface, - double *sx, double *sy) { - /* - * XDG toplevels may have nested surfaces, such as popup windows for context - * menus or tooltips. This function tests if any of those are underneath the - * coordinates lx and ly (in output Layout Coordinates). If so, it sets the - * surface pointer to that wlr_surface and the sx and sy coordinates to the - * coordinates relative to that surface's top-left corner. - */ - double view_sx = lx - view->x; - double view_sy = ly - view->y; - - double _sx, _sy; - struct wlr_surface *_surface = NULL; - _surface = wlr_xdg_surface_surface_at( - view->xdg_surface, view_sx, view_sy, &_sx, &_sy); - - if (_surface != NULL) { - *sx = _sx; - *sy = _sy; - *surface = _surface; - return true; - } - - return false; -} - static struct tinywl_view *desktop_view_at( struct tinywl_server *server, double lx, double ly, struct wlr_surface **surface, double *sx, double *sy) { - /* This iterates over all of our surfaces and attempts to find one under the - * cursor. This relies on server->views being ordered from top-to-bottom. */ - struct tinywl_view *view; - wl_list_for_each(view, &server->views, link) { - if (view_at(view, lx, ly, surface, sx, sy)) { - return view; - } + /* This returns the topmost node in the scene at the given layout coords. + * we only care about surface nodes as we are specifically looking for a + * surface in the surface tree of a tinywl_view. */ + struct wlr_scene_node *node = wlr_scene_node_at( + &server->scene->node, lx, ly, sx, sy); + if (node == NULL || node->type != WLR_SCENE_NODE_SURFACE) { + return NULL; } - return NULL; + *surface = wlr_scene_surface_from_node(node)->surface; + /* Find the node corresponding to the tinywl_view at the root of this + * surface tree, it is the only one for which we set the data field. */ + while (node != NULL && node->data == NULL) { + node = node->parent; + } + return node->data; } static void process_cursor_move(struct tinywl_server *server, uint32_t time) { /* Move the grabbed view to the new position. */ - server->grabbed_view->x = server->cursor->x - server->grab_x; - server->grabbed_view->y = server->cursor->y - server->grab_y; + struct tinywl_view *view = server->grabbed_view; + view->x = server->cursor->x - server->grab_x; + view->y = server->cursor->y - server->grab_y; + wlr_scene_node_set_position(view->scene_node, view->x, view->y); } static void process_cursor_resize(struct tinywl_server *server, uint32_t time) { @@ -404,6 +383,7 @@ static void process_cursor_resize(struct tinywl_server *server, uint32_t time) { wlr_xdg_surface_get_geometry(view->xdg_surface, &geo_box); view->x = new_left - geo_box.x; view->y = new_top - geo_box.y; + wlr_scene_node_set_position(view->scene_node, view->x, view->y); int new_width = new_right - new_left; int new_height = new_bottom - new_top; @@ -530,74 +510,12 @@ static void server_cursor_frame(struct wl_listener *listener, void *data) { wlr_seat_pointer_notify_frame(server->seat); } -/* Used to move all of the data necessary to render a surface from the top-level - * frame handler to the per-surface render function. */ -struct render_data { - struct wlr_output *output; - struct wlr_renderer *renderer; - struct tinywl_view *view; - struct timespec *when; -}; - -static void render_surface(struct wlr_surface *surface, +// TODO: We should avoid sending the frame done event twice if a surface +// appears on multiple outputs. +// https://github.com/swaywm/wlroots/issues/3210 +static void send_frame_done(struct wlr_surface *surface, int sx, int sy, void *data) { - /* This function is called for every surface that needs to be rendered. */ - struct render_data *rdata = data; - struct tinywl_view *view = rdata->view; - struct wlr_output *output = rdata->output; - - /* We first obtain a wlr_texture, which is a GPU resource. wlroots - * automatically handles negotiating these with the client. The underlying - * resource could be an opaque handle passed from the client, or the client - * could have sent a pixel buffer which we copied to the GPU, or a few other - * means. You don't have to worry about this, wlroots takes care of it. */ - struct wlr_texture *texture = wlr_surface_get_texture(surface); - if (texture == NULL) { - return; - } - - /* The view has a position in layout coordinates. If you have two displays, - * one next to the other, both 1080p, a view on the rightmost display might - * have layout coordinates of 2000,100. We need to translate that to - * output-local coordinates, or (2000 - 1920). */ - double ox = 0, oy = 0; - wlr_output_layout_output_coords( - view->server->output_layout, output, &ox, &oy); - ox += view->x + sx, oy += view->y + sy; - - /* We also have to apply the scale factor for HiDPI outputs. This is only - * part of the puzzle, TinyWL does not fully support HiDPI. */ - struct wlr_box box = { - .x = ox * output->scale, - .y = oy * output->scale, - .width = surface->current.width * output->scale, - .height = surface->current.height * output->scale, - }; - - /* - * Those familiar with OpenGL are also familiar with the role of matricies - * in graphics programming. We need to prepare a matrix to render the view - * with. wlr_matrix_project_box is a helper which takes a box with a desired - * x, y coordinates, width and height, and an output geometry, then - * prepares an orthographic projection and multiplies the necessary - * transforms to produce a model-view-projection matrix. - * - * Naturally you can do this any way you like, for example to make a 3D - * compositor. - */ - float matrix[9]; - enum wl_output_transform transform = - wlr_output_transform_invert(surface->current.transform); - wlr_matrix_project_box(matrix, &box, transform, 0, - output->transform_matrix); - - /* This takes our matrix, the texture, and an alpha, and performs the actual - * rendering on the GPU. */ - wlr_render_texture_with_matrix(rdata->renderer, texture, matrix, 1); - - /* This lets the client know that we've displayed that frame and it can - * prepare another one now if it likes. */ - wlr_surface_send_frame_done(surface, rdata->when); + wlr_surface_send_frame_done(surface, data); } static void output_frame(struct wl_listener *listener, void *data) { @@ -605,56 +523,16 @@ static void output_frame(struct wl_listener *listener, void *data) { * generally at the output's refresh rate (e.g. 60Hz). */ struct tinywl_output *output = wl_container_of(listener, output, frame); - struct wlr_renderer *renderer = output->server->renderer; + + struct wlr_scene_output *scene_output = wlr_scene_get_scene_output( + output->server->scene, output->wlr_output); + + /* Render the scene if needed and commit the output */ + wlr_scene_output_commit(scene_output); struct timespec now; clock_gettime(CLOCK_MONOTONIC, &now); - - /* wlr_output_attach_render makes the OpenGL context current. */ - if (!wlr_output_attach_render(output->wlr_output, NULL)) { - return; - } - /* The "effective" resolution can change if you rotate your outputs. */ - int width, height; - wlr_output_effective_resolution(output->wlr_output, &width, &height); - /* Begin the renderer (calls glViewport and some other GL sanity checks) */ - wlr_renderer_begin(renderer, width, height); - - float color[4] = {0.3, 0.3, 0.3, 1.0}; - wlr_renderer_clear(renderer, color); - - /* Each subsequent window we render is rendered on top of the last. Because - * our view list is ordered front-to-back, we iterate over it backwards. */ - struct tinywl_view *view; - wl_list_for_each_reverse(view, &output->server->views, link) { - if (!view->mapped) { - /* An unmapped view should not be rendered. */ - continue; - } - struct render_data rdata = { - .output = output->wlr_output, - .view = view, - .renderer = renderer, - .when = &now, - }; - /* This calls our render_surface function for each surface among the - * xdg_surface's toplevel and popups. */ - wlr_xdg_surface_for_each_surface(view->xdg_surface, - render_surface, &rdata); - } - - /* Hardware cursors are rendered by the GPU on a separate plane, and can be - * moved around without re-rendering what's beneath them - which is more - * efficient. However, not all hardware supports hardware cursors. For this - * reason, wlroots provides a software fallback, which we ask it to render - * here. wlr_cursor handles configuring hardware vs software cursors for you, - * and this function is a no-op when hardware cursors are in use. */ - wlr_output_render_software_cursors(output->wlr_output, NULL); - - /* Conclude rendering and swap the buffers, showing the final frame - * on-screen. */ - wlr_renderer_end(renderer); - wlr_output_commit(output->wlr_output); + wlr_scene_output_for_each_surface(scene_output, send_frame_done, &now); } static void server_new_output(struct wl_listener *listener, void *data) { @@ -704,23 +582,32 @@ static void server_new_output(struct wl_listener *listener, void *data) { wlr_output_layout_add_auto(server->output_layout, wlr_output); } -static void xdg_surface_map(struct wl_listener *listener, void *data) { +static void xdg_toplevel_map(struct wl_listener *listener, void *data) { /* Called when the surface is mapped, or ready to display on-screen. */ struct tinywl_view *view = wl_container_of(listener, view, map); - view->mapped = true; + + wl_list_insert(&view->server->views, &view->link); + focus_view(view, view->xdg_surface->surface); } -static void xdg_surface_unmap(struct wl_listener *listener, void *data) { +static void xdg_toplevel_unmap(struct wl_listener *listener, void *data) { /* Called when the surface is unmapped, and should no longer be shown. */ struct tinywl_view *view = wl_container_of(listener, view, unmap); - view->mapped = false; + + wl_list_remove(&view->link); } -static void xdg_surface_destroy(struct wl_listener *listener, void *data) { +static void xdg_toplevel_destroy(struct wl_listener *listener, void *data) { /* Called when the surface is destroyed and should never be shown again. */ struct tinywl_view *view = wl_container_of(listener, view, destroy); - wl_list_remove(&view->link); + + wl_list_remove(&view->map.link); + wl_list_remove(&view->unmap.link); + wl_list_remove(&view->destroy.link); + wl_list_remove(&view->request_move.link); + wl_list_remove(&view->request_resize.link); + free(view); } @@ -746,8 +633,10 @@ static void begin_interactive(struct tinywl_view *view, struct wlr_box geo_box; wlr_xdg_surface_get_geometry(view->xdg_surface, &geo_box); - double border_x = (view->x + geo_box.x) + ((edges & WLR_EDGE_RIGHT) ? geo_box.width : 0); - double border_y = (view->y + geo_box.y) + ((edges & WLR_EDGE_BOTTOM) ? geo_box.height : 0); + double border_x = (view->x + geo_box.x) + + ((edges & WLR_EDGE_RIGHT) ? geo_box.width : 0); + double border_y = (view->y + geo_box.y) + + ((edges & WLR_EDGE_BOTTOM) ? geo_box.height : 0); server->grab_x = server->cursor->x - border_x; server->grab_y = server->cursor->y - border_y; @@ -788,22 +677,38 @@ static void server_new_xdg_surface(struct wl_listener *listener, void *data) { struct tinywl_server *server = wl_container_of(listener, server, new_xdg_surface); struct wlr_xdg_surface *xdg_surface = data; - if (xdg_surface->role != WLR_XDG_SURFACE_ROLE_TOPLEVEL) { + + /* We must add xdg popups to the scene graph so they get rendered. The + * wlroots scene graph provides a helper for this, but to use it we must + * provide the proper parent scene node of the xdg popup. To enable this, + * we always set the user data field of xdg_surfaces to the corresponding + * scene node. */ + if (xdg_surface->role == WLR_XDG_SURFACE_ROLE_POPUP) { + struct wlr_xdg_surface *parent = wlr_xdg_surface_from_wlr_surface( + xdg_surface->popup->parent); + struct wlr_scene_node *parent_node = parent->data; + xdg_surface->data = wlr_scene_xdg_surface_create( + parent_node, xdg_surface); return; } + assert(xdg_surface->role == WLR_XDG_SURFACE_ROLE_TOPLEVEL); /* Allocate a tinywl_view for this surface */ struct tinywl_view *view = calloc(1, sizeof(struct tinywl_view)); view->server = server; view->xdg_surface = xdg_surface; + view->scene_node = wlr_scene_xdg_surface_create( + &view->server->scene->node, view->xdg_surface); + view->scene_node->data = view; + xdg_surface->data = view->scene_node; /* Listen to the various events it can emit */ - view->map.notify = xdg_surface_map; + view->map.notify = xdg_toplevel_map; wl_signal_add(&xdg_surface->events.map, &view->map); - view->unmap.notify = xdg_surface_unmap; + view->unmap.notify = xdg_toplevel_unmap; wl_signal_add(&xdg_surface->events.unmap, &view->unmap); - view->destroy.notify = xdg_surface_destroy; + view->destroy.notify = xdg_toplevel_destroy; wl_signal_add(&xdg_surface->events.destroy, &view->destroy); /* cotd */ @@ -812,9 +717,6 @@ static void server_new_xdg_surface(struct wl_listener *listener, void *data) { wl_signal_add(&toplevel->events.request_move, &view->request_move); view->request_resize.notify = xdg_toplevel_request_resize; wl_signal_add(&toplevel->events.request_resize, &view->request_resize); - - /* Add it to the list of views. */ - wl_list_insert(&server->views, &view->link); } int main(int argc, char *argv[]) { @@ -880,9 +782,17 @@ int main(int argc, char *argv[]) { server.new_output.notify = server_new_output; wl_signal_add(&server.backend->events.new_output, &server.new_output); - /* Set up our list of views and the xdg-shell. The xdg-shell is a Wayland - * protocol which is used for application windows. For more detail on - * shells, refer to my article: + /* Create a scene graph. This is a wlroots abstraction that handles all + * rendering and damage tracking. All the compositor author needs to do + * is add things that should be rendered to the scene graph at the proper + * positions and then call wlr_scene_output_commit() to render a frame if + * necessary. + */ + server.scene = wlr_scene_create(); + wlr_scene_attach_output_layout(server.scene, server.output_layout); + + /* Set up the xdg-shell. The xdg-shell is a Wayland protocol which is used + * for application windows. For more detail on shells, refer to my article: * * https://drewdevault.com/2018/07/29/Wayland-shells.html */