Copy cursor surface to secondary gpu if necessary
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72c76b128e
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@ -636,13 +636,25 @@ static bool drm_connector_set_cursor(struct wlr_output *output,
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ret = drmGetCap(drm->fd, DRM_CAP_CURSOR_HEIGHT, &h);
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ret = drmGetCap(drm->fd, DRM_CAP_CURSOR_HEIGHT, &h);
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h = ret ? 64 : h;
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h = ret ? 64 : h;
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struct wlr_drm_renderer *renderer =
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drm->parent ? &drm->parent->renderer : &drm->renderer;
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if (!init_drm_surface(&plane->surf, renderer, w, h,
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if (!drm->parent) {
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renderer->gbm_format, GBM_BO_USE_LINEAR | GBM_BO_USE_SCANOUT)) {
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if (!init_drm_surface(&plane->surf, &drm->renderer, w, h,
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wlr_log(WLR_ERROR, "Cannot allocate cursor resources");
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drm->renderer.gbm_format, GBM_BO_USE_LINEAR | GBM_BO_USE_SCANOUT)) {
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return false;
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wlr_log(WLR_ERROR, "Cannot allocate cursor resources");
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return false;
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}
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} else {
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if (!init_drm_surface(&plane->surf, &drm->parent->renderer, w, h,
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drm->parent->renderer.gbm_format, GBM_BO_USE_LINEAR)) {
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wlr_log(WLR_ERROR, "Cannot allocate cursor resources");
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return false;
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}
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if (!init_drm_surface(&plane->mgpu_surf, &drm->renderer, w, h,
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drm->renderer.gbm_format, GBM_BO_USE_LINEAR | GBM_BO_USE_SCANOUT)) {
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wlr_log(WLR_ERROR, "Cannot allocate cursor resources");
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return false;
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}
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}
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}
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}
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}
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@ -712,6 +724,11 @@ static bool drm_connector_set_cursor(struct wlr_output *output,
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}
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}
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struct gbm_bo *bo = plane->cursor_enabled ? plane->surf.back : NULL;
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struct gbm_bo *bo = plane->cursor_enabled ? plane->surf.back : NULL;
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if (drm->parent) {
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bo = copy_drm_surface_mgpu(&plane->mgpu_surf, plane->surf.back);
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}
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bool ok = drm->iface->crtc_set_cursor(drm, crtc, bo);
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bool ok = drm->iface->crtc_set_cursor(drm, crtc, bo);
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if (ok) {
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if (ok) {
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wlr_output_update_needs_swap(output);
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wlr_output_update_needs_swap(output);
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@ -230,7 +230,7 @@ struct gbm_bo *copy_drm_surface_mgpu(struct wlr_drm_surface *dest,
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struct wlr_renderer *renderer = dest->renderer->wlr_rend;
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struct wlr_renderer *renderer = dest->renderer->wlr_rend;
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wlr_renderer_begin(renderer, dest->width, dest->height);
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wlr_renderer_begin(renderer, dest->width, dest->height);
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wlr_renderer_clear(renderer, (float[]){ 0.0, 0.0, 0.0, 1.0 });
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wlr_renderer_clear(renderer, (float[]){ 0.0, 0.0, 0.0, 0.0 });
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wlr_render_texture_with_matrix(renderer, tex, mat, 1.0f);
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wlr_render_texture_with_matrix(renderer, tex, mat, 1.0f);
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wlr_renderer_end(renderer);
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wlr_renderer_end(renderer);
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