As elsewhere, make sure objects that need to have a ownership up to the
context, and use this ownership chain to find relevant components, such
as the backend or the Wayland compositor object instance.
wayland/data-device: Hook up data devices to seats
They are tied to a seat - make that connection in struct fields too, so
that related objects can get to the context via it.
wayland: Don't get Wayland compositor via singleton getter
This means via the ownership chain or equivalent.
xwayland: Hook up manager to Wayland compositor
Same applies to the drag-n-drop struct.
xwayland: Make X11 event handling compositor instance aware
This avoids finding it via singletons in the callee.
xwayland: Don't get Wayland compositor from singleton
xwayland: Pass manager when handling dnd event
window/xwayland: Don't get Wayland compositor from singleton
xwayland/grab-keyboard: Don't get backend from singleton
xwayland: Don't get backend from singleton
wayland: Always get the backend from the context
This means traveling up the ownership chain or equivalent when
necessary.
wayland: Hook up data devices, offers and sources to the compositor
This allows tying them to a context without going through any
singletons.
wayland: Don't get display from singleton
xwayland: Don't get display from singleton
tablet: Don't get display from singleton
Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/2718>
It's not allowed to call eglQueryWaylandBuffer() if the call to
eglBindWaylandDisplay() failed, and will result in an assert being hit
in mesa if called.
Avoid that by keeping track whether we succeeded to bind, and only
attempt to realize a legacy EGL wl_buffer if binding succeeded.
Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/2415>
While it's not very relevant now, as we would rarely create it anyway
since the buffer nor texture never changes for a surface, it will be in
the future, as the actor state (including its content,
MetaShapedTexture) will be synchronized by the MetaWaylandActorSurface
at a later point in time, and not by MetaWaylandSurface, at state
application time.
https://gitlab.gnome.org/GNOME/mutter/merge_requests/961
The order and way include macros were structured was chaotic, with no
real common thread between files. Try to tidy up the mess with some
common scheme, to make things look less messy.
One of the current limitations of EGLStreams is that there's no way to
resize a surface consumer without re-creating the entire stream.
Therefore, while resizing, clients will send wl_surface::attach requests
so the compositor can re-create its endpoint of the stream, but no
buffer will be available actually. If we proceed with the rest of the
attach operation we'll be presenting an empty buffer.
In order to fix this, a separate wl_eglstream_controller protocol has
been introduced that clients can use to request a stream re-creation
without overloading wl_surface::attach for that purpose.
This change adds the required logic to create the corresponding
wl_eglstream_controller global interface that clients can bind to.
Whenever a client requests a stream to be created, we just need to
create and realize the new EGLStream buffer. The same buffer resource
will be given at a later time to wl_surface::attach, whenever new
content is made available by the application, so we can proceed to
acquire the stream buffer and update the surface state.
https://bugzilla.gnome.org/show_bug.cgi?id=782575
Use the proposed EGL_WL_wayland_eglstream EGL extension instead of the
file descriptor hack that was used as a temporary solution.
Note that this results in EGL clients will no longer work if they are
running on a Nvidia driver with a version older than 370.
https://bugzilla.gnome.org/show_bug.cgi?id=773629
This commit adds for a new type of buffer being attached to a Wayland
surface: buffers from an EGLStream. These buffers behave very
differently from regular Wayland buffers; instead of each buffer
reperesenting an actual frame, the same buffer is attached over and
over again, and EGL API is used to switch the content of the OpenGL
texture associated with the buffer attached. It more or less
side-tracks the Wayland buffer handling.
It is implemented by creating a MetaWaylandEglStream object, dealing
with the EGLStream state. The lifetime of the MetaWaylandEglStream is
tied to the texture object (CoglTexture), which is referenced-counted
and owned by both the actors and the MetaWaylandBuffer.
When the buffer is reattached and committed, the EGLStream is triggered
to switch the content of the associated texture to the new content.
This means that one cannot keep old texture content around without
copying, so any feature relying on that will effectively be broken.
https://bugzilla.gnome.org/show_bug.cgi?id=773629