49c8d42317
When painting, actors rely on semi global state tracked by the state to get various things needed for painting, such as the current draw framebuffer. Having state hidden in such ways can be very deceiving as it's hard to follow changes spread out, and adding more and more state that should be tracked during a paint gets annoying as they will not change in isolation but one by one in their own places. To do this better, introduce a paint context that is passed along in paint calls that contains the necessary state needed during painting. The paint context implements a framebuffer stack just as Cogl works, which is currently needed for offscreen rendering used by clutter. The same context is passed around for paint nodes, contents and effects as well. In this commit, the context is only introduced, but not used. It aims to replace the Cogl framebuffer stack, and will allow actors to know what view it is currently painted on. https://gitlab.gnome.org/GNOME/mutter/merge_requests/935
188 lines
5.7 KiB
C
188 lines
5.7 KiB
C
/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
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/*
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* Copyright (C) 2013 Red Hat
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License as
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* published by the Free Software Foundation; either version 2 of the
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* License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* Written by:
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* Jasper St. Pierre <jstpierre@mecheye.net>
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*/
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#include "config.h"
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#include "compositor/meta-surface-actor-wayland.h"
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#include <math.h>
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#include "backends/meta-backend-private.h"
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#include "backends/meta-logical-monitor.h"
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#include "cogl/cogl-wayland-server.h"
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#include "compositor/meta-shaped-texture-private.h"
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#include "compositor/region-utils.h"
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#include "wayland/meta-wayland-buffer.h"
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#include "wayland/meta-wayland-private.h"
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#include "wayland/meta-window-wayland.h"
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struct _MetaSurfaceActorWayland
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{
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MetaSurfaceActor parent;
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MetaWaylandSurface *surface;
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struct wl_list frame_callback_list;
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};
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G_DEFINE_TYPE (MetaSurfaceActorWayland,
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meta_surface_actor_wayland,
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META_TYPE_SURFACE_ACTOR)
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static void
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meta_surface_actor_wayland_process_damage (MetaSurfaceActor *actor,
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int x,
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int y,
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int width,
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int height)
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{
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}
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static void
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meta_surface_actor_wayland_pre_paint (MetaSurfaceActor *actor)
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{
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}
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static gboolean
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meta_surface_actor_wayland_is_visible (MetaSurfaceActor *actor)
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{
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/* TODO: ensure that the buffer isn't NULL, implement
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* wayland mapping semantics */
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return TRUE;
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}
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static gboolean
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meta_surface_actor_wayland_is_opaque (MetaSurfaceActor *actor)
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{
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MetaShapedTexture *stex = meta_surface_actor_get_texture (actor);
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return meta_shaped_texture_is_opaque (stex);
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}
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void
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meta_surface_actor_wayland_add_frame_callbacks (MetaSurfaceActorWayland *self,
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struct wl_list *frame_callbacks)
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{
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wl_list_insert_list (&self->frame_callback_list, frame_callbacks);
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}
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static MetaWindow *
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meta_surface_actor_wayland_get_window (MetaSurfaceActor *actor)
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{
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MetaSurfaceActorWayland *self = META_SURFACE_ACTOR_WAYLAND (actor);
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MetaWaylandSurface *surface = meta_surface_actor_wayland_get_surface (self);
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if (!surface)
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return NULL;
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return surface->window;
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}
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static void
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meta_surface_actor_wayland_paint (ClutterActor *actor,
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ClutterPaintContext *paint_context)
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{
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MetaSurfaceActorWayland *self = META_SURFACE_ACTOR_WAYLAND (actor);
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if (self->surface &&
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!meta_surface_actor_is_obscured (META_SURFACE_ACTOR (actor)))
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{
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MetaWaylandCompositor *compositor = self->surface->compositor;
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wl_list_insert_list (&compositor->frame_callbacks, &self->frame_callback_list);
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wl_list_init (&self->frame_callback_list);
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}
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CLUTTER_ACTOR_CLASS (meta_surface_actor_wayland_parent_class)->paint (actor,
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paint_context);
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}
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static void
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meta_surface_actor_wayland_dispose (GObject *object)
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{
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MetaSurfaceActorWayland *self = META_SURFACE_ACTOR_WAYLAND (object);
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MetaWaylandFrameCallback *cb, *next;
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MetaShapedTexture *stex;
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stex = meta_surface_actor_get_texture (META_SURFACE_ACTOR (self));
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if (stex)
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meta_shaped_texture_set_texture (stex, NULL);
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if (self->surface)
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{
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g_object_remove_weak_pointer (G_OBJECT (self->surface),
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(gpointer *) &self->surface);
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self->surface = NULL;
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}
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wl_list_for_each_safe (cb, next, &self->frame_callback_list, link)
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wl_resource_destroy (cb->resource);
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G_OBJECT_CLASS (meta_surface_actor_wayland_parent_class)->dispose (object);
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}
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static void
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meta_surface_actor_wayland_class_init (MetaSurfaceActorWaylandClass *klass)
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{
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MetaSurfaceActorClass *surface_actor_class = META_SURFACE_ACTOR_CLASS (klass);
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ClutterActorClass *actor_class = CLUTTER_ACTOR_CLASS (klass);
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GObjectClass *object_class = G_OBJECT_CLASS (klass);
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actor_class->paint = meta_surface_actor_wayland_paint;
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surface_actor_class->process_damage = meta_surface_actor_wayland_process_damage;
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surface_actor_class->pre_paint = meta_surface_actor_wayland_pre_paint;
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surface_actor_class->is_visible = meta_surface_actor_wayland_is_visible;
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surface_actor_class->is_opaque = meta_surface_actor_wayland_is_opaque;
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surface_actor_class->get_window = meta_surface_actor_wayland_get_window;
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object_class->dispose = meta_surface_actor_wayland_dispose;
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}
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static void
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meta_surface_actor_wayland_init (MetaSurfaceActorWayland *self)
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{
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}
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MetaSurfaceActor *
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meta_surface_actor_wayland_new (MetaWaylandSurface *surface)
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{
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MetaSurfaceActorWayland *self = g_object_new (META_TYPE_SURFACE_ACTOR_WAYLAND, NULL);
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g_assert (meta_is_wayland_compositor ());
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wl_list_init (&self->frame_callback_list);
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self->surface = surface;
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g_object_add_weak_pointer (G_OBJECT (self->surface),
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(gpointer *) &self->surface);
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return META_SURFACE_ACTOR (self);
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}
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MetaWaylandSurface *
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meta_surface_actor_wayland_get_surface (MetaSurfaceActorWayland *self)
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{
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return self->surface;
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}
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