A actor surface may be reset by an xdg_toplevel if a NULL buffer is
attached. This should reset the actor state of the toplevel to an empty
state, while unmapping the previous actor. Subsurfaces, however, should
stay intact, including their relationship to the toplevel. They should
also not be yanked away from the actor of the actor surface prior to it
resetting, so that a window-destroy animation can include the subsurface
actor.
This fixes a potential crash when a subsurface tries to commit to its
wl_surface after the destroy animation of the toplevel has finished, as
the actor would at that point have been destroyed and cleared from the
actor surface struct, causing a segmentation fault.
https://gitlab.gnome.org/GNOME/mutter/merge_requests/961
Similar to wl_list_foreach(), add
META_WAYLAND_SURFACE_FOREACH_SUBSURFACE() that iterates over all the
subsurfaces of a surface, without the caller needing to care about
implementation details, such as leaf nodes vs non-leaf nodes.
https://gitlab.gnome.org/GNOME/mutter/merge_requests/961
The vfunc is not called when a surface commits its state, but when the
state is applied. Make this clearer by changing the name to
"apply_state" (and "pre_apply_state").
https://gitlab.gnome.org/GNOME/mutter/merge_requests/907
The name didn't communicate it was about surface state, and it somewhat
confusingly had the name "pending" in it, which could be confused with
the fact that while it's used to collect pending state, it's also used
to cache previously committed pending state.
https://gitlab.gnome.org/GNOME/mutter/merge_requests/907
We're expected by MetaWaylandSurface to always pick the frame callbacks
out from the pending state when committing (applying) so that no frame
callbacks are unaccounted for. We failed to do this if our actor for
some reason (e.g. associated window was unmanaged) was destroyed. To
handle this situation better, store away the frame callbacks until we
some later point in time need to pass them on forward.
https://gitlab.gnome.org/GNOME/mutter/merge_requests/893
A frame callback without damage is still expected to be responded to.
Implement this by simply queuing damage if there are any frame callbacks
requested and there is no damage yet. If there already is damage,
we'll be queued already, but with more correct damage. Without we simply
need to make sure we flush the callbacks if any area of surface is not
occluded.
Fixes: https://gitlab.gnome.org/GNOME/mutter/issues/457https://gitlab.gnome.org/GNOME/mutter/merge_requests/839
Correct silly mistake where the MetaWaylandSurface was passed as the
user_data of the surface actor destroy signal handler, instead of the
expected MetaWaylandActorSurface.
Fixes: https://gitlab.gnome.org/GNOME/mutter/issues/844
This allows us to implement more sophisticated logic for the different
cases. For DnD surfaces, use the geometry scale of the monitor where
the pointer is, instead of incorrectly assuming '1' as it was before.
https://gitlab.gnome.org/GNOME/mutter/merge_requests/780
Flatten the subsurface actor tree, making all surface actors children
of the window actor.
Save the subsurface state in a GNode tree in MetaWaylandSurface, where
each surface holds two nodes, one branch, which can be the tree root
or be attached to a parent surfaces branch, and a leaf, which is
used to save the position relative to child branch nodes.
Each time a surface is added or reordered in the tree, unparent all
surface actors from the window actor, traverse all leaves of the
tree and readd the corresponding surface actors back to the window
actor.
https://gitlab.gnome.org/GNOME/mutter/merge_requests/664
Geometry scale is applied to each surface individually, using
Clutter scales, and not only this breaks subsurfaces, it also
pollutes the toolkit and makes the actor tree slightly too
fragile. If GNOME Shell mistakenly tries to set the actor scale
of any of these surfaces, for example, various artifacts might
happen.
Move geometry scale handling to MetaWindowActor. It is applied
as a child transform operation, so that the Clutter-managed
scale properties are left untouched.
In the future where the entirety of the window is managed by a
ClutterContent itself, the geometry scale will be applied
directly into the transform matrix of MetaWindowActor. However,
doing that now would break the various ClutterClones used by
GNOME Shell, so the child transform is an acceptable compromise
during this transition.
https://gitlab.gnome.org/GNOME/mutter/merge_requests/409
Now that MetaShapedTexture is a ClutterContent implemetation that
is aware of its own buffer scale, it is possible to simplify the
event translation routines.
Set the geometry scale in MetaSurfaceActor, and stop adjusting the
surface scale when translating points. Also remove the now obsoleted
meta_wayland_actor_surface_calculate_scale() function.
https://gitlab.gnome.org/GNOME/mutter/merge_requests/409
MetaWindowActor is the compositor-side representative of a
MetaWindow. Specifically it represents the geometry of the
window under Clutter scene graph. MetaWindowActors are backed
by MetaSurfaceActors, that represent the windowing system's
surfaces themselves. Naturally, these surfaces have textures
with the pixel content of the clients associated with them.
These textures are represented by MetaShapedTexture.
MetaShapedTextures are currently implemented as ClutterActor
subclasses that override the paint function to paint the
textures it holds.
Conceptually, however, Clutter has an abstraction layer for
contents of actors: ClutterContent. Which MetaShapedTexture
fits nicely, in fact.
Make MetaShapedTexture a ClutterContent implementation. This
forces a few changes in the stack:
* MetaShapedTexture now handles buffer scale.
* We now paint into ClutterPaintNode instead of the direct
framebuffer.
* Various pieces of Wayland code now use MetaSurfaceActor
instead of MetaShapedTexture.
* MetaSurfaceActorWayland doesn't override size negotiation
vfuncs anymore
https://gitlab.gnome.org/GNOME/mutter/merge_requests/409
All child classes of `MetaWaylandShellSurface` as well as
`MetaWaylandSurfaceRoleXWayland` should only sync their actor if
their toplevel surface has a window. Currently this check is done
in the actor-surface class, but not all surface classes have a
toplevel window, e.g. dnd-surfaces.
Move the check to the right places.
For subsurfaces this assumes that the subsurface is not the child of
a window-less surface (like, as stated above, e.g. a dnd-surface).
If we want to support subsurfaces of window-less surfaces in the future
we have to extend the check here.
But as this is not a regression, ignore this case for now.
https://gitlab.gnome.org/GNOME/mutter/merge_requests/537
This adds the required bits to wayland surfaces and ties them up
to the compositor parts.
It is based on and very similar in nature to buffer transforms.
From the specification:
> The global interface exposing surface cropping and scaling
> capabilities is used to instantiate an interface extension for a
> wl_surface object. This extended interface will then allow cropping
> and scaling the surface contents, effectively disconnecting the
> direct relationship between the buffer and the surface size.
https://gitlab.gnome.org/GNOME/mutter/merge_requests/323
This adds the required bits to wayland surfaces and ties them up
to the compositor parts.
The central part here is to recalculate the surface size accordingly
and to translate surface damage into buffer damage.
The choosen approach additionally lays groundwork for wp_viewporter
support, which is closely related in its nature.
A further explanation of buffer transforms from the specification:
> The purpose of this request is to allow clients to render content
> according to the output transform, thus permitting the compositor
> to use certain optimizations even if the display is rotated.
> Using hardware overlays and scanning out a client buffer for
> fullscreen surfaces are examples of such optimizations.
When a xdg-toplevel is reset, the window and actor are recreated, and
all state is cleared. When this happened, we earlied out from the
xdg-toplevel commit handler, which would mean that if the client had
queued frame callbacks when resetting, they'd be left in the pending
commit state, later hitting an assert as they were not handled.
Fix this by queuing the frame callbacks no the new actor, so that they
are emitted whenever the actor is eventually painted.
https://gitlab.gnome.org/GNOME/mutter/issues/240
This was done for input regions in commit 718a89eb2f (Thanks Jonas
for the archaeology!) but opaque regions follow the same scaling.
This brings less evident issues as opaque regions are just used for
culling optimizations.
Commit 6a92c6f83 unintendedly broke input/opaque region calculations
on hidpi. Most visible side effect is that clicking is only allowed
in the upper-left quarter of windows.
The surface coordinates are returned in logical unscaled buffer
size. We're however interested in actor coordinates (thus real
pixels) here.
As it is a bit of a detour how the scale to be applied is calculated,
refactor a meta_wayland_actor_surface_get_geometry_scale() function
that we can use it here, and use it consistently for surface size and
the given regions.
As per specification
> The compositor ignores the parts of the input region that
> fall outside of the surface.
> The compositor ignores the parts of the opaque region that
> fall outside of the surface
This fixes culling problems under certain conditions.
And ensure the actor is no longer reactive even though it might live longer
because of close effects, GCs, and whatnot. This ensures the actor is not
eligible for pointer picking within the destruction of its surface.
Closes: #188
The order of role creation is undetermined, so we can't account that
the parent surface will have a role (and an actor) at the time of
creating the wl_subsurface role for a child surface.
So we must do it both ways, add the subsurface as a child on
get_subsurface() if the parent already got a role, and lazily add
child subsurface actors to the current one if the parent surface got
it at a later point.
Related: #132
All surface roles that do need a backing actor inherit from this
class, it makes sense to move actor management there. This also
means the MetaWaylandActorSurface is in charge of emitting
::geometry-changed on the MetaWaylandSurface.
Make the Wayland objects push the state relevant to their role to the
MetaSurfaceActor instead of MetaSurfaceActorWayland pulling the state
from the associated surface.
This makes the relationship between the actor and the objects that
constructs it more clear; the actor is a drawable that the protocol
objects control, not the other way around.
This will make it easier to "detach" a surface actor from a surface,
which is necessary when unmapping a window while the underlying surface
is yet to be destroyed and potentially reused.
https://gitlab.gnome.org/GNOME/mutter/merge_requests/5https://bugzilla.gnome.org/show_bug.cgi?id=791938
This commit moves out non-core wl_surface related code into separate
code units, while renaming types to fit a common scheme. The changes
done are:
* ClutterActor based surface roles built upon
MetaWalyandSurfaceRoleActorSurface. This object has been renamed to
MetaWaylandActorSurface and related functionality has moved into
meta-wayland-actor-surface.c.
* The code related to roles backed by a MetaWindow (i.e. built upon
MetaWaylandShellSurface) was moved into meta-wayland-shell-surface.c
* The majority of subsurface related code was moved into into
meta-wayland-subsurface.c and the object was renamed
MetaWaylandSubsurface.
https://gitlab.gnome.org/GNOME/mutter/merge_requests/5https://bugzilla.gnome.org/show_bug.cgi?id=791938