mutter/src/wayland/meta-wayland-dnd-surface.c
Jonas Ådahl 066bc5986d wayland: Drive frame callbacks from stage updates
Don't tie frame callbacks to actor painting, as it may end up in
situations where we miss sending frame callbacks when we should have. An
example of this is when a surface is partially off screen, and then
reports damage that is fully off screen. When this happen, we are likely
not to repaint anything, thus we won't send any frame callbacks even
though it's "suitable" for rendering again, as the surface is not on a
separate workspace or fully obscured.

Closes: https://gitlab.gnome.org/GNOME/mutter/-/issues/817
Closes: https://gitlab.gnome.org/GNOME/mutter/-/issues/1152

https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1218
2020-05-26 16:46:57 +02:00

163 lines
5.4 KiB
C

/*
* Copyright (C) 2015-2019 Red Hat, Inc.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License as
* published by the Free Software Foundation; either version 2 of the
* License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*/
#include "config.h"
#include "wayland/meta-wayland-dnd-surface.h"
#include "backends/meta-logical-monitor.h"
#include "compositor/meta-feedback-actor-private.h"
#include "wayland/meta-wayland.h"
struct _MetaWaylandSurfaceRoleDND
{
MetaWaylandActorSurface parent;
int32_t pending_offset_x;
int32_t pending_offset_y;
int geometry_scale;
};
G_DEFINE_TYPE (MetaWaylandSurfaceRoleDND,
meta_wayland_surface_role_dnd,
META_TYPE_WAYLAND_ACTOR_SURFACE)
static void
dnd_surface_assigned (MetaWaylandSurfaceRole *surface_role)
{
MetaWaylandSurface *surface =
meta_wayland_surface_role_get_surface (surface_role);
if (wl_list_empty (&surface->unassigned.pending_frame_callback_list))
return;
meta_wayland_compositor_add_frame_callback_surface (surface->compositor,
surface);
}
static void
dnd_surface_apply_state (MetaWaylandSurfaceRole *surface_role,
MetaWaylandSurfaceState *pending)
{
MetaWaylandSurface *surface =
meta_wayland_surface_role_get_surface (surface_role);
MetaWaylandSurfaceRoleDND *surface_role_dnd =
META_WAYLAND_SURFACE_ROLE_DND (surface_role);
MetaWaylandSurfaceRoleClass *surface_role_class =
META_WAYLAND_SURFACE_ROLE_CLASS (meta_wayland_surface_role_dnd_parent_class);
meta_wayland_compositor_add_frame_callback_surface (surface->compositor,
surface);
surface_role_dnd->pending_offset_x = pending->dx;
surface_role_dnd->pending_offset_y = pending->dy;
surface_role_class->apply_state (surface_role, pending);
}
static MetaLogicalMonitor *
dnd_surface_find_logical_monitor (MetaWaylandActorSurface *actor_surface)
{
MetaBackend *backend = meta_get_backend ();
MetaCursorRenderer *cursor_renderer =
meta_backend_get_cursor_renderer (backend);
MetaMonitorManager *monitor_manager =
meta_backend_get_monitor_manager (backend);
graphene_point_t pointer_pos;
pointer_pos = meta_cursor_renderer_get_position (cursor_renderer);
return meta_monitor_manager_get_logical_monitor_at (monitor_manager,
pointer_pos.x,
pointer_pos.y);
}
static double
dnd_subsurface_get_geometry_scale (MetaWaylandActorSurface *actor_surface)
{
if (meta_is_stage_views_scaled ())
{
return 1;
}
else
{
MetaLogicalMonitor *logical_monitor;
logical_monitor = dnd_surface_find_logical_monitor (actor_surface);
return meta_logical_monitor_get_scale (logical_monitor);
}
}
static void
dnd_subsurface_sync_actor_state (MetaWaylandActorSurface *actor_surface)
{
MetaSurfaceActor *surface_actor =
meta_wayland_actor_surface_get_actor (actor_surface);
MetaFeedbackActor *feedback_actor =
META_FEEDBACK_ACTOR (clutter_actor_get_parent (CLUTTER_ACTOR (surface_actor)));
MetaWaylandSurfaceRole *surface_role =
META_WAYLAND_SURFACE_ROLE (actor_surface);
MetaWaylandSurfaceRoleDND *surface_role_dnd =
META_WAYLAND_SURFACE_ROLE_DND (surface_role);
MetaWaylandActorSurfaceClass *actor_surface_class =
META_WAYLAND_ACTOR_SURFACE_CLASS (meta_wayland_surface_role_dnd_parent_class);
int geometry_scale;
float anchor_x;
float anchor_y;
g_return_if_fail (META_IS_FEEDBACK_ACTOR (feedback_actor));
geometry_scale =
meta_wayland_actor_surface_get_geometry_scale (actor_surface);
meta_feedback_actor_get_anchor (feedback_actor, &anchor_x, &anchor_y);
anchor_x -= surface_role_dnd->pending_offset_x * geometry_scale;
anchor_y -= surface_role_dnd->pending_offset_y * geometry_scale;
meta_feedback_actor_set_anchor (feedback_actor, anchor_x, anchor_y);
if (surface_role_dnd->geometry_scale != geometry_scale)
{
surface_role_dnd->geometry_scale = geometry_scale;
clutter_actor_set_scale (CLUTTER_ACTOR (surface_actor),
geometry_scale,
geometry_scale);
}
actor_surface_class->sync_actor_state (actor_surface);
}
static void
meta_wayland_surface_role_dnd_init (MetaWaylandSurfaceRoleDND *role)
{
role->geometry_scale = 1;
}
static void
meta_wayland_surface_role_dnd_class_init (MetaWaylandSurfaceRoleDNDClass *klass)
{
MetaWaylandSurfaceRoleClass *surface_role_class =
META_WAYLAND_SURFACE_ROLE_CLASS (klass);
MetaWaylandActorSurfaceClass *actor_surface_class =
META_WAYLAND_ACTOR_SURFACE_CLASS (klass);
surface_role_class->assigned = dnd_surface_assigned;
surface_role_class->apply_state = dnd_surface_apply_state;
actor_surface_class->get_geometry_scale = dnd_subsurface_get_geometry_scale;
actor_surface_class->sync_actor_state = dnd_subsurface_sync_actor_state;
}