mutter/src/wayland/meta-wayland-actor-surface.c
Jonas Ådahl fe7bece31e wayland/surface-actor: Reset and sync subsurface state when resetting
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
2020-01-10 16:01:22 +00:00

380 lines
13 KiB
C

/*
* Copyright (C) 2012,2013 Intel Corporation
* Copyright (C) 2013-2017 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-actor-surface.h"
#include "backends/meta-backend-private.h"
#include "backends/meta-logical-monitor.h"
#include "compositor/meta-surface-actor-wayland.h"
#include "compositor/meta-window-actor-wayland.h"
#include "compositor/region-utils.h"
#include "wayland/meta-wayland-surface.h"
#include "wayland/meta-window-wayland.h"
typedef struct _MetaWaylandActorSurfacePrivate MetaWaylandActorSurfacePrivate;
struct _MetaWaylandActorSurfacePrivate
{
MetaSurfaceActor *actor;
gulong actor_destroyed_handler_id;
struct wl_list frame_callback_list;
};
G_DEFINE_ABSTRACT_TYPE_WITH_PRIVATE (MetaWaylandActorSurface,
meta_wayland_actor_surface,
META_TYPE_WAYLAND_SURFACE_ROLE)
static void
meta_wayland_actor_surface_constructed (GObject *object)
{
G_OBJECT_CLASS (meta_wayland_actor_surface_parent_class)->constructed (object);
meta_wayland_actor_surface_reset_actor (META_WAYLAND_ACTOR_SURFACE (object));
}
static void
clear_surface_actor (MetaWaylandActorSurface *actor_surface)
{
MetaWaylandActorSurfacePrivate *priv =
meta_wayland_actor_surface_get_instance_private (actor_surface);
MetaWaylandSurfaceRole *surface_role =
META_WAYLAND_SURFACE_ROLE (actor_surface);
MetaWaylandSurface *surface =
meta_wayland_surface_role_get_surface (surface_role);
if (!priv->actor)
return;
g_clear_signal_handler (&priv->actor_destroyed_handler_id, priv->actor);
g_signal_handlers_disconnect_by_func (priv->actor,
meta_wayland_surface_notify_geometry_changed,
surface);
g_clear_object (&priv->actor);
}
static void
meta_wayland_actor_surface_dispose (GObject *object)
{
MetaWaylandActorSurface *actor_surface = META_WAYLAND_ACTOR_SURFACE (object);
MetaWaylandActorSurfacePrivate *priv =
meta_wayland_actor_surface_get_instance_private (actor_surface);
MetaWaylandFrameCallback *cb, *next;
if (priv->actor)
{
clutter_actor_set_reactive (CLUTTER_ACTOR (priv->actor), FALSE);
clear_surface_actor (actor_surface);
}
wl_list_for_each_safe (cb, next, &priv->frame_callback_list, link)
wl_resource_destroy (cb->resource);
G_OBJECT_CLASS (meta_wayland_actor_surface_parent_class)->dispose (object);
}
static void
meta_wayland_actor_surface_assigned (MetaWaylandSurfaceRole *surface_role)
{
MetaWaylandActorSurfacePrivate *priv =
meta_wayland_actor_surface_get_instance_private (META_WAYLAND_ACTOR_SURFACE (surface_role));
MetaWaylandSurface *surface =
meta_wayland_surface_role_get_surface (surface_role);
meta_surface_actor_wayland_add_frame_callbacks (META_SURFACE_ACTOR_WAYLAND (priv->actor),
&surface->pending_frame_callback_list);
wl_list_init (&surface->pending_frame_callback_list);
}
void
meta_wayland_actor_surface_queue_frame_callbacks (MetaWaylandActorSurface *actor_surface,
MetaWaylandSurfaceState *pending)
{
MetaWaylandActorSurfacePrivate *priv =
meta_wayland_actor_surface_get_instance_private (actor_surface);
MetaSurfaceActorWayland *surface_actor_wayland =
META_SURFACE_ACTOR_WAYLAND (priv->actor);
if (!priv->actor)
return;
meta_surface_actor_wayland_add_frame_callbacks (surface_actor_wayland,
&priv->frame_callback_list);
wl_list_init (&priv->frame_callback_list);
meta_surface_actor_wayland_add_frame_callbacks (surface_actor_wayland,
&pending->frame_callback_list);
wl_list_init (&pending->frame_callback_list);
}
double
meta_wayland_actor_surface_get_geometry_scale (MetaWaylandActorSurface *actor_surface)
{
MetaWaylandActorSurfaceClass *actor_surface_class =
META_WAYLAND_ACTOR_SURFACE_GET_CLASS (actor_surface);
return actor_surface_class->get_geometry_scale (actor_surface);
}
static void
meta_wayland_actor_surface_real_sync_actor_state (MetaWaylandActorSurface *actor_surface)
{
MetaWaylandActorSurfacePrivate *priv =
meta_wayland_actor_surface_get_instance_private (actor_surface);
MetaWaylandSurfaceRole *surface_role =
META_WAYLAND_SURFACE_ROLE (actor_surface);
MetaWaylandSurface *surface =
meta_wayland_surface_role_get_surface (surface_role);
MetaSurfaceActor *surface_actor;
MetaShapedTexture *stex;
cairo_rectangle_int_t surface_rect;
int geometry_scale;
MetaWaylandSurface *subsurface_surface;
surface_actor = priv->actor;
stex = meta_surface_actor_get_texture (surface_actor);
meta_shaped_texture_set_buffer_scale (stex, surface->scale);
/* Wayland surface coordinate space -> stage coordinate space */
geometry_scale = meta_wayland_actor_surface_get_geometry_scale (actor_surface);
surface_rect = (cairo_rectangle_int_t) {
.width = meta_wayland_surface_get_width (surface) * geometry_scale,
.height = meta_wayland_surface_get_height (surface) * geometry_scale,
};
if (surface->input_region)
{
cairo_region_t *input_region;
input_region = cairo_region_copy (surface->input_region);
cairo_region_intersect_rectangle (input_region, &surface_rect);
meta_surface_actor_set_input_region (surface_actor, input_region);
cairo_region_destroy (input_region);
}
else
{
meta_surface_actor_set_input_region (surface_actor, NULL);
}
if (surface->opaque_region)
{
cairo_region_t *opaque_region;
opaque_region = cairo_region_copy (surface->opaque_region);
cairo_region_intersect_rectangle (opaque_region, &surface_rect);
meta_surface_actor_set_opaque_region (surface_actor, opaque_region);
cairo_region_destroy (opaque_region);
}
else
{
meta_surface_actor_set_opaque_region (surface_actor, NULL);
}
meta_surface_actor_set_transform (surface_actor, surface->buffer_transform);
if (surface->viewport.has_src_rect)
{
meta_surface_actor_set_viewport_src_rect (surface_actor,
&surface->viewport.src_rect);
}
else
{
meta_surface_actor_reset_viewport_src_rect (surface_actor);
}
if (surface->viewport.has_dst_size)
{
meta_surface_actor_set_viewport_dst_size (surface_actor,
surface->viewport.dst_width,
surface->viewport.dst_height);
}
else
{
meta_surface_actor_reset_viewport_dst_size (surface_actor);
}
META_WAYLAND_SURFACE_FOREACH_SUBSURFACE (surface, subsurface_surface)
{
MetaWaylandActorSurface *actor_surface;
actor_surface = META_WAYLAND_ACTOR_SURFACE (subsurface_surface->role);
meta_wayland_actor_surface_sync_actor_state (actor_surface);
}
}
void
meta_wayland_actor_surface_sync_actor_state (MetaWaylandActorSurface *actor_surface)
{
MetaWaylandActorSurfaceClass *actor_surface_class =
META_WAYLAND_ACTOR_SURFACE_GET_CLASS (actor_surface);
actor_surface_class->sync_actor_state (actor_surface);
}
static void
meta_wayland_actor_surface_apply_state (MetaWaylandSurfaceRole *surface_role,
MetaWaylandSurfaceState *pending)
{
MetaWaylandActorSurface *actor_surface =
META_WAYLAND_ACTOR_SURFACE (surface_role);
MetaWaylandActorSurfacePrivate *priv =
meta_wayland_actor_surface_get_instance_private (actor_surface);
if (!priv->actor)
{
wl_list_insert_list (&priv->frame_callback_list,
&pending->frame_callback_list);
wl_list_init (&pending->frame_callback_list);
return;
}
if (!wl_list_empty (&pending->frame_callback_list) &&
cairo_region_is_empty (pending->surface_damage) &&
cairo_region_is_empty (pending->buffer_damage))
clutter_actor_queue_redraw (CLUTTER_ACTOR (priv->actor));
meta_wayland_actor_surface_queue_frame_callbacks (actor_surface, pending);
meta_wayland_actor_surface_sync_actor_state (actor_surface);
}
static gboolean
meta_wayland_actor_surface_is_on_logical_monitor (MetaWaylandSurfaceRole *surface_role,
MetaLogicalMonitor *logical_monitor)
{
MetaWaylandActorSurfacePrivate *priv =
meta_wayland_actor_surface_get_instance_private (META_WAYLAND_ACTOR_SURFACE (surface_role));
ClutterActor *actor = CLUTTER_ACTOR (priv->actor);
float x, y, width, height;
cairo_rectangle_int_t actor_rect;
cairo_region_t *region;
MetaRectangle logical_monitor_layout;
gboolean is_on_monitor;
clutter_actor_get_transformed_position (actor, &x, &y);
clutter_actor_get_transformed_size (actor, &width, &height);
actor_rect.x = (int) roundf (x);
actor_rect.y = (int) roundf (y);
actor_rect.width = (int) roundf (x + width) - actor_rect.x;
actor_rect.height = (int) roundf (y + height) - actor_rect.y;
/* Calculate the scaled surface actor region. */
region = cairo_region_create_rectangle (&actor_rect);
logical_monitor_layout = meta_logical_monitor_get_layout (logical_monitor);
cairo_region_intersect_rectangle (region,
&((cairo_rectangle_int_t) {
.x = logical_monitor_layout.x,
.y = logical_monitor_layout.y,
.width = logical_monitor_layout.width,
.height = logical_monitor_layout.height,
}));
is_on_monitor = !cairo_region_is_empty (region);
cairo_region_destroy (region);
return is_on_monitor;
}
static void
meta_wayland_actor_surface_init (MetaWaylandActorSurface *actor_surface)
{
MetaWaylandActorSurfacePrivate *priv =
meta_wayland_actor_surface_get_instance_private (actor_surface);
wl_list_init (&priv->frame_callback_list);
}
static void
meta_wayland_actor_surface_class_init (MetaWaylandActorSurfaceClass *klass)
{
MetaWaylandSurfaceRoleClass *surface_role_class =
META_WAYLAND_SURFACE_ROLE_CLASS (klass);
GObjectClass *object_class = G_OBJECT_CLASS (klass);
object_class->constructed = meta_wayland_actor_surface_constructed;
object_class->dispose = meta_wayland_actor_surface_dispose;
surface_role_class->assigned = meta_wayland_actor_surface_assigned;
surface_role_class->apply_state = meta_wayland_actor_surface_apply_state;
surface_role_class->is_on_logical_monitor =
meta_wayland_actor_surface_is_on_logical_monitor;
klass->sync_actor_state = meta_wayland_actor_surface_real_sync_actor_state;
}
MetaSurfaceActor *
meta_wayland_actor_surface_get_actor (MetaWaylandActorSurface *actor_surface)
{
MetaWaylandActorSurfacePrivate *priv =
meta_wayland_actor_surface_get_instance_private (actor_surface);
return priv->actor;
}
static void
on_actor_destroyed (ClutterActor *actor,
MetaWaylandActorSurface *actor_surface)
{
clear_surface_actor (actor_surface);
}
void
meta_wayland_actor_surface_reset_actor (MetaWaylandActorSurface *actor_surface)
{
MetaWaylandActorSurfacePrivate *priv =
meta_wayland_actor_surface_get_instance_private (actor_surface);
MetaWaylandSurface *surface =
meta_wayland_surface_role_get_surface (META_WAYLAND_SURFACE_ROLE (actor_surface));
MetaWaylandSurface *subsurface_surface;
META_WAYLAND_SURFACE_FOREACH_SUBSURFACE (surface, subsurface_surface)
{
MetaWaylandActorSurface *actor_surface;
actor_surface = META_WAYLAND_ACTOR_SURFACE (subsurface_surface->role);
meta_wayland_actor_surface_reset_actor (actor_surface);
meta_wayland_actor_surface_sync_actor_state (actor_surface);
}
clear_surface_actor (actor_surface);
priv->actor = g_object_ref_sink (meta_surface_actor_wayland_new (surface));
priv->actor_destroyed_handler_id =
g_signal_connect (priv->actor, "destroy",
G_CALLBACK (on_actor_destroyed),
actor_surface);
g_signal_connect_swapped (priv->actor, "notify::allocation",
G_CALLBACK (meta_wayland_surface_notify_geometry_changed),
surface);
g_signal_connect_swapped (priv->actor, "notify::position",
G_CALLBACK (meta_wayland_surface_notify_geometry_changed),
surface);
g_signal_connect_swapped (priv->actor, "notify::mapped",
G_CALLBACK (meta_wayland_surface_notify_geometry_changed),
surface);
}