Refactor server setup and renderer access
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ac735719cf
commit
0902e048be
3 changed files with 53 additions and 54 deletions
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@ -143,6 +143,10 @@ pub fn deinit(self: *Self) void {
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}
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}
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pub fn getRenderer(self: Self) *c.wlr_renderer {
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return c.river_wlr_backend_get_renderer(self.wlr_output.backend);
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}
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/// Add a new view to the output. arrangeViews() will be called by the view
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/// when it is mapped. The surface argument must be a c.wlr_xdg_surface or
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/// c.wlr_xwayland_surface (if xwayland is enabled)
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@ -35,24 +35,25 @@ allocator: *std.mem.Allocator,
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wl_display: *c.wl_display,
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wl_event_loop: *c.wl_event_loop,
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wlr_backend: *c.wlr_backend,
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noop_backend: *c.wlr_backend,
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wlr_renderer: *c.wlr_renderer,
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listen_new_output: c.wl_listener,
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wlr_xdg_shell: *c.wlr_xdg_shell,
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listen_new_xdg_surface: c.wl_listener,
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wlr_layer_shell: *c.wlr_layer_shell_v1,
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listen_new_layer_surface: c.wl_listener,
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wlr_xwayland: if (build_options.xwayland) *c.wlr_xwayland else void,
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listen_new_xwayland_surface: if (build_options.xwayland) c.wl_listener else void,
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decoration_manager: DecorationManager,
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input_manager: InputManager,
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root: Root,
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config: Config,
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listen_new_output: c.wl_listener,
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listen_new_xdg_surface: c.wl_listener,
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listen_new_layer_surface: c.wl_listener,
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listen_new_xwayland_surface: c.wl_listener,
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pub fn init(self: *Self, allocator: *std.mem.Allocator) !void {
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self.allocator = allocator;
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@ -81,24 +82,35 @@ pub fn init(self: *Self, allocator: *std.mem.Allocator) !void {
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// If we don't provide a renderer, autocreate makes a GLES2 renderer for us.
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// The renderer is responsible for defining the various pixel formats it
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// supports for shared memory, this configures that for clients.
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self.wlr_renderer = c.river_wlr_backend_get_renderer(self.wlr_backend) orelse
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const wlr_renderer = c.river_wlr_backend_get_renderer(self.wlr_backend) orelse
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return error.CantGetWlrRenderer;
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// TODO: Handle failure after https://github.com/swaywm/wlroots/pull/2080
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c.wlr_renderer_init_wl_display(self.wlr_renderer, self.wl_display); // orelse
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c.wlr_renderer_init_wl_display(wlr_renderer, self.wl_display); // orelse
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// return error.CantInitWlDisplay;
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self.listen_new_output.notify = handleNewOutput;
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c.wl_signal_add(&self.wlr_backend.events.new_output, &self.listen_new_output);
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const wlr_compositor = c.wlr_compositor_create(self.wl_display, self.wlr_renderer) orelse
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const wlr_compositor = c.wlr_compositor_create(self.wl_display, wlr_renderer) orelse
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return error.CantCreateWlrCompositor;
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// Set up xdg shell
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self.wlr_xdg_shell = c.wlr_xdg_shell_create(self.wl_display) orelse
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return error.CantCreateWlrXdgShell;
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self.listen_new_xdg_surface.notify = handleNewXdgSurface;
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c.wl_signal_add(&self.wlr_xdg_shell.events.new_surface, &self.listen_new_xdg_surface);
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// Set up layer shell
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self.wlr_layer_shell = c.wlr_layer_shell_v1_create(self.wl_display) orelse
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return error.CantCreateWlrLayerShell;
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self.listen_new_layer_surface.notify = handleNewLayerSurface;
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c.wl_signal_add(&self.wlr_layer_shell.events.new_surface, &self.listen_new_layer_surface);
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// Set up xwayland if built with suport
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if (build_options.xwayland) {
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self.wlr_xwayland = c.wlr_xwayland_create(self.wl_display, wlr_compositor, false) orelse
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return error.CantCreateWlrXwayland;
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self.listen_new_xwayland_surface.notify = handleNewXwaylandSurface;
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c.wl_signal_add(&self.wlr_xwayland.events.new_surface, &self.listen_new_xwayland_surface);
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}
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try self.decoration_manager.init(self);
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@ -114,21 +126,6 @@ pub fn init(self: *Self, allocator: *std.mem.Allocator) !void {
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return error.CantCreateWlrScreencopyManager;
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_ = c.wlr_xdg_output_manager_v1_create(self.wl_display, self.root.wlr_output_layout) orelse
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return error.CantCreateWlrOutputManager;
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// Register listeners for events on our globals
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self.listen_new_output.notify = handleNewOutput;
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c.wl_signal_add(&self.wlr_backend.events.new_output, &self.listen_new_output);
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self.listen_new_xdg_surface.notify = handleNewXdgSurface;
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c.wl_signal_add(&self.wlr_xdg_shell.events.new_surface, &self.listen_new_xdg_surface);
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self.listen_new_layer_surface.notify = handleNewLayerSurface;
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c.wl_signal_add(&self.wlr_layer_shell.events.new_surface, &self.listen_new_layer_surface);
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if (build_options.xwayland) {
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self.listen_new_xwayland_surface.notify = handleNewXwaylandSurface;
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c.wl_signal_add(&self.wlr_xwayland.events.new_surface, &self.listen_new_xwayland_surface);
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}
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}
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/// Free allocated memory and clean up
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@ -26,8 +26,20 @@ const Server = @import("Server.zig");
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const View = @import("View.zig");
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const ViewStack = @import("view_stack.zig").ViewStack;
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const ViewRenderData = struct {
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output: *const Output,
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view: *View,
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when: *c.timespec,
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};
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const LayerSurfaceRenderData = struct {
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output: *const Output,
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layer_surface: *LayerSurface,
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when: *c.timespec,
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};
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pub fn renderOutput(output: *Output) void {
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const renderer = output.root.server.wlr_renderer;
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const wlr_renderer = output.getRenderer();
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var now: c.timespec = undefined;
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_ = c.clock_gettime(c.CLOCK_MONOTONIC, &now);
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@ -41,10 +53,10 @@ pub fn renderOutput(output: *Output) void {
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var height: c_int = undefined;
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c.wlr_output_effective_resolution(output.wlr_output, &width, &height);
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// Begin the renderer (calls glViewport and some other GL sanity checks)
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c.wlr_renderer_begin(renderer, width, height);
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c.wlr_renderer_begin(wlr_renderer, width, height);
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const color = [_]f32{ 0.0, 0.16862745, 0.21176471, 1.0 };
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c.wlr_renderer_clear(renderer, &color);
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c.wlr_renderer_clear(wlr_renderer, &color);
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renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND], &now);
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renderLayer(output.*, output.layers[c.ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM], &now);
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@ -95,18 +107,11 @@ pub fn renderOutput(output: *Output) void {
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// Conclude rendering and swap the buffers, showing the final frame
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// on-screen.
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c.wlr_renderer_end(renderer);
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c.wlr_renderer_end(wlr_renderer);
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// TODO: handle failure
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_ = c.wlr_output_commit(output.wlr_output);
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}
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const LayerSurfaceRenderData = struct {
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output: *c.wlr_output,
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renderer: *c.wlr_renderer,
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layer_surface: *LayerSurface,
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when: *c.timespec,
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};
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/// Render all surfaces on the passed layer
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fn renderLayer(output: Output, layer: std.TailQueue(LayerSurface), now: *c.timespec) void {
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var it = layer.first;
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@ -116,8 +121,7 @@ fn renderLayer(output: Output, layer: std.TailQueue(LayerSurface), now: *c.times
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continue;
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}
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var rdata = LayerSurfaceRenderData{
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.output = output.wlr_output,
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.renderer = output.root.server.wlr_renderer,
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.output = &output,
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.layer_surface = layer_surface,
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.when = now,
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};
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@ -138,6 +142,7 @@ fn renderLayerSurface(_surface: ?*c.wlr_surface, sx: c_int, sy: c_int, data: ?*c
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const rdata = @ptrCast(*LayerSurfaceRenderData, @alignCast(@alignOf(LayerSurfaceRenderData), data));
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const layer_surface = rdata.layer_surface;
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const output = rdata.output;
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const wlr_output = output.wlr_output;
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// We first obtain a wlr_texture, which is a GPU resource. wlroots
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// automatically handles negotiating these with the client. The underlying
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@ -157,7 +162,7 @@ fn renderLayerSurface(_surface: ?*c.wlr_surface, sx: c_int, sy: c_int, data: ?*c
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};
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// Scale the box to the output's current scaling factor
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scaleBox(&box, output.scale);
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scaleBox(&box, wlr_output.scale);
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// wlr_matrix_project_box is a helper which takes a box with a desired
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// x, y coordinates, width and height, and an output geometry, then
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@ -165,24 +170,17 @@ fn renderLayerSurface(_surface: ?*c.wlr_surface, sx: c_int, sy: c_int, data: ?*c
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// transforms to produce a model-view-projection matrix.
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var matrix: [9]f32 = undefined;
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const transform = c.wlr_output_transform_invert(surface.current.transform);
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c.wlr_matrix_project_box(&matrix, &box, transform, 0.0, &output.transform_matrix);
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c.wlr_matrix_project_box(&matrix, &box, transform, 0.0, &wlr_output.transform_matrix);
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// This takes our matrix, the texture, and an alpha, and performs the actual
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// rendering on the GPU.
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_ = c.wlr_render_texture_with_matrix(rdata.renderer, texture, &matrix, 1.0);
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_ = c.wlr_render_texture_with_matrix(output.getRenderer(), texture, &matrix, 1.0);
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// This lets the client know that we've displayed that frame and it can
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// prepare another one now if it likes.
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c.wlr_surface_send_frame_done(surface, rdata.when);
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}
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const ViewRenderData = struct {
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output: *c.wlr_output,
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renderer: *c.wlr_renderer,
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view: *View,
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when: *c.timespec,
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};
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fn renderView(output: Output, view: *View, now: *c.timespec) void {
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// If we have a stashed buffer, we are in the middle of a transaction
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// and need to render that buffer until the transaction is complete.
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@ -209,7 +207,7 @@ fn renderView(output: Output, view: *View, now: *c.timespec) void {
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// This takes our matrix, the texture, and an alpha, and performs the actual
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// rendering on the GPU.
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_ = c.wlr_render_texture_with_matrix(
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output.root.server.wlr_renderer,
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output.getRenderer(),
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buffer.texture,
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&matrix,
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1.0,
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@ -218,9 +216,8 @@ fn renderView(output: Output, view: *View, now: *c.timespec) void {
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// Since there is no stashed buffer, we are not in the middle of
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// a transaction and may simply render each toplevel surface.
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var rdata = ViewRenderData{
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.output = output.wlr_output,
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.output = &output,
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.view = view,
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.renderer = output.root.server.wlr_renderer,
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.when = now,
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};
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@ -235,6 +232,7 @@ fn renderSurface(_surface: ?*c.wlr_surface, sx: c_int, sy: c_int, data: ?*c_void
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const rdata = @ptrCast(*ViewRenderData, @alignCast(@alignOf(ViewRenderData), data));
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const view = rdata.view;
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const output = rdata.output;
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const wlr_output = output.wlr_output;
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// We first obtain a wlr_texture, which is a GPU resource. wlroots
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// automatically handles negotiating these with the client. The underlying
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@ -254,7 +252,7 @@ fn renderSurface(_surface: ?*c.wlr_surface, sx: c_int, sy: c_int, data: ?*c_void
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};
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// Scale the box to the output's current scaling factor
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scaleBox(&box, output.scale);
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scaleBox(&box, wlr_output.scale);
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// wlr_matrix_project_box is a helper which takes a box with a desired
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// x, y coordinates, width and height, and an output geometry, then
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@ -262,11 +260,11 @@ fn renderSurface(_surface: ?*c.wlr_surface, sx: c_int, sy: c_int, data: ?*c_void
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// transforms to produce a model-view-projection matrix.
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var matrix: [9]f32 = undefined;
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const transform = c.wlr_output_transform_invert(surface.current.transform);
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c.wlr_matrix_project_box(&matrix, &box, transform, 0.0, &output.transform_matrix);
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c.wlr_matrix_project_box(&matrix, &box, transform, 0.0, &wlr_output.transform_matrix);
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// This takes our matrix, the texture, and an alpha, and performs the actual
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// rendering on the GPU.
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_ = c.wlr_render_texture_with_matrix(rdata.renderer, texture, &matrix, 1.0);
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_ = c.wlr_render_texture_with_matrix(output.getRenderer(), texture, &matrix, 1.0);
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// This lets the client know that we've displayed that frame and it can
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// prepare another one now if it likes.
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@ -312,7 +310,7 @@ fn renderRect(output: Output, box: Box, color: [4]f32) void {
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var wlr_box = box.toWlrBox();
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scaleBox(&wlr_box, output.wlr_output.scale);
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c.wlr_render_rect(
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output.root.server.wlr_renderer,
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output.getRenderer(),
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&wlr_box,
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&color,
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&output.wlr_output.transform_matrix,
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