Refactor output handling
This commit is contained in:
parent
f423f5317b
commit
774fcf53a8
2 changed files with 99 additions and 94 deletions
183
src/output.zig
183
src/output.zig
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@ -4,107 +4,104 @@ const c = @import("c.zig").c;
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const Output = struct {
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const Output = struct {
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server: *Server,
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server: *Server,
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wlr_output: *c.wlr_output,
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wlr_output: *c.wlr_output,
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frame: c.wl_listener,
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listen_frame: c.wl_listener,
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};
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fn output_frame(listener: [*c]c.wl_listener, data: ?*c_void) callconv(.C) void {
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pub fn init(server: *Server, wlr_output: *c.wlr_output) !@This() {
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// This function is called every time an output is ready to display a frame,
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// Some backends don't have modes. DRM+KMS does, and we need to set a mode
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// generally at the output's refresh rate (e.g. 60Hz).
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// before we can use the output. The mode is a tuple of (width, height,
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var output = @fieldParentPtr(Output, "frame", listener);
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// refresh rate), and each monitor supports only a specific set of modes. We
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var renderer = output.*.server.*.renderer;
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// just pick the monitor's preferred mode, a more sophisticated compositor
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// would let the user configure it.
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var now: c.struct_timespec = undefined;
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// if not empty
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_ = c.clock_gettime(c.CLOCK_MONOTONIC, &now);
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if (c.wl_list_empty(&wlr_output.*.modes) == 0) {
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const mode = c.wlr_output_preferred_mode(wlr_output);
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// wlr_output_attach_render makes the OpenGL context current.
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c.wlr_output_set_mode(wlr_output, mode);
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if (!c.wlr_output_attach_render(output.*.wlr_output, null)) {
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c.wlr_output_enable(wlr_output, true);
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return;
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if (!c.wlr_output_commit(wlr_output)) {
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}
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return error.CantCommitWlrOutputMode;
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// The "effective" resolution can change if you rotate your outputs.
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}
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var width: c_int = undefined;
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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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const color = [_]f32{ 0.3, 0.3, 0.3, 1.0 };
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c.wlr_renderer_clear(renderer, &color);
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// Each subsequent window we render is rendered on top of the last. Because
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// our view list is ordered front-to-back, we iterate over it backwards.
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for (output.*.server.views.span()) |*view| {
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if (!view.*.mapped) {
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// An unmapped view should not be rendered.
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continue;
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}
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}
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var rdata = RenderData{
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.output = output.*.wlr_output,
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var output = @This(){
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.view = view,
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.server = server,
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.renderer = renderer,
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.wlr_output = wlr_output,
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.when = &now,
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.listen_frame = c.wl_listener{
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.link = undefined,
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.notify = handle_frame,
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},
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};
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};
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// This calls our render_surface function for each surface among the
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// xdg_surface's toplevel and popups.
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// Sets up a listener for the frame notify event.
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c.wlr_xdg_surface_for_each_surface(view.*.xdg_surface, render_surface, &rdata);
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c.wl_signal_add(&wlr_output.*.events.frame, &output.*.listen_frame);
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// Add the new output to the layout. The add_auto function arranges outputs
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// from left-to-right in the order they appear. A more sophisticated
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// compositor would let the user configure the arrangement of outputs in the
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// layout.
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c.wlr_output_layout_add_auto(server.output_layout, wlr_output);
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// Creating the global adds a wl_output global to the display, which Wayland
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// clients can see to find out information about the output (such as
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// DPI, scale factor, manufacturer, etc).
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c.wlr_output_create_global(wlr_output);
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return output;
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}
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}
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// Hardware cursors are rendered by the GPU on a separate plane, and can be
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fn handle_frame(listener: [*c]c.wl_listener, data: ?*c_void) callconv(.C) void {
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// moved around without re-rendering what's beneath them - which is more
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// This function is called every time an output is ready to display a frame,
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// efficient. However, not all hardware supports hardware cursors. For this
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// generally at the output's refresh rate (e.g. 60Hz).
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// reason, wlroots provides a software fallback, which we ask it to render
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var output = @fieldParentPtr(Output, "frame", listener);
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// here. wlr_cursor handles configuring hardware vs software cursors for you,
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var renderer = output.*.server.*.renderer;
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// and this function is a no-op when hardware cursors are in use.
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c.wlr_output_render_software_cursors(output.*.wlr_output, null);
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// Conclude rendering and swap the buffers, showing the final frame
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var now: c.struct_timespec = undefined;
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// on-screen.
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_ = c.clock_gettime(c.CLOCK_MONOTONIC, &now);
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c.wlr_renderer_end(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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fn server_new_output(listener: [*c]c.wl_listener, data: ?*c_void) callconv(.C) void {
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// wlr_output_attach_render makes the OpenGL context current.
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var server = @fieldParentPtr(Server, "new_output", listener);
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if (!c.wlr_output_attach_render(output.*.wlr_output, null)) {
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var wlr_output = @ptrCast(*c.wlr_output, @alignCast(@alignOf(*c.wlr_output), data));
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// Some backends don't have modes. DRM+KMS does, and we need to set a mode
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// before we can use the output. The mode is a tuple of (width, height,
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// refresh rate), and each monitor supports only a specific set of modes. We
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// just pick the monitor's preferred mode, a more sophisticated compositor
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// would let the user configure it.
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// if not empty
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if (c.wl_list_empty(&wlr_output.*.modes) == 0) {
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var mode = c.wlr_output_preferred_mode(wlr_output);
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c.wlr_output_set_mode(wlr_output, mode);
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c.wlr_output_enable(wlr_output, true);
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if (!c.wlr_output_commit(wlr_output)) {
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return;
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return;
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}
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}
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// The "effective" resolution can change if you rotate your outputs.
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var width: c_int = undefined;
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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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const color = [_]f32{ 0.3, 0.3, 0.3, 1.0 };
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c.wlr_renderer_clear(renderer, &color);
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// Each subsequent window we render is rendered on top of the last. Because
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// our view list is ordered front-to-back, we iterate over it backwards.
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for (output.*.server.views.span()) |*view| {
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if (!view.*.mapped) {
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// An unmapped view should not be rendered.
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continue;
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}
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var rdata = RenderData{
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.output = output.*.wlr_output,
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.view = view,
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.renderer = renderer,
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.when = &now,
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};
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// This calls our render_surface function for each surface among the
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// xdg_surface's toplevel and popups.
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c.wlr_xdg_surface_for_each_surface(view.*.xdg_surface, render_surface, &rdata);
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}
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// Hardware cursors are rendered by the GPU on a separate plane, and can be
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// moved around without re-rendering what's beneath them - which is more
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// efficient. However, not all hardware supports hardware cursors. For this
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// reason, wlroots provides a software fallback, which we ask it to render
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// here. wlr_cursor handles configuring hardware vs software cursors for you,
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// and this function is a no-op when hardware cursors are in use.
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c.wlr_output_render_software_cursors(output.*.wlr_output, null);
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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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// TODO: handle failure
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_ = c.wlr_output_commit(output.*.wlr_output);
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}
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}
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};
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// Allocates and configures our state for this output
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server.*.outputs.append(Output{
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.server = undefined,
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.wlr_output = undefined,
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.frame = undefined,
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}) catch unreachable;
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var output = &server.*.outputs.span()[server.*.outputs.span().len - 1];
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output.*.wlr_output = wlr_output;
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output.*.server = server;
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// Sets up a listener for the frame notify event.
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output.*.frame.notify = output_frame;
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c.wl_signal_add(&wlr_output.*.events.frame, &output.*.frame);
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// Adds this to the output layout. The add_auto function arranges outputs
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// from left-to-right in the order they appear. A more sophisticated
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// compositor would let the user configure the arrangement of outputs in the
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// layout.
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c.wlr_output_layout_add_auto(server.*.output_layout, wlr_output);
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// Creating the global adds a wl_output global to the display, which Wayland
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// clients can see to find out information about the output (such as
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// DPI, scale factor, manufacturer, etc).
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c.wlr_output_create_global(wlr_output);
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}
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@ -69,7 +69,7 @@ pub const Server = struct {
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/// Create the socket, set WAYLAND_DISPLAY, and start the backend
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/// Create the socket, set WAYLAND_DISPLAY, and start the backend
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pub fn start(self: @This()) !void {
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pub fn start(self: @This()) !void {
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// Add a Unix socket to the Wayland display.
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// Add a Unix socket to the Wayland display.
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const socket = c.wl_display_add_socket_auto(self.wl_display) orelse;
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const socket = c.wl_display_add_socket_auto(self.wl_display) orelse
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return error.CantAddSocket;
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return error.CantAddSocket;
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// Start the backend. This will enumerate outputs and inputs, become the DRM
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// Start the backend. This will enumerate outputs and inputs, become the DRM
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@ -114,4 +114,12 @@ pub const Server = struct {
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}
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}
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return true;
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return true;
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}
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}
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fn handle_new_output(listener: [*c]c.wl_listener, data: ?*c_void) callconv(.C) void {
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var server = @fieldParentPtr(Server, "new_output", listener);
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var wlr_output = @ptrCast(*c.wlr_output, @alignCast(@alignOf(*c.wlr_output), data));
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// TODO: Handle failure
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server.outputs.append(Output.init(server, wlr_output) orelse return);
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}
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};
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};
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