cosmic-comp/src/backend/render/mod.rs

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// SPDX-License-Identifier: GPL-3.0-only
#[cfg(feature = "debug")]
use crate::{
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debug::{debug_ui, fps_ui, log_ui, EguiFrame},
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state::Fps,
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utils::prelude::*,
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};
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use crate::{
shell::grabs::{MoveGrabRenderElement, SeatMoveGrabState},
state::Common,
wayland::handlers::data_device::get_dnd_icon,
};
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use slog::Logger;
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use smithay::{
backend::{
drm::DrmNode,
renderer::{
gles2::{Gles2Renderbuffer, Gles2Renderer, Gles2Texture},
multigpu::{egl::EglGlesBackend, Error as MultiError, MultiFrame, MultiRenderer},
Frame, ImportAll, Renderer,
},
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},
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desktop::{
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draw_layer_popups, draw_layer_surface, draw_window, draw_window_popups,
layer_map_for_output,
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space::{RenderElement, RenderError, SpaceOutputTuple, SurfaceTree},
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utils::damage_from_surface_tree,
Window,
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},
utils::{Physical, Point, Rectangle, Scale, Transform},
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wayland::{output::Output, shell::wlr_layer::Layer as WlrLayer},
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};
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pub mod cursor;
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use self::cursor::PointerElement;
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pub type GlMultiRenderer<'a> =
MultiRenderer<'a, 'a, EglGlesBackend, EglGlesBackend, Gles2Renderbuffer>;
pub type GlMultiFrame = MultiFrame<EglGlesBackend, EglGlesBackend>;
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static CLEAR_COLOR: [f32; 4] = [0.153, 0.161, 0.165, 1.0];
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smithay::custom_elements! {
pub CustomElem<=Gles2Renderer>;
SurfaceTree=SurfaceTree,
PointerElement=PointerElement::<Gles2Texture>,
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MoveGrabRenderElement=MoveGrabRenderElement,
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#[cfg(feature = "debug")]
EguiFrame=EguiFrame,
}
// TODO: due to the lifetime of MultiRenderer, we cannot be generic over CustomElem's renderer
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// util after GATs land. So we generate with the macro for Gles2 and then
// do a manual impl for MultiRenderer.
impl RenderElement<GlMultiRenderer<'_>> for CustomElem {
fn id(&self) -> usize {
RenderElement::<Gles2Renderer>::id(self)
}
fn location(&self, scale: impl Into<Scale<f64>>) -> Point<f64, Physical> {
RenderElement::<Gles2Renderer>::location(self, scale)
}
fn geometry(&self, scale: impl Into<Scale<f64>>) -> Rectangle<i32, Physical> {
RenderElement::<Gles2Renderer>::geometry(self, scale)
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}
fn accumulated_damage(
&self,
scale: impl Into<Scale<f64>>,
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for_values: Option<SpaceOutputTuple<'_, '_>>,
) -> Vec<Rectangle<i32, Physical>> {
RenderElement::<Gles2Renderer>::accumulated_damage(self, scale, for_values)
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}
fn opaque_regions(
&self,
scale: impl Into<Scale<f64>>,
) -> Option<Vec<Rectangle<i32, Physical>>> {
RenderElement::<Gles2Renderer>::opaque_regions(self, scale)
}
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fn draw(
&self,
renderer: &mut GlMultiRenderer<'_>,
frame: &mut GlMultiFrame,
scale: impl Into<Scale<f64>>,
location: Point<f64, Physical>,
damage: &[Rectangle<i32, Physical>],
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log: &Logger,
) -> Result<(), MultiError<EglGlesBackend, EglGlesBackend>> {
RenderElement::<Gles2Renderer>::draw(
self,
renderer.as_mut(),
frame.as_mut(),
scale,
location,
damage,
log,
)
.map_err(MultiError::Render)
}
fn z_index(&self) -> u8 {
RenderElement::<Gles2Renderer>::z_index(self)
}
}
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pub trait AsGles2Renderer {
fn as_gles2(&mut self) -> &mut Gles2Renderer;
}
impl AsGles2Renderer for Gles2Renderer {
fn as_gles2(&mut self) -> &mut Gles2Renderer {
self
}
}
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impl AsGles2Renderer for GlMultiRenderer<'_> {
fn as_gles2(&mut self) -> &mut Gles2Renderer {
self.as_mut()
}
}
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pub fn needs_buffer_reset(output: &Output, state: &Common) -> bool {
use std::sync::atomic::{AtomicBool, Ordering};
struct DidCustomRendering(AtomicBool);
let will_render_custom = {
let workspace = state.shell.active_space(output);
workspace.get_fullscreen(output).is_some()
};
let userdata = output.user_data();
userdata.insert_if_missing(|| DidCustomRendering(AtomicBool::new(false)));
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userdata
.get::<DidCustomRendering>()
.unwrap()
.0
.swap(will_render_custom, Ordering::AcqRel)
!= will_render_custom
}
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pub fn cursor_custom_elements<R>(
renderer: &mut R,
state: &Common,
output: &Output,
hardware_cursor: bool,
) -> Vec<CustomElem>
where
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R: AsGles2Renderer,
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{
let mut custom_elements = Vec::new();
for seat in &state.seats {
let pointer = match seat.get_pointer() {
Some(ptr) => ptr,
None => continue,
};
let location = state
.shell
.space_relative_output_geometry(pointer.current_location().to_i32_round(), output);
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if let Some(grab) = seat
.user_data()
.get::<SeatMoveGrabState>()
.unwrap()
.borrow()
.as_ref()
.and_then(|state| state.render(seat, output))
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{
custom_elements.push(grab);
}
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if let Some(wl_surface) = get_dnd_icon(seat) {
custom_elements.push(cursor::draw_dnd_icon(wl_surface, location.to_i32_round()).into());
}
if let Some(cursor) = cursor::draw_cursor(
renderer.as_gles2(),
seat,
location,
&state.start_time,
!hardware_cursor,
) {
custom_elements.push(cursor)
}
}
custom_elements
}
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pub fn render_output<R>(
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gpu: Option<&DrmNode>,
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renderer: &mut R,
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age: u8,
state: &mut Common,
output: &Output,
hardware_cursor: bool,
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#[cfg(feature = "debug")] mut fps: Option<&mut Fps>,
) -> Result<Option<Vec<Rectangle<i32, Physical>>>, RenderError<R>>
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where
R: Renderer + ImportAll + AsGles2Renderer,
<R as Renderer>::TextureId: Clone + 'static,
CustomElem: RenderElement<R>,
{
let workspace = state.shell.active_space(output).idx;
render_workspace(
gpu,
renderer,
age,
state,
workspace,
output,
hardware_cursor,
)
}
pub fn render_workspace<R>(
gpu: Option<&DrmNode>,
renderer: &mut R,
age: u8,
state: &mut Common,
space_idx: u8,
output: &Output,
hardware_cursor: bool,
#[cfg(feature = "debug")] mut fps: Option<&mut Fps>,
) -> Result<Option<Vec<Rectangle<i32, Physical>>>, RenderError<R>>
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where
R: Renderer + ImportAll + AsGles2Renderer,
<R as Renderer>::TextureId: Clone + 'static,
CustomElem: RenderElement<R>,
{
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#[cfg(feature = "debug")]
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if let Some(ref mut fps) = fps {
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fps.start();
}
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let space_idx = space_idx as usize;
let workspace = &mut state.shell.spaces[space_idx];
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let maybe_fullscreen_window = workspace.get_fullscreen(output).cloned();
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let res = if let Some(window) = maybe_fullscreen_window {
#[cfg(not(feature = "debug"))]
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{
render_fullscreen(gpu, renderer, window, state, output, hardware_cursor)
}
#[cfg(feature = "debug")]
{
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render_fullscreen(
gpu,
renderer,
window,
state,
output,
hardware_cursor,
fps.as_deref_mut(),
)
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}
} else {
#[cfg(not(feature = "debug"))]
{
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render_desktop(
gpu,
renderer,
age,
state,
space_idx,
output,
hardware_cursor,
)
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}
#[cfg(feature = "debug")]
{
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render_desktop(
gpu,
renderer,
age,
state,
space_idx,
output,
hardware_cursor,
fps.as_deref_mut(),
)
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}
};
#[cfg(feature = "debug")]
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if let Some(ref mut fps) = fps {
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fps.end();
}
res
}
fn render_desktop<R>(
_gpu: Option<&DrmNode>,
renderer: &mut R,
age: u8,
state: &mut Common,
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space_idx: usize,
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output: &Output,
hardware_cursor: bool,
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#[cfg(feature = "debug")] fps: Option<&mut Fps>,
) -> Result<Option<Vec<Rectangle<i32, Physical>>>, RenderError<R>>
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where
R: Renderer + ImportAll + AsGles2Renderer,
<R as Renderer>::TextureId: Clone + 'static,
CustomElem: RenderElement<R>,
{
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let mut custom_elements = Vec::<CustomElem>::new();
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#[cfg(feature = "debug")]
{
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let workspace = &state.shell.spaces[space_idx];
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let output_geo = workspace
.space
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.output_geometry(output)
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.unwrap_or(Rectangle::from_loc_and_size((0, 0), (0, 0)));
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let scale = output.current_scale().fractional_scale();
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if let Some(fps) = fps {
let fps_overlay = fps_ui(
_gpu,
state,
fps,
output_geo.to_f64().to_physical(scale),
scale,
);
custom_elements.push(fps_overlay.into());
}
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let area = Rectangle::<f64, smithay::utils::Logical>::from_loc_and_size(
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state
.shell
.space_relative_output_geometry((0.0f64, 0.0f64), output),
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state.shell.global_space().to_f64().size,
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)
.to_physical(scale);
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if let Some(log_ui) = log_ui(state, area, scale, output_geo.size.w as f32 * 0.6) {
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custom_elements.push(log_ui.into());
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}
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if let Some(debug_overlay) = debug_ui(state, area, scale) {
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custom_elements.push(debug_overlay.into());
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}
}
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custom_elements.extend(cursor_custom_elements(
renderer,
state,
output,
hardware_cursor,
));
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state.shell.spaces[space_idx].space.render_output(
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renderer,
&output,
age as usize,
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CLEAR_COLOR,
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&*custom_elements,
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)
}
fn render_fullscreen<R>(
_gpu: Option<&DrmNode>,
renderer: &mut R,
window: Window,
state: &mut Common,
output: &Output,
hardware_cursor: bool,
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#[cfg(feature = "debug")] fps: Option<&mut Fps>,
) -> Result<Option<Vec<Rectangle<i32, Physical>>>, RenderError<R>>
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where
R: Renderer + ImportAll + AsGles2Renderer,
<R as Renderer>::TextureId: Clone + 'static,
CustomElem: RenderElement<R>,
{
let transform = Transform::from(output.current_transform());
let mode = output.current_mode().unwrap();
let scale = output.current_scale().fractional_scale();
let mut custom_elements = Vec::<CustomElem>::new();
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#[cfg(feature = "debug")]
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if let Some(fps) = fps {
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let output_geo = output.geometry();
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let fps_overlay = fps_ui(
_gpu,
state,
fps,
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Rectangle::from_loc_and_size((0, 0), output_geo.size)
.to_f64()
.to_physical(scale),
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scale,
);
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custom_elements.push(fps_overlay.into());
}
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custom_elements.extend(cursor_custom_elements(
renderer,
state,
output,
hardware_cursor,
));
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renderer
.render(mode.size, transform, |renderer, frame| {
let mut damage = window.accumulated_damage((0.0, 0.0), scale, None);
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frame.clear(
CLEAR_COLOR,
&[Rectangle::from_loc_and_size((0, 0), mode.size)],
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)?;
draw_window(
renderer,
frame,
&window,
scale,
(0.0, 0.0),
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&[Rectangle::from_loc_and_size((0, 0), mode.size)],
&slog_scope::logger(),
)?;
draw_window_popups(
renderer,
frame,
&window,
scale,
(0.0, 0.0),
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&[Rectangle::from_loc_and_size((0, 0), mode.size)],
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&slog_scope::logger(),
)?;
let layer_map = layer_map_for_output(output);
for layer_surface in layer_map.layers_on(WlrLayer::Overlay) {
let geo = layer_map.layer_geometry(&layer_surface).unwrap();
draw_layer_surface(
renderer,
frame,
layer_surface,
scale,
geo.loc.to_f64().to_physical(scale),
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&[Rectangle::from_loc_and_size(
(0, 0),
geo.size.to_physical_precise_round(scale),
)],
&slog_scope::logger(),
)?;
draw_layer_popups(
renderer,
frame,
layer_surface,
scale,
geo.loc.to_f64().to_physical(scale),
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&[Rectangle::from_loc_and_size(
(0, 0),
geo.size.to_physical_precise_round(scale),
)],
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&slog_scope::logger(),
)?;
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damage.extend(damage_from_surface_tree(
layer_surface.wl_surface(),
geo.loc.to_f64().to_physical(scale),
scale,
None,
));
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}
for elem in custom_elements {
let loc = elem.location(scale);
let geo = elem.geometry(scale);
let elem_damage = elem.accumulated_damage(scale, None);
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elem.draw(renderer, frame, scale, loc, &[geo], &slog_scope::logger())?;
damage.extend(elem_damage)
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}
Ok(Some(damage))
})
.and_then(std::convert::identity)
.map_err(RenderError::<R>::Rendering)
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}