shell: Handle fullscreen surfaces

This commit is contained in:
Victoria Brekenfeld 2022-04-22 15:18:28 +02:00
parent 0e42f34065
commit f1f51e1714
7 changed files with 411 additions and 91 deletions

View file

@ -14,12 +14,18 @@ use smithay::{
renderer::{
gles2::{Gles2Renderbuffer, Gles2Renderer, Gles2Texture},
multigpu::{egl::EglGlesBackend, Error as MultiError, MultiFrame, MultiRenderer},
ImportAll, Renderer, TextureFilter,
ImportAll, Renderer, Frame, TextureFilter,
},
},
desktop::space::{RenderElement, RenderError, SpaceOutputTuple, SurfaceTree},
utils::{Logical, Point, Rectangle},
wayland::output::Output,
desktop::{
space::{RenderElement, RenderError, SpaceOutputTuple, SurfaceTree},
draw_window, draw_layer_surface, Window, layer_map_for_output, utils::damage_from_surface_tree,
},
utils::{Logical, Point, Rectangle, Transform},
wayland::{
shell::wlr_layer::Layer as WlrLayer,
output::Output,
},
};
mod cursor;
@ -29,6 +35,8 @@ pub type GlMultiRenderer<'a> =
MultiRenderer<'a, 'a, EglGlesBackend, EglGlesBackend, Gles2Renderbuffer>;
pub type GlMultiFrame = MultiFrame<EglGlesBackend, EglGlesBackend>;
static CLEAR_COLOR: [f32; 4] = [0.153, 0.161, 0.165, 1.0];
smithay::custom_elements! {
pub CustomElem<=Gles2Renderer>;
SurfaceTree=SurfaceTree,
@ -97,7 +105,7 @@ impl AsGles2Renderer for GlMultiRenderer<'_> {
}
pub fn render_output<R>(
_gpu: Option<&DrmNode>,
gpu: Option<&DrmNode>,
renderer: &mut R,
age: u8,
state: &mut Common,
@ -117,7 +125,50 @@ where
fps.start();
}
#[allow(unused_mut)]
let workspace = state.shell.active_space(output);
let maybe_fullscreen_window = workspace.get_fullscreen(output).cloned();
let res = if let Some(window) = maybe_fullscreen_window {
#[cfg(not(feature = "debug"))]
{
render_fullscreen(gpu, renderer, window, state, output, hardware_cursor)
}
#[cfg(feature = "debug")]
{
render_fullscreen(gpu, renderer, window, state, output, hardware_cursor, fps)
}
} else {
#[cfg(not(feature = "debug"))]
{
render_desktop(gpu, renderer, age, state, output, hardware_cursor)
}
#[cfg(feature = "debug")]
{
render_desktop(gpu, renderer, age, state, output, hardware_cursor, fps)
}
};
#[cfg(feature = "debug")]
{
fps.end();
}
res
}
fn render_desktop<R>(
_gpu: Option<&DrmNode>,
renderer: &mut R,
age: u8,
state: &mut Common,
output: &Output,
hardware_cursor: bool,
#[cfg(feature = "debug")] fps: &mut Fps,
) -> Result<Option<Vec<Rectangle<i32, Logical>>>, RenderError<R>>
where
R: Renderer + ImportAll + AsGles2Renderer,
<R as Renderer>::TextureId: Clone + 'static,
CustomElem: RenderElement<R>,
{
let mut custom_elements = Vec::<CustomElem>::new();
#[cfg(feature = "debug")]
@ -162,18 +213,116 @@ where
}
}
let res = state.shell.active_space_mut(output).space.render_output(
state.shell.active_space_mut(output).space.render_output(
renderer,
&output,
age as usize,
[0.153, 0.161, 0.165, 1.0],
CLEAR_COLOR,
&*custom_elements,
);
)
}
fn render_fullscreen<R>(
_gpu: Option<&DrmNode>,
renderer: &mut R,
window: Window,
state: &mut Common,
output: &Output,
hardware_cursor: bool,
#[cfg(feature = "debug")] fps: &mut Fps,
) -> Result<Option<Vec<Rectangle<i32, Logical>>>, RenderError<R>>
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 output_geo = state.shell.output_geometry(output);
let mut custom_elements = Vec::<CustomElem>::new();
#[cfg(feature = "debug")]
{
fps.end();
let fps_overlay = fps_ui(_gpu, state, fps, Rectangle::from_loc_and_size((0, 0), output_geo.size), scale);
custom_elements.push(fps_overlay.into());
}
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);
if let Some(cursor) = cursor::draw_cursor(
renderer.as_gles2(),
seat,
location,
&state.start_time,
!hardware_cursor,
) {
custom_elements.push(cursor)
}
}
res
renderer
.render(mode.size, transform, |renderer, frame| {
let mut damage = window.accumulated_damage(None);
frame.clear(
CLEAR_COLOR,
&[Rectangle::from_loc_and_size((0, 0), mode.size).to_f64()],
)?;
draw_window(
renderer,
frame,
&window,
scale,
(0, 0),
&[Rectangle::from_loc_and_size(
(0, 0),
mode.size.to_f64().to_logical(scale).to_i32_round(),
)],
&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,
&[Rectangle::from_loc_and_size((0, 0), geo.size)],
&slog_scope::logger(),
)?;
if let Some(surface) = layer_surface.get_surface() {
damage.extend(damage_from_surface_tree(surface, geo.loc, None));
}
}
for elem in custom_elements {
let geo = elem.geometry();
let location = geo.loc - output_geo.loc;
let elem_damage = elem.accumulated_damage(None);
elem.draw(
renderer,
frame,
scale,
location,
&[Rectangle::from_loc_and_size((0, 0), geo.size)],
&slog_scope::logger(),
)?;
damage.extend(elem_damage.into_iter().map(|mut rect| {
rect.loc += geo.loc;
rect
}))
}
Ok(Some(damage))
})
.and_then(std::convert::identity)
.map_err(RenderError::<R>::Rendering)
}