cosmic-comp/src/backend/render/mod.rs
2022-03-30 23:56:53 +02:00

177 lines
4.8 KiB
Rust

// SPDX-License-Identifier: GPL-3.0-only
use crate::state::Common;
#[cfg(feature = "debug")]
use crate::{
debug::{debug_ui, fps_ui, log_ui, EguiFrame},
state::Fps,
};
use slog::Logger;
use smithay::{
backend::{
drm::DrmNode,
renderer::{
gles2::{Gles2Renderbuffer, Gles2Renderer, Gles2Texture},
multigpu::{egl::EglGlesBackend, Error as MultiError, MultiFrame, MultiRenderer},
ImportAll, Renderer,
},
},
desktop::space::{RenderElement, RenderError, SpaceOutputTuple, SurfaceTree},
utils::{Logical, Point, Rectangle},
wayland::output::Output,
};
mod cursor;
use self::cursor::PointerElement;
pub type GlMultiRenderer<'a> =
MultiRenderer<'a, 'a, EglGlesBackend, EglGlesBackend, Gles2Renderbuffer>;
pub type GlMultiFrame = MultiFrame<EglGlesBackend, EglGlesBackend>;
smithay::custom_elements! {
pub CustomElem<=Gles2Renderer>;
SurfaceTree=SurfaceTree,
PointerElement=PointerElement::<Gles2Texture>,
#[cfg(feature = "debug")]
EguiFrame=EguiFrame,
}
// TODO: due to the lifetime, we cannot be generic over CustomElem's renderer
// 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 geometry(&self) -> Rectangle<i32, Logical> {
RenderElement::<Gles2Renderer>::geometry(self)
}
fn accumulated_damage(
&self,
for_values: Option<SpaceOutputTuple<'_, '_>>,
) -> Vec<Rectangle<i32, Logical>> {
RenderElement::<Gles2Renderer>::accumulated_damage(self, for_values)
}
fn draw(
&self,
renderer: &mut GlMultiRenderer<'_>,
frame: &mut GlMultiFrame,
scale: f64,
location: Point<i32, Logical>,
damage: &[Rectangle<i32, Logical>],
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)
}
}
pub trait AsGles2Renderer {
fn as_gles2(&mut self) -> &mut Gles2Renderer;
}
impl AsGles2Renderer for Gles2Renderer {
fn as_gles2(&mut self) -> &mut Gles2Renderer {
self
}
}
impl AsGles2Renderer for GlMultiRenderer<'_> {
fn as_gles2(&mut self) -> &mut Gles2Renderer {
self.as_mut()
}
}
pub fn render_output<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>,
{
#[cfg(feature = "debug")]
{
fps.start();
}
#[allow(unused_mut)]
let mut custom_elements = Vec::<CustomElem>::new();
#[cfg(feature = "debug")]
{
let workspace = state.shell.active_space(output);
let output_geo = workspace
.space
.output_geometry(output)
.unwrap_or(Rectangle::from_loc_and_size((0, 0), (0, 0)));
let scale = workspace.space.output_scale(output).unwrap();
let fps_overlay = fps_ui(_gpu, state, fps, output_geo, scale);
custom_elements.push(fps_overlay.into());
let mut area = state.shell.global_space();
area.loc = state.shell.space_relative_output_geometry((0, 0), output);
if let Some(log_ui) = log_ui(state, area, scale, output_geo.size.w as f32 * 0.6) {
custom_elements.push(log_ui.into());
}
if let Some(debug_overlay) = debug_ui(state, area, scale) {
custom_elements.push(debug_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)
}
}
let res = state.shell.active_space_mut(output).space.render_output(
renderer,
&output,
age as usize,
[0.153, 0.161, 0.165, 1.0],
&*custom_elements,
);
#[cfg(feature = "debug")]
{
fps.end();
}
res
}