177 lines
4.8 KiB
Rust
177 lines
4.8 KiB
Rust
// SPDX-License-Identifier: GPL-3.0-only
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use crate::state::Common;
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#[cfg(feature = "debug")]
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use crate::{
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debug::{debug_ui, fps_ui, log_ui, EguiFrame},
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state::Fps,
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};
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use slog::Logger;
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use smithay::{
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backend::{
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drm::DrmNode,
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renderer::{
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gles2::{Gles2Renderbuffer, Gles2Renderer, Gles2Texture},
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multigpu::{egl::EglGlesBackend, Error as MultiError, MultiFrame, MultiRenderer},
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ImportAll, Renderer,
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},
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},
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desktop::space::{RenderElement, RenderError, SpaceOutputTuple, SurfaceTree},
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utils::{Logical, Point, Rectangle},
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wayland::output::Output,
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};
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mod cursor;
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use self::cursor::PointerElement;
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pub type GlMultiRenderer<'a> =
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MultiRenderer<'a, 'a, EglGlesBackend, EglGlesBackend, Gles2Renderbuffer>;
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pub type GlMultiFrame = MultiFrame<EglGlesBackend, EglGlesBackend>;
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smithay::custom_elements! {
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pub CustomElem<=Gles2Renderer>;
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SurfaceTree=SurfaceTree,
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PointerElement=PointerElement::<Gles2Texture>,
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#[cfg(feature = "debug")]
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EguiFrame=EguiFrame,
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}
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// TODO: due to the lifetime, 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
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// do a manual impl for MultiRenderer.
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impl RenderElement<GlMultiRenderer<'_>> for CustomElem {
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fn id(&self) -> usize {
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RenderElement::<Gles2Renderer>::id(self)
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}
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fn geometry(&self) -> Rectangle<i32, Logical> {
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RenderElement::<Gles2Renderer>::geometry(self)
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}
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fn accumulated_damage(
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&self,
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for_values: Option<SpaceOutputTuple<'_, '_>>,
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) -> Vec<Rectangle<i32, Logical>> {
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RenderElement::<Gles2Renderer>::accumulated_damage(self, for_values)
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}
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fn draw(
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&self,
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renderer: &mut GlMultiRenderer<'_>,
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frame: &mut GlMultiFrame,
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scale: f64,
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location: Point<i32, Logical>,
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damage: &[Rectangle<i32, Logical>],
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log: &Logger,
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) -> Result<(), MultiError<EglGlesBackend, EglGlesBackend>> {
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RenderElement::<Gles2Renderer>::draw(
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self,
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renderer.as_mut(),
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frame.as_mut(),
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scale,
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location,
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damage,
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log,
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)
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.map_err(MultiError::Render)
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}
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fn z_index(&self) -> u8 {
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RenderElement::<Gles2Renderer>::z_index(self)
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}
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}
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pub trait AsGles2Renderer {
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fn as_gles2(&mut self) -> &mut Gles2Renderer;
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}
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impl AsGles2Renderer for Gles2Renderer {
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fn as_gles2(&mut self) -> &mut Gles2Renderer {
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self
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}
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}
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impl AsGles2Renderer for GlMultiRenderer<'_> {
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fn as_gles2(&mut self) -> &mut Gles2Renderer {
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self.as_mut()
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}
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}
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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,
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state: &mut Common,
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output: &Output,
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hardware_cursor: bool,
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#[cfg(feature = "debug")] fps: &mut Fps,
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) -> Result<Option<Vec<Rectangle<i32, Logical>>>, RenderError<R>>
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where
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R: Renderer + ImportAll + AsGles2Renderer,
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<R as Renderer>::TextureId: Clone + 'static,
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CustomElem: RenderElement<R>,
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{
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#[cfg(feature = "debug")]
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{
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fps.start();
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}
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#[allow(unused_mut)]
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let mut custom_elements = Vec::<CustomElem>::new();
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#[cfg(feature = "debug")]
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{
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let workspace = state.shell.active_space(output);
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let output_geo = workspace
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.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 = workspace.space.output_scale(output).unwrap();
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let fps_overlay = fps_ui(_gpu, state, fps, output_geo, scale);
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custom_elements.push(fps_overlay.into());
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let mut area = state.shell.global_space();
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area.loc = state.shell.space_relative_output_geometry((0, 0), output);
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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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}
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for seat in &state.seats {
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let pointer = match seat.get_pointer() {
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Some(ptr) => ptr,
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None => continue,
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};
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let location = state
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.shell
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.space_relative_output_geometry(pointer.current_location().to_i32_round(), output);
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if let Some(cursor) = cursor::draw_cursor(
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renderer.as_gles2(),
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seat,
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location,
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&state.start_time,
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!hardware_cursor,
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) {
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custom_elements.push(cursor)
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}
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}
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let res = state.shell.active_space_mut(output).space.render_output(
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renderer,
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&output,
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age as usize,
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[0.153, 0.161, 0.165, 1.0],
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&*custom_elements,
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);
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#[cfg(feature = "debug")]
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{
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fps.end();
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}
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res
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}
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