415 lines
12 KiB
Rust
415 lines
12 KiB
Rust
// SPDX-License-Identifier: GPL-3.0-only
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use crate::{
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state::Common,
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shell::grabs::{
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SeatMoveGrabState,
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MoveGrabRenderElement,
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},
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};
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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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utils::prelude::*,
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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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Frame, ImportAll, Renderer,
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},
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},
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desktop::{
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draw_layer_popups, draw_layer_surface, draw_window, draw_window_popups,
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layer_map_for_output,
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space::{RenderElement, RenderError, SpaceOutputTuple, SurfaceTree},
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utils::damage_from_surface_tree,
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Window,
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},
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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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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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static CLEAR_COLOR: [f32; 4] = [0.153, 0.161, 0.165, 1.0];
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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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MoveGrabRenderElement=MoveGrabRenderElement,
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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 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
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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 location(&self, scale: impl Into<Scale<f64>>) -> Point<f64, Physical> {
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RenderElement::<Gles2Renderer>::location(self, scale)
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}
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fn geometry(&self, scale: impl Into<Scale<f64>>) -> Rectangle<i32, Physical> {
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RenderElement::<Gles2Renderer>::geometry(self, scale)
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}
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fn accumulated_damage(
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&self,
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scale: impl Into<Scale<f64>>,
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for_values: Option<SpaceOutputTuple<'_, '_>>,
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) -> Vec<Rectangle<i32, Physical>> {
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RenderElement::<Gles2Renderer>::accumulated_damage(self, scale, for_values)
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}
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fn opaque_regions(
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&self,
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scale: impl Into<Scale<f64>>,
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) -> Option<Vec<Rectangle<i32, Physical>>> {
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RenderElement::<Gles2Renderer>::opaque_regions(self, scale)
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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: impl Into<Scale<f64>>,
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location: Point<f64, Physical>,
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damage: &[Rectangle<i32, Physical>],
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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 needs_buffer_reset(output: &Output, state: &Common) -> bool {
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use std::sync::atomic::{AtomicBool, Ordering};
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struct DidCustomRendering(AtomicBool);
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let will_render_custom = {
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let workspace = state.shell.active_space(output);
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workspace.get_fullscreen(output).is_some()
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};
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let userdata = output.user_data();
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userdata.insert_if_missing(|| DidCustomRendering(AtomicBool::new(false)));
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userdata
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.get::<DidCustomRendering>()
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.unwrap()
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.0
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.swap(will_render_custom, Ordering::AcqRel)
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!= will_render_custom
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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: Option<&mut Fps>,
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) -> Result<Option<Vec<Rectangle<i32, Physical>>>, 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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let workspace = state.shell.active_space(output);
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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 {
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#[cfg(not(feature = "debug"))]
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{
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render_fullscreen(gpu, renderer, window, state, output, hardware_cursor)
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}
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#[cfg(feature = "debug")]
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{
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render_fullscreen(gpu, renderer, window, state, output, hardware_cursor, fps)
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}
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} else {
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#[cfg(not(feature = "debug"))]
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{
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render_desktop(gpu, renderer, age, state, output, hardware_cursor)
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}
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#[cfg(feature = "debug")]
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{
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render_desktop(gpu, renderer, age, state, output, hardware_cursor, fps)
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}
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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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fn render_desktop<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: Option<&mut Fps>,
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) -> Result<Option<Vec<Rectangle<i32, Physical>>>, 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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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 = output.current_scale().fractional_scale();
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if let Some(fps) = fps {
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let fps_overlay = fps_ui(
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_gpu,
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state,
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fps,
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output_geo.to_f64().to_physical(scale),
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scale,
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);
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custom_elements.push(fps_overlay.into());
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}
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let area = Rectangle::<f64, smithay::utils::Logical>::from_loc_and_size(
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state
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.shell
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.space_relative_output_geometry((0.0f64, 0.0f64), output),
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state.shell.global_space().to_f64().size,
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)
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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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}
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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(grab) = seat.user_data().get::<SeatMoveGrabState>().unwrap().borrow()
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.as_ref().and_then(|state| state.render(seat, output))
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{
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custom_elements.push(grab);
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}
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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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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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CLEAR_COLOR,
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&*custom_elements,
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)
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}
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fn render_fullscreen<R>(
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_gpu: Option<&DrmNode>,
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renderer: &mut R,
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window: Window,
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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: Option<&mut Fps>,
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) -> Result<Option<Vec<Rectangle<i32, Physical>>>, 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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let transform = Transform::from(output.current_transform());
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let mode = output.current_mode().unwrap();
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let scale = output.current_scale().fractional_scale();
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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(
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_gpu,
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state,
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fps,
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Rectangle::from_loc_and_size((0, 0), output_geo.size)
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.to_f64()
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.to_physical(scale),
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scale,
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);
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custom_elements.push(fps_overlay.into());
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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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renderer
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.render(mode.size, transform, |renderer, frame| {
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let mut damage = window.accumulated_damage((0.0, 0.0), scale, None);
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frame.clear(
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CLEAR_COLOR,
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&[Rectangle::from_loc_and_size((0, 0), mode.size)],
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)?;
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draw_window(
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renderer,
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frame,
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&window,
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scale,
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(0.0, 0.0),
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&[Rectangle::from_loc_and_size((0, 0), mode.size)],
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&slog_scope::logger(),
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)?;
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draw_window_popups(
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renderer,
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frame,
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&window,
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scale,
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(0.0, 0.0),
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&[Rectangle::from_loc_and_size((0, 0), mode.size)],
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&slog_scope::logger(),
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)?;
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let layer_map = layer_map_for_output(output);
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for layer_surface in layer_map.layers_on(WlrLayer::Overlay) {
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let geo = layer_map.layer_geometry(&layer_surface).unwrap();
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draw_layer_surface(
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renderer,
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frame,
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layer_surface,
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scale,
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geo.loc.to_f64().to_physical(scale),
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&[Rectangle::from_loc_and_size(
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(0, 0),
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geo.size.to_physical_precise_round(scale),
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)],
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&slog_scope::logger(),
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)?;
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draw_layer_popups(
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renderer,
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frame,
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layer_surface,
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scale,
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geo.loc.to_f64().to_physical(scale),
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&[Rectangle::from_loc_and_size(
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(0, 0),
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geo.size.to_physical_precise_round(scale),
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)],
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&slog_scope::logger(),
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)?;
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damage.extend(damage_from_surface_tree(
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layer_surface.wl_surface(),
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geo.loc.to_f64().to_physical(scale),
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scale,
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None,
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));
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}
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for elem in custom_elements {
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let loc = elem.location(scale);
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let geo = elem.geometry(scale);
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let elem_damage = elem.accumulated_damage(scale, None);
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elem.draw(
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renderer,
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frame,
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scale,
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loc,
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&[Rectangle::from_loc_and_size((0, 0), geo.size)],
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&slog_scope::logger(),
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)?;
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damage.extend(elem_damage.into_iter().map(|mut rect| {
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rect.loc += geo.loc;
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rect
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}))
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}
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Ok(Some(damage))
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})
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.and_then(std::convert::identity)
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.map_err(RenderError::<R>::Rendering)
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}
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