scene_graph: Maintain `wlr_scene_node`s for the sway tree.

master
Alexander Orzechowski 11 months ago committed by Kirill Primak
parent dbd2fbf430
commit 1eb16d1367

@ -5,6 +5,7 @@
#include <wayland-server-core.h>
#include <wlr/types/wlr_damage_ring.h>
#include <wlr/types/wlr_output.h>
#include <wlr/types/wlr_scene.h>
#include "config.h"
#include "sway/tree/node.h"
#include "sway/tree/view.h"
@ -19,7 +20,21 @@ struct sway_output_state {
struct sway_output {
struct sway_node node;
struct {
struct wlr_scene_tree *tiling;
struct wlr_scene_tree *fullscreen;
} layers;
// when a container is fullscreen, in case the fullscreen surface is
// translucent (can see behind) we must make sure that the background is a
// solid color in order to conform to the wayland protocol. This rect
// ensures that when looking through a surface, all that will be seen
// is black.
struct wlr_scene_rect *fullscreen_background;
struct wlr_output *wlr_output;
struct wlr_scene_output *scene_output;
struct sway_server *server;
struct wl_list link;

@ -3,6 +3,7 @@
#include <stdint.h>
#include <sys/types.h>
#include <wlr/types/wlr_compositor.h>
#include <wlr/types/wlr_scene.h>
#include "list.h"
#include "sway/tree/node.h"
@ -68,6 +69,26 @@ struct sway_container {
struct sway_node node;
struct sway_view *view;
struct wlr_scene_tree *scene_tree;
struct {
struct wlr_scene_tree *tree;
struct wlr_scene_tree *border;
struct wlr_scene_tree *background;
} title_bar;
struct {
struct wlr_scene_tree *tree;
struct wlr_scene_rect *top;
struct wlr_scene_rect *bottom;
struct wlr_scene_rect *left;
struct wlr_scene_rect *right;
} border;
struct wlr_scene_tree *content_tree;
struct sway_container_state current;
struct sway_container_state pending;

@ -2,6 +2,7 @@
#define _SWAY_NODE_H
#include <wayland-server-core.h>
#include <stdbool.h>
#include <wlr/types/wlr_scene.h>
#include "list.h"
#define MIN_SANE_W 100
@ -75,4 +76,15 @@ list_t *node_get_children(struct sway_node *node);
bool node_has_ancestor(struct sway_node *node, struct sway_node *ancestor);
// when destroying a sway tree, it's not known which order the tree will be
// destroyed. To prevent freeing of scene_nodes recursing up the tree,
// let's use this helper function to disown them to the staging node.
void scene_node_disown_children(struct wlr_scene_tree *tree);
// a helper function used to allocate tree nodes. If an allocation failure
// occurs a flag is flipped that can be checked later to destroy a parent
// of this scene node preventing memory leaks.
struct wlr_scene_tree *alloc_scene_tree(struct wlr_scene_tree *parent,
bool *failed);
#endif

@ -3,6 +3,7 @@
#include <wayland-server-core.h>
#include <wayland-util.h>
#include <wlr/types/wlr_output_layout.h>
#include <wlr/types/wlr_scene.h>
#include <wlr/render/wlr_texture.h>
#include "sway/tree/container.h"
#include "sway/tree/node.h"
@ -16,6 +17,31 @@ struct sway_root {
struct wlr_output_layout *output_layout;
struct wl_listener output_layout_change;
// scene node layout:
// - root
// - staging
// - layer shell stuff
// - tiling
// - floating
// - fullscreen stuff
// - seat stuff
// - ext_session_lock
struct wlr_scene *root_scene;
// since wlr_scene nodes can't be orphaned and must always
// have a parent, use this staging scene_tree so that a
// node always have a valid parent. Nothing in this
// staging node will be visible.
struct wlr_scene_tree *staging;
struct {
struct wlr_scene_tree *tiling;
struct wlr_scene_tree *floating;
struct wlr_scene_tree *fullscreen;
struct wlr_scene_tree *fullscreen_global;
} layers;
#if HAVE_XWAYLAND
struct wl_list xwayland_unmanaged; // sway_xwayland_unmanaged::link
#endif

@ -2,6 +2,7 @@
#define _SWAY_VIEW_H
#include <wayland-server-core.h>
#include <wlr/types/wlr_compositor.h>
#include <wlr/types/wlr_scene.h>
#include "sway/config.h"
#if HAVE_XWAYLAND
#include <wlr/xwayland.h>
@ -69,6 +70,9 @@ struct sway_view {
enum sway_view_type type;
const struct sway_view_impl *impl;
struct wlr_scene_tree *scene_tree;
struct wlr_scene_tree *content_tree;
struct sway_container *container; // NULL if unmapped and transactions finished
struct wlr_surface *surface; // NULL for unmapped views
struct sway_xdg_decoration *xdg_decoration;

@ -2,6 +2,7 @@
#define _SWAY_WORKSPACE_H
#include <stdbool.h>
#include <wlr/types/wlr_scene.h>
#include "sway/config.h"
#include "sway/tree/container.h"
#include "sway/tree/node.h"
@ -23,6 +24,12 @@ struct sway_workspace_state {
struct sway_workspace {
struct sway_node node;
struct {
struct wlr_scene_tree *tiling;
struct wlr_scene_tree *fullscreen;
} layers;
struct sway_container *fullscreen;
char *name;

@ -856,9 +856,6 @@ void output_damage_whole_container(struct sway_output *output,
.height = con->current.height + 2,
};
scale_box(&box, output->wlr_output->scale);
if (wlr_damage_ring_add_box(&output->damage_ring, &box)) {
wlr_output_schedule_frame(output->wlr_output);
}
// Damage subsurfaces as well, which may extend outside the box
if (con->view) {
damage_child_views_iterator(con, output);
@ -914,6 +911,8 @@ static void begin_destroy(struct sway_output *output) {
wlr_damage_ring_finish(&output->damage_ring);
wlr_scene_output_destroy(output->scene_output);
output->scene_output = NULL;
output->wlr_output->data = NULL;
output->wlr_output = NULL;
@ -1039,11 +1038,24 @@ void handle_new_output(struct wl_listener *listener, void *data) {
return;
}
// Create the scene output here so we're not accidentally creating one for
// the fallback output
struct wlr_scene_output *scene_output =
wlr_scene_output_create(root->root_scene, wlr_output);
if (!scene_output) {
sway_log(SWAY_ERROR, "Failed to create a scene output");
return;
}
struct sway_output *output = output_create(wlr_output);
if (!output) {
sway_log(SWAY_ERROR, "Failed to create a sway output");
wlr_scene_output_destroy(scene_output);
return;
}
output->server = server;
output->scene_output = scene_output;
wlr_damage_ring_init(&output->damage_ring);
wl_signal_add(&root->output_layout->events.destroy, &output->layout_destroy);

@ -27,6 +27,24 @@
#include "log.h"
#include "stringop.h"
static struct wlr_scene_rect *alloc_rect_node(struct wlr_scene_tree *parent,
bool *failed) {
if (*failed) {
return NULL;
}
// just pass in random values. These will be overwritten when
// they need to be used.
struct wlr_scene_rect *rect = wlr_scene_rect_create(
parent, 0, 0, (float[4]){0.f, 0.f, 0.f, 1.f});
if (!rect) {
sway_log(SWAY_ERROR, "Failed to allocate a wlr_scene_rect");
*failed = true;
}
return rect;
}
struct sway_container *container_create(struct sway_view *view) {
struct sway_container *c = calloc(1, sizeof(struct sway_container));
if (!c) {
@ -34,14 +52,62 @@ struct sway_container *container_create(struct sway_view *view) {
return NULL;
}
node_init(&c->node, N_CONTAINER, c);
c->pending.layout = L_NONE;
c->view = view;
c->alpha = 1.0f;
// Container tree structure
// - scene tree
// - title bar
// - border
// - background
// - title text
// - marks text
// - border
// - border top/bottom/left/right
// - content_tree (we put the content node here so when we disable the
// border everything gets disabled. We only render the content iff there
// is a border as well)
bool failed = false;
c->scene_tree = alloc_scene_tree(root->staging, &failed);
c->title_bar.tree = alloc_scene_tree(c->scene_tree, &failed);
c->title_bar.border = alloc_scene_tree(c->title_bar.tree, &failed);
c->title_bar.background = alloc_scene_tree(c->title_bar.tree, &failed);
// for opacity purposes we need to carfully create the scene such that
// none of our rect nodes as well as text buffers don't overlap. To do
// this we have to create rects such that they go around text buffers
for (int i = 0; i < 4; i++) {
alloc_rect_node(c->title_bar.border, &failed);
}
for (int i = 0; i < 5; i++) {
alloc_rect_node(c->title_bar.background, &failed);
}
c->border.tree = alloc_scene_tree(c->scene_tree, &failed);
c->content_tree = alloc_scene_tree(c->border.tree, &failed);
if (view) {
// only containers with views can have borders
c->border.top = alloc_rect_node(c->border.tree, &failed);
c->border.bottom = alloc_rect_node(c->border.tree, &failed);
c->border.left = alloc_rect_node(c->border.tree, &failed);
c->border.right = alloc_rect_node(c->border.tree, &failed);
}
if (failed) {
wlr_scene_node_destroy(&c->scene_tree->node);
free(c);
return NULL;
}
if (!view) {
c->pending.children = create_list();
c->current.children = create_list();
}
c->pending.layout = L_NONE;
c->view = view;
c->alpha = 1.0f;
c->marks = create_list();
c->outputs = create_list();
@ -85,6 +151,8 @@ void container_destroy(struct sway_container *con) {
}
}
scene_node_disown_children(con->content_tree);
wlr_scene_node_destroy(&con->scene_tree->node);
free(con);
}

@ -159,3 +159,32 @@ bool node_has_ancestor(struct sway_node *node, struct sway_node *ancestor) {
}
return false;
}
void scene_node_disown_children(struct wlr_scene_tree *tree) {
// this function can be called as part of destruction code that will be invoked
// upon an allocation failure. Let's not crash on NULL due to an allocation error.
if (!tree) {
return;
}
struct wlr_scene_node *child, *tmp_child;
wl_list_for_each_safe(child, tmp_child, &tree->children, link) {
wlr_scene_node_reparent(child, root->staging);
}
}
struct wlr_scene_tree *alloc_scene_tree(struct wlr_scene_tree *parent,
bool *failed) {
// fallthrough
if (*failed) {
return NULL;
}
struct wlr_scene_tree *tree = wlr_scene_tree_create(parent);
if (!tree) {
sway_log(SWAY_ERROR, "Failed to allocate a scene node");
*failed = true;
}
return tree;
}

@ -87,9 +87,41 @@ static void restore_workspaces(struct sway_output *output) {
output_sort_workspaces(output);
}
static void destroy_scene_layers(struct sway_output *output) {
wlr_scene_node_destroy(&output->fullscreen_background->node);
scene_node_disown_children(output->layers.tiling);
scene_node_disown_children(output->layers.fullscreen);
wlr_scene_node_destroy(&output->layers.tiling->node);
wlr_scene_node_destroy(&output->layers.fullscreen->node);
}
struct sway_output *output_create(struct wlr_output *wlr_output) {
struct sway_output *output = calloc(1, sizeof(struct sway_output));
node_init(&output->node, N_OUTPUT, output);
bool failed = false;
output->layers.tiling = alloc_scene_tree(root->staging, &failed);
output->layers.fullscreen = alloc_scene_tree(root->staging, &failed);
if (!failed) {
output->fullscreen_background = wlr_scene_rect_create(
output->layers.fullscreen, 0, 0, (float[4]){0.f, 0.f, 0.f, 1.f});
if (!output->fullscreen_background) {
sway_log(SWAY_ERROR, "Unable to allocate a background rect");
failed = true;
}
}
if (failed) {
destroy_scene_layers(output);
wlr_scene_output_destroy(output->scene_output);
free(output);
return NULL;
}
output->wlr_output = wlr_output;
wlr_output->data = output;
output->detected_subpixel = wlr_output->subpixel;
@ -238,6 +270,8 @@ void output_destroy(struct sway_output *output) {
"which is still referenced by transactions")) {
return;
}
destroy_scene_layers(output);
list_free(output->workspaces);
list_free(output->current.workspaces);
wl_event_source_remove(output->repaint_timer);

@ -3,6 +3,7 @@
#include <stdlib.h>
#include <string.h>
#include <wlr/types/wlr_output_layout.h>
#include <wlr/types/wlr_scene.h>
#include <wlr/util/transform.h>
#include "sway/desktop/transaction.h"
#include "sway/input/seat.h"
@ -30,7 +31,33 @@ struct sway_root *root_create(struct wl_display *wl_display) {
sway_log(SWAY_ERROR, "Unable to allocate sway_root");
return NULL;
}
struct wlr_scene *root_scene = wlr_scene_create();
if (!root_scene) {
sway_log(SWAY_ERROR, "Unable to allocate root scene node");
free(root);
return NULL;
}
node_init(&root->node, N_ROOT, root);
root->root_scene = root_scene;
bool failed = false;
root->staging = alloc_scene_tree(&root_scene->tree, &failed);
root->layers.tiling = alloc_scene_tree(&root_scene->tree, &failed);
root->layers.floating = alloc_scene_tree(&root_scene->tree, &failed);
root->layers.fullscreen = alloc_scene_tree(&root_scene->tree, &failed);
root->layers.fullscreen_global = alloc_scene_tree(&root_scene->tree, &failed);
if (failed) {
wlr_scene_node_destroy(&root_scene->tree.node);
free(root);
return NULL;
}
wlr_scene_node_set_enabled(&root->staging->node, false);
root->output_layout = wlr_output_layout_create(wl_display);
wl_list_init(&root->all_outputs);
#if HAVE_XWAYLAND
@ -53,6 +80,7 @@ void root_destroy(struct sway_root *root) {
list_free(root->scratchpad);
list_free(root->non_desktop_outputs);
list_free(root->outputs);
wlr_scene_node_destroy(&root->root_scene->tree.node);
free(root);
}

@ -37,6 +37,14 @@
bool view_init(struct sway_view *view, enum sway_view_type type,
const struct sway_view_impl *impl) {
bool failed = false;
view->scene_tree = alloc_scene_tree(root->staging, &failed);
view->content_tree = alloc_scene_tree(view->scene_tree, &failed);
if (failed) {
wlr_scene_node_destroy(&view->scene_tree->node);
return false;
}
view->type = type;
view->impl = impl;
view->executed_criteria = create_list();
@ -67,7 +75,7 @@ void view_destroy(struct sway_view *view) {
list_free(view->executed_criteria);
view_assign_ctx(view, NULL);
wlr_scene_node_destroy(&view->scene_tree->node);
free(view->title_format);
if (view->impl->destroy) {

@ -71,6 +71,18 @@ struct sway_workspace *workspace_create(struct sway_output *output,
return NULL;
}
node_init(&ws->node, N_WORKSPACE, ws);
bool failed = false;
ws->layers.tiling = alloc_scene_tree(root->staging, &failed);
ws->layers.fullscreen = alloc_scene_tree(root->staging, &failed);
if (failed) {
wlr_scene_node_destroy(&ws->layers.tiling->node);
wlr_scene_node_destroy(&ws->layers.fullscreen->node);
free(ws);
return NULL;
}
ws->name = strdup(name);
ws->prev_split_layout = L_NONE;
ws->layout = output_get_default_layout(output);
@ -131,6 +143,11 @@ void workspace_destroy(struct sway_workspace *workspace) {
return;
}
scene_node_disown_children(workspace->layers.tiling);
scene_node_disown_children(workspace->layers.fullscreen);
wlr_scene_node_destroy(&workspace->layers.tiling->node);
wlr_scene_node_destroy(&workspace->layers.fullscreen->node);
free(workspace->name);
free(workspace->representation);
list_free_items_and_destroy(workspace->output_priority);

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