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@ -13,10 +13,10 @@
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#include <wlr/util/region.h>
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#include "types/wlr_buffer.h"
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#include "types/wlr_scene.h"
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#include "util/array.h"
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#include "util/time.h"
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#define HIGHLIGHT_DAMAGE_FADEOUT_TIME 250
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#define RENDER_LIST_MIN_ALLOCATION 8
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static struct wlr_scene_tree *scene_tree_from_node(struct wlr_scene_node *node) {
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assert(node->type == WLR_SCENE_NODE_TREE);
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@ -1276,7 +1276,7 @@ void wlr_scene_output_destroy(struct wlr_scene_output *scene_output) {
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wl_list_remove(&scene_output->output_damage.link);
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wl_list_remove(&scene_output->output_needs_frame.link);
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free(scene_output->render_list.data);
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wl_array_release(&scene_output->render_list);
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free(scene_output);
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}
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@ -1321,18 +1321,9 @@ static bool scene_node_invisible(struct wlr_scene_node *node) {
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return false;
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}
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static size_t max(size_t fst, size_t snd) {
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if (fst > snd) {
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return fst;
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} else {
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return snd;
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}
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}
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struct render_list_constructor_data {
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struct wlr_box box;
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struct wlr_scene_output_render_list *render_list;
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size_t size;
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struct wl_array *render_list;
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};
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static bool construct_render_list_iterator(struct wlr_scene_node *node,
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@ -1367,22 +1358,11 @@ static bool construct_render_list_iterator(struct wlr_scene_node *node,
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pixman_region32_fini(&intersection);
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if (data->size == data->render_list->capacity) {
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size_t alloc_size =
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max(data->render_list->capacity * 2, RENDER_LIST_MIN_ALLOCATION);
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void *alloc = realloc(data->render_list->data, alloc_size
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* sizeof(struct wlr_scene_node *));
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if (alloc) {
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data->render_list->data = alloc;
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data->render_list->capacity = alloc_size;
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}
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}
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if (data->size < data->render_list->capacity) {
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data->render_list->data[data->size++] = node;
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struct wlr_scene_node **entry = wl_array_add(data->render_list,
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sizeof(struct wlr_scene_node *));
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if (entry) {
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*entry = node;
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}
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return false;
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}
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@ -1441,21 +1421,6 @@ static bool scene_node_try_direct_scanout(struct wlr_scene_node *node,
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return wlr_output_commit(output);
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}
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static void compact_render_list(struct wlr_scene_output_render_list *list, size_t size) {
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assert(size <= list->capacity);
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size_t alloc_size = max(RENDER_LIST_MIN_ALLOCATION, size);
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if (alloc_size == list->capacity) {
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return;
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}
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void *alloc = realloc(list->data, alloc_size * sizeof(struct wlr_scene_node *));
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if (alloc) {
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list->data = alloc;
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list->capacity = alloc_size;
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}
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}
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bool wlr_scene_output_commit(struct wlr_scene_output *scene_output) {
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struct wlr_output *output = scene_output->output;
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enum wlr_scene_debug_damage_option debug_damage =
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@ -1467,20 +1432,23 @@ bool wlr_scene_output_commit(struct wlr_scene_output *scene_output) {
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struct render_list_constructor_data list_con = {
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.box = { .x = scene_output->x, .y = scene_output->y },
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.render_list = &scene_output->render_list,
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.size = 0,
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};
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wlr_output_effective_resolution(output,
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&list_con.box.width, &list_con.box.height);
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list_con.render_list->size = 0;
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scene_nodes_in_box(&scene_output->scene->tree.node, &list_con.box,
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construct_render_list_iterator, &list_con);
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compact_render_list(list_con.render_list, list_con.size);
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array_realloc(list_con.render_list, list_con.render_list->size);
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int list_len = list_con.render_list->size / sizeof(struct wlr_scene_node *);
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struct wlr_scene_node **list_data = list_con.render_list->data;
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// if there is only one thing to render let's see if that thing can be
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// directly scanned out
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bool scanout = false;
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if (list_con.size == 1) {
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struct wlr_scene_node *node = list_con.render_list->data[0];
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if (list_len == 1) {
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struct wlr_scene_node *node = list_data[0];
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scanout = scene_node_try_direct_scanout(node, scene_output, &list_con.box);
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}
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@ -1493,7 +1461,7 @@ bool wlr_scene_output_commit(struct wlr_scene_output *scene_output) {
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}
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if (scanout) {
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struct wlr_scene_node *node = list_con.render_list->data[0];
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struct wlr_scene_node *node = list_data[0];
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assert(node->type == WLR_SCENE_NODE_BUFFER);
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struct wlr_scene_buffer *buffer = wlr_scene_buffer_from_node(node);
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@ -1569,8 +1537,8 @@ bool wlr_scene_output_commit(struct wlr_scene_output *scene_output) {
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wlr_renderer_clear(renderer, (float[4]){ 0.0, 0.0, 0.0, 1.0 });
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}
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for (int i = list_con.size - 1; i >= 0; i--) {
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struct wlr_scene_node *node = list_con.render_list->data[i];
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for (int i = list_len - 1; i >= 0; i--) {
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struct wlr_scene_node *node = list_data[i];
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scene_node_render(node, scene_output, &damage);
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}
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