When integrating wlroots with another toolkit, wlroots may receive
wl_pointer.enter events for surfaces not backed by a wlr_output.
Ignore such surfaces by tagging the ones we're aware of with
wl_proxy_set_tag().
Fixes an error seen in labwc CI builds with -Werror:
../subprojects/wlroots/include/wlr/types/wlr_gamma_control_v1.h:44:16:
error: ‘struct wlr_output_state’ declared inside parameter list
will not be visible outside of this definition or declaration [-Werror]
44 | struct wlr_output_state *output_state);
| ^~~~~~~~~~~~~~~~
The backend is not able to tell whether a surface is being
presented via direct scan-out or not. The backend will set
ZERO_COPY if the buffer submitted via the output commit was
presented in a zero-copy fashion, but will no know whether the
buffer comes from the compositor or the client.
Using "present" is confusing here: the event is emitted when the
buffer is being sampled to be displayed on an output, not when it's
being presented on-screen.
Rename to match the presentation-time terminology.
This function takes a pointer to memory with a hardcoded format
and many parameters to describe the pixel buffer.
wlr_output_cursor_set_buffer() can be used instead.
A saner replacement for wlr_cursor_set_image():
- Takes a wlr_buffer instead of numerous parameters and a hardcoded
format.
- The scale is not used to filter outputs.
- A ref to the buffer is kept to apply it to new outputs.
This changes the semantics of wlr_output_state. Instead of having
fields with uninitialized memory when missing from the committed
bitflag, all fields are always initialized (and maybe NULL/empty),
just like we do in wlr_surface_state. This reduces the chances of
footguns when reading a field, and removes the need to check for
the committed bitfield everywhere.
A new wlr_output_state_init() function takes care of initializing
the Pixman region.
This increases type safety, makes it more obvious that role_data
must represent the role object, and will allow for automatic
cleanup when the resource is destroyed.
This will become necessary when we switch away from scissoring. For the
time being, this cleans things up a bit and allows for a trivial
blending implementation for textures when that comes.