anvil: Update to new apis

This commit is contained in:
Victor Brekenfeld 2022-01-05 21:44:38 +01:00
parent fafbf300dc
commit 36d910056c
4 changed files with 94 additions and 78 deletions

View File

@ -178,6 +178,7 @@ where
buffer_scale,
output_scale as f64,
Transform::Normal, /* TODO */
&[Rectangle::from_loc_and_size((0, 0), (i32::MAX, i32::MAX))],
1.0,
) {
result = Err(err.into());
@ -355,6 +356,7 @@ where
_ => unreachable!(),
},
Rectangle::from_loc_and_size((offset_x, 0.0), (22.0 * output_scale, 35.0 * output_scale)),
&[Rectangle::from_loc_and_size((0, 0), (i32::MAX, i32::MAX))],
Transform::Normal,
1.0,
)

View File

@ -24,7 +24,10 @@ pub fn render_layers_and_windows(
output_scale: f32,
logger: &Logger,
) -> Result<(), SwapBuffersError> {
frame.clear([0.8, 0.8, 0.9, 1.0], None)?;
frame.clear(
[0.8, 0.8, 0.9, 1.0],
&[Rectangle::from_loc_and_size((0, 0), (i32::MAX, i32::MAX))],
)?;
for layer in [Layer::Background, Layer::Bottom] {
draw_layers(

View File

@ -50,7 +50,7 @@ use smithay::{
},
utils::{
signaling::{Linkable, SignalToken, Signaler},
Logical, Point,
Logical, Point, Rectangle,
},
wayland::{
output::{Mode, PhysicalProperties},
@ -797,6 +797,7 @@ fn render_surface(
1,
output_scale as f64,
Transform::Normal,
&[Rectangle::from_loc_and_size((0, 0), (i32::MAX, i32::MAX))],
1.0,
)?;
}
@ -862,7 +863,10 @@ fn initial_render(surface: &mut RenderSurface, renderer: &mut Gles2Renderer) ->
renderer
.render((1, 1).into(), Transform::Normal, |_, frame| {
frame
.clear([0.8, 0.8, 0.9, 1.0], None)
.clear(
[0.8, 0.8, 0.9, 1.0],
&[Rectangle::from_loc_and_size((0, 0), (i32::MAX, i32::MAX))],
)
.map_err(Into::<SwapBuffersError>::into)
})
.map_err(Into::<SwapBuffersError>::into)

View File

@ -9,6 +9,7 @@ use smithay::{
};
use smithay::{
backend::{
renderer::{Renderer, Transform},
winit::{self, WinitEvent},
SwapBuffersError,
},
@ -46,39 +47,39 @@ pub fn run_winit(log: Logger) {
let mut event_loop = EventLoop::try_new().unwrap();
let display = Rc::new(RefCell::new(Display::new()));
let (renderer, mut winit) = match winit::init(log.clone()) {
let (backend, mut winit) = match winit::init(log.clone()) {
Ok(ret) => ret,
Err(err) => {
slog::crit!(log, "Failed to initialize Winit backend: {}", err);
return;
}
};
let renderer = Rc::new(RefCell::new(renderer));
let backend = Rc::new(RefCell::new(backend));
#[cfg(feature = "egl")]
if renderer
if backend
.borrow_mut()
.renderer()
.bind_wl_display(&display.borrow())
.is_ok()
{
info!(log, "EGL hardware-acceleration enabled");
let dmabuf_formats = renderer
let dmabuf_formats = backend
.borrow_mut()
.renderer()
.dmabuf_formats()
.cloned()
.collect::<Vec<_>>();
let renderer = renderer.clone();
let backend = backend.clone();
init_dmabuf_global(
&mut *display.borrow_mut(),
dmabuf_formats,
move |buffer, _| renderer.borrow_mut().renderer().import_dmabuf(buffer).is_ok(),
move |buffer, _| backend.borrow_mut().renderer().import_dmabuf(buffer).is_ok(),
log.clone(),
);
};
let size = renderer.borrow().window_size().physical_size;
let size = backend.borrow().window_size().physical_size;
/*
* Initialize the globals
@ -87,7 +88,7 @@ pub fn run_winit(log: Logger) {
let data = WinitData {
#[cfg(feature = "debug")]
fps_texture: import_bitmap(
renderer.borrow_mut().renderer(),
backend.borrow_mut().renderer(),
&image::io::Reader::with_format(std::io::Cursor::new(FPS_NUMBERS_PNG), image::ImageFormat::Png)
.decode()
.unwrap()
@ -153,7 +154,7 @@ pub fn run_winit(log: Logger) {
// drawing logic
{
let mut renderer = renderer.borrow_mut();
let mut backend = backend.borrow_mut();
// This is safe to do as with winit we are guaranteed to have exactly one output
let (output_geometry, output_scale) = state
.output_map
@ -162,82 +163,88 @@ pub fn run_winit(log: Logger) {
.map(|output| (output.geometry(), output.scale()))
.unwrap();
let result = renderer
.render(|renderer, frame| {
render_layers_and_windows(
renderer,
frame,
&*state.window_map.borrow(),
output_geometry,
output_scale,
&log,
)?;
let (x, y) = state.pointer_location.into();
// draw the dnd icon if any
{
let guard = state.dnd_icon.lock().unwrap();
if let Some(ref surface) = *guard {
if surface.as_ref().is_alive() {
draw_dnd_icon(
renderer,
frame,
surface,
(x as i32, y as i32).into(),
output_scale,
&log,
)?;
}
}
}
// draw the cursor as relevant
{
let mut guard = state.cursor_status.lock().unwrap();
// reset the cursor if the surface is no longer alive
let mut reset = false;
if let CursorImageStatus::Image(ref surface) = *guard {
reset = !surface.as_ref().is_alive();
}
if reset {
*guard = CursorImageStatus::Default;
}
// draw as relevant
if let CursorImageStatus::Image(ref surface) = *guard {
cursor_visible = false;
draw_cursor(
let result = backend
.bind()
.and_then(|_| {
backend
.renderer()
.render(size, Transform::Flipped180, |renderer, frame| {
render_layers_and_windows(
renderer,
frame,
surface,
(x as i32, y as i32).into(),
&*state.window_map.borrow(),
output_geometry,
output_scale,
&log,
)?;
} else {
cursor_visible = true;
}
}
#[cfg(feature = "debug")]
{
let fps = state.backend_data.fps.avg().round() as u32;
let (x, y) = state.pointer_location.into();
draw_fps(
renderer,
frame,
&state.backend_data.fps_texture,
output_scale as f64,
fps,
)?;
}
// draw the dnd icon if any
{
let guard = state.dnd_icon.lock().unwrap();
if let Some(ref surface) = *guard {
if surface.as_ref().is_alive() {
draw_dnd_icon(
renderer,
frame,
surface,
(x as i32, y as i32).into(),
output_scale,
&log,
)?;
}
}
}
// draw the cursor as relevant
{
let mut guard = state.cursor_status.lock().unwrap();
// reset the cursor if the surface is no longer alive
let mut reset = false;
if let CursorImageStatus::Image(ref surface) = *guard {
reset = !surface.as_ref().is_alive();
}
if reset {
*guard = CursorImageStatus::Default;
}
Ok(())
// draw as relevant
if let CursorImageStatus::Image(ref surface) = *guard {
cursor_visible = false;
draw_cursor(
renderer,
frame,
surface,
(x as i32, y as i32).into(),
output_scale,
&log,
)?;
} else {
cursor_visible = true;
}
}
#[cfg(feature = "debug")]
{
let fps = state.backend_data.fps.avg().round() as u32;
draw_fps(
renderer,
frame,
&state.backend_data.fps_texture,
output_scale as f64,
fps,
)?;
}
Ok(())
})
.map_err(Into::<SwapBuffersError>::into)
.and_then(|x| x)
})
.map_err(Into::<SwapBuffersError>::into)
.and_then(|x| x);
.and_then(|_| backend.submit(None, 1.0));
renderer.window().set_cursor_visible(cursor_visible);
backend.window().set_cursor_visible(cursor_visible);
if let Err(SwapBuffersError::ContextLost(err)) = result {
error!(log, "Critical Rendering Error: {}", err);