use super::{draw_window, Window}; use crate::{ backend::renderer::{Frame, ImportAll, Renderer, Transform}, utils::{Logical, Point, Rectangle}, wayland::output::Output, }; use indexmap::{IndexMap, IndexSet}; use std::{ cell::{RefCell, RefMut}, collections::{HashMap, HashSet, VecDeque}, sync::{ atomic::{AtomicUsize, Ordering}, Mutex, }, }; use wayland_server::protocol::wl_surface; static SPACE_ID: AtomicUsize = AtomicUsize::new(0); lazy_static::lazy_static! { static ref SPACE_IDS: Mutex> = Mutex::new(HashSet::new()); } fn next_space_id() -> usize { let mut ids = SPACE_IDS.lock().unwrap(); if ids.len() == usize::MAX { // Theoretically the code below wraps around correctly, // but that is hard to detect and might deadlock. // Maybe make this a debug_assert instead? panic!("Out of space ids"); } let mut id = SPACE_ID.fetch_add(1, Ordering::SeqCst); while ids.iter().any(|k| *k == id) { id = SPACE_ID.fetch_add(1, Ordering::SeqCst); } ids.insert(id); id } #[derive(Default)] struct WindowState { location: Point, drawn: bool, } type WindowUserdata = RefCell>; fn window_state(space: usize, w: &Window) -> RefMut<'_, WindowState> { let userdata = w.user_data(); userdata.insert_if_missing(WindowUserdata::default); RefMut::map(userdata.get::().unwrap().borrow_mut(), |m| { m.entry(space).or_default() }) } #[derive(Clone, Default)] struct OutputState { location: Point, render_scale: f64, // damage and last_state in space coordinate space old_damage: VecDeque>>, last_state: IndexMap>, } type OutputUserdata = RefCell>; fn output_state(space: usize, o: &Output) -> RefMut<'_, OutputState> { let userdata = o.user_data(); userdata.insert_if_missing(OutputUserdata::default); RefMut::map(userdata.get::().unwrap().borrow_mut(), |m| { m.entry(space).or_default() }) } // TODO: Maybe replace UnmanagedResource if nothing else comes up? #[derive(Debug, thiserror::Error)] pub enum SpaceError { #[error("Window is not mapped to this space")] UnknownWindow, } #[derive(Debug)] pub struct Space { id: usize, // in z-order, back to front windows: IndexSet, outputs: Vec, // TODO: //layers: Vec, logger: ::slog::Logger, } impl Drop for Space { fn drop(&mut self) { SPACE_IDS.lock().unwrap().remove(&self.id); } } impl Space { pub fn new(log: L) -> Space where L: Into, { Space { id: next_space_id(), windows: IndexSet::new(), outputs: Vec::new(), logger: log.into(), } } /// Map window and moves it to top of the stack /// /// This can safely be called on an already mapped window pub fn map_window(&mut self, window: &Window, location: Point) -> Result<(), SpaceError> { window_state(self.id, window).location = location; self.windows.shift_remove(window); self.windows.insert(window.clone()); Ok(()) } pub fn raise_window(&mut self, window: &Window) { let loc = window_state(self.id, window).location; let _ = self.map_window(window, loc); // TODO: should this be handled by us? window.set_activated(true); for w in self.windows.iter() { if w != window { w.set_activated(false); } } } /// Unmap a window from this space by its id pub fn unmap_window(&mut self, window: &Window) { if let Some(map) = window.user_data().get::() { map.borrow_mut().remove(&self.id); } self.windows.shift_remove(window); } /// Iterate window in z-order back to front pub fn windows(&self) -> impl Iterator { self.windows.iter() } /// Get a reference to the window under a given point, if any pub fn window_under(&self, point: Point) -> Option<&Window> { self.windows.iter().find(|w| { let loc = window_state(self.id, w).location; let mut bbox = w.bbox(); bbox.loc += loc; bbox.to_f64().contains(point) }) } pub fn window_for_surface(&self, surface: &wl_surface::WlSurface) -> Option<&Window> { if !surface.as_ref().is_alive() { return None; } self.windows .iter() .find(|w| w.toplevel().get_surface().map(|x| x == surface).unwrap_or(false)) } pub fn window_geometry(&self, w: &Window) -> Option> { if !self.windows.contains(w) { return None; } Some(window_rect(w, &self.id)) } pub fn map_output(&mut self, output: &Output, scale: f64, location: Point) { let mut state = output_state(self.id, output); *state = OutputState { location, render_scale: scale, ..Default::default() }; if !self.outputs.contains(output) { self.outputs.push(output.clone()); } } pub fn outputs(&self) -> impl Iterator { self.outputs.iter() } pub fn unmap_output(&mut self, output: &Output) { if let Some(map) = output.user_data().get::() { map.borrow_mut().remove(&self.id); } self.outputs.retain(|o| o != output); } pub fn output_geometry(&self, o: &Output) -> Option> { if !self.outputs.contains(o) { return None; } let state = output_state(self.id, o); o.current_mode().map(|mode| { Rectangle::from_loc_and_size( state.location, mode.size.to_f64().to_logical(state.render_scale).to_i32_round(), ) }) } pub fn output_scale(&self, o: &Output) -> Option { if !self.outputs.contains(o) { return None; } let state = output_state(self.id, o); Some(state.render_scale) } pub fn output_for_window(&self, w: &Window) -> Option { if !self.windows.contains(w) { return None; } let w_geo = self.window_geometry(w).unwrap(); for o in &self.outputs { let o_geo = self.output_geometry(o).unwrap(); if w_geo.overlaps(o_geo) { return Some(o.clone()); } } // TODO primary output self.outputs.get(0).cloned() } pub fn cleanup(&mut self) { self.windows.retain(|w| w.toplevel().alive()); } pub fn render_output( &mut self, renderer: &mut R, output: &Output, age: usize, clear_color: [f32; 4], ) -> Result> where R: Renderer + ImportAll, R::TextureId: 'static, { let mut state = output_state(self.id, output); let output_size = output .current_mode() .ok_or(RenderError::OutputNoMode)? .size .to_f64() .to_logical(state.render_scale) .to_i32_round(); let output_geo = Rectangle::from_loc_and_size(state.location, output_size); // This will hold all the damage we need for this rendering step let mut damage = Vec::>::new(); // First add damage for windows gone for old_window in state .last_state .iter() .filter_map(|(id, w)| { if !self.windows.iter().any(|w| w.0.id == *id) { Some(*w) } else { None } }) .collect::>>() { slog::debug!(self.logger, "Removing window at: {:?}", old_window); damage.push(old_window); } // lets iterate front to back and figure out, what new windows or unmoved windows we have for window in self.windows.iter().rev() { let geo = window_rect(window, &self.id); let old_geo = state.last_state.get(&window.0.id).cloned(); // window was moved or resized if old_geo.map(|old_geo| old_geo != geo).unwrap_or(false) { // Add damage for the old position of the window damage.push(old_geo.unwrap()); damage.push(geo); } else { // window stayed at its place let loc = window_loc(window, &self.id); damage.extend(window.accumulated_damage().into_iter().map(|mut rect| { rect.loc += loc; rect })); } } // That is all completely new damage, which we need to store for subsequent renders let new_damage = damage.clone(); // We now add old damage states, if we have an age value if age > 0 && state.old_damage.len() >= age { // We do not need older states anymore state.old_damage.truncate(age); damage.extend(state.old_damage.iter().flatten().copied()); } else { // just damage everything, if we have no damage damage = vec![output_geo]; } // Optimize the damage for rendering damage.retain(|rect| rect.overlaps(output_geo)); damage.retain(|rect| rect.size.h > 0 && rect.size.w > 0); for rect in damage.clone().iter() { // if this rect was already removed, because it was smaller as another one, // there is no reason to evaluate this. if damage.contains(rect) { // remove every rectangle that is contained in this rectangle damage.retain(|other| !rect.contains_rect(*other)); } } let output_transform: Transform = output.current_transform().into(); if let Err(err) = renderer.render( output_transform .transform_size(output_size) .to_f64() .to_physical(state.render_scale) .to_i32_round(), output_transform, |renderer, frame| { // First clear all damaged regions for geo in &damage { slog::debug!(self.logger, "Clearing at {:?}", geo); frame.clear( clear_color, Some(geo.to_f64().to_physical(state.render_scale).to_i32_ceil()), )?; } // Then re-draw all window overlapping with a damage rect. for window in self.windows.iter() { let wgeo = window_rect(window, &self.id); let mut loc = window_loc(window, &self.id); if damage.iter().any(|geo| wgeo.overlaps(*geo)) { loc -= output_geo.loc; slog::debug!(self.logger, "Rendering window at {:?}", wgeo); draw_window(renderer, frame, window, state.render_scale, loc, &self.logger)?; window_state(self.id, window).drawn = true; } } Result::<(), R::Error>::Ok(()) }, ) { // if the rendering errors on us, we need to be prepared, that this whole buffer was partially updated and thus now unusable. // thus clean our old states before returning state.old_damage = VecDeque::new(); state.last_state = IndexMap::new(); return Err(RenderError::Rendering(err)); } // If rendering was successful capture the state and add the damage state.last_state = self .windows .iter() .map(|window| { let wgeo = window_rect(window, &self.id); (window.0.id, wgeo) }) .collect(); state.old_damage.push_front(new_damage); // Return if we actually rendered something Ok(!damage.is_empty()) } pub fn send_frames(&self, all: bool, time: u32) { for window in self.windows.iter().filter(|w| { all || { let mut state = window_state(self.id, w); std::mem::replace(&mut state.drawn, false) } }) { window.send_frame(time); } } } #[derive(Debug, thiserror::Error)] pub enum RenderError { #[error(transparent)] Rendering(R::Error), #[error("Output has no active mode")] OutputNoMode, } fn window_rect(window: &Window, space_id: &usize) -> Rectangle { let loc = window_loc(window, space_id); window_bbox_with_pos(window, loc) } fn window_loc(window: &Window, space_id: &usize) -> Point { window .user_data() .get::>>() .unwrap() .borrow() .get(space_id) .unwrap() .location } fn window_bbox_with_pos(window: &Window, pos: Point) -> Rectangle { let mut wgeo = window.bbox(); wgeo.loc += pos; wgeo }