smithay/anvil/src/drawing.rs

410 lines
14 KiB
Rust

#![allow(clippy::too_many_arguments)]
use std::{cell::RefCell, sync::Mutex};
#[cfg(feature = "image")]
use image::{ImageBuffer, Rgba};
use slog::Logger;
#[cfg(feature = "image")]
use smithay::backend::renderer::gles2::{Gles2Error, Gles2Renderer, Gles2Texture};
#[cfg(feature = "debug")]
use smithay::utils::Transform;
use smithay::{
backend::{
renderer::{buffer_type, BufferType, Frame, ImportAll, Renderer, Texture},
SwapBuffersError,
},
reexports::wayland_server::protocol::{wl_buffer, wl_surface},
utils::{Logical, Point, Rectangle},
wayland::{
compositor::{
get_role, with_states, with_surface_tree_upward, Damage, SubsurfaceCachedState,
SurfaceAttributes, TraversalAction,
},
seat::CursorImageAttributes,
shell::wlr_layer::Layer,
},
};
use crate::{shell::SurfaceData, window_map::WindowMap};
struct BufferTextures<T> {
buffer: Option<wl_buffer::WlBuffer>,
texture: T,
}
impl<T> Drop for BufferTextures<T> {
fn drop(&mut self) {
if let Some(buffer) = self.buffer.take() {
buffer.release();
}
}
}
pub fn draw_cursor<R, E, F, T>(
renderer: &mut R,
frame: &mut F,
surface: &wl_surface::WlSurface,
location: Point<i32, Logical>,
output_scale: f32,
log: &Logger,
) -> Result<(), SwapBuffersError>
where
R: Renderer<Error = E, TextureId = T, Frame = F> + ImportAll,
F: Frame<Error = E, TextureId = T>,
E: std::error::Error + Into<SwapBuffersError>,
T: Texture + 'static,
{
let ret = with_states(surface, |states| {
Some(
states
.data_map
.get::<Mutex<CursorImageAttributes>>()
.unwrap()
.lock()
.unwrap()
.hotspot,
)
})
.unwrap_or(None);
let delta = match ret {
Some(h) => h,
None => {
warn!(
log,
"Trying to display as a cursor a surface that does not have the CursorImage role."
);
(0, 0).into()
}
};
draw_surface_tree(renderer, frame, surface, location - delta, output_scale, log)
}
fn draw_surface_tree<R, E, F, T>(
renderer: &mut R,
frame: &mut F,
root: &wl_surface::WlSurface,
location: Point<i32, Logical>,
output_scale: f32,
log: &Logger,
) -> Result<(), SwapBuffersError>
where
R: Renderer<Error = E, TextureId = T, Frame = F> + ImportAll,
F: Frame<Error = E, TextureId = T>,
E: std::error::Error + Into<SwapBuffersError>,
T: Texture + 'static,
{
let mut result = Ok(());
with_surface_tree_upward(
root,
location,
|_surface, states, location| {
let mut location = *location;
// Pull a new buffer if available
if let Some(data) = states.data_map.get::<RefCell<SurfaceData>>() {
let mut data = data.borrow_mut();
let attributes = states.cached_state.current::<SurfaceAttributes>();
if data.texture.is_none() {
if let Some(buffer) = data.buffer.take() {
let damage = attributes
.damage
.iter()
.map(|dmg| match dmg {
Damage::Buffer(rect) => *rect,
// TODO also apply transformations
Damage::Surface(rect) => rect.to_buffer(
attributes.buffer_scale,
attributes.buffer_transform.into(),
&data.size().unwrap(),
),
})
.collect::<Vec<_>>();
match renderer.import_buffer(&buffer, Some(states), &damage) {
Some(Ok(m)) => {
let texture_buffer = if let Some(BufferType::Shm) = buffer_type(&buffer) {
buffer.release();
None
} else {
Some(buffer)
};
data.texture = Some(Box::new(BufferTextures {
buffer: texture_buffer,
texture: m,
}))
}
Some(Err(err)) => {
warn!(log, "Error loading buffer: {:?}", err);
buffer.release();
}
None => {
error!(log, "Unknown buffer format for: {:?}", buffer);
buffer.release();
}
}
}
}
// Now, should we be drawn ?
if data.texture.is_some() {
// if yes, also process the children
if states.role == Some("subsurface") {
let current = states.cached_state.current::<SubsurfaceCachedState>();
location += current.location;
}
TraversalAction::DoChildren(location)
} else {
// we are not displayed, so our children are neither
TraversalAction::SkipChildren
}
} else {
// we are not displayed, so our children are neither
TraversalAction::SkipChildren
}
},
|_surface, states, location| {
let mut location = *location;
if let Some(data) = states.data_map.get::<RefCell<SurfaceData>>() {
let mut data = data.borrow_mut();
let buffer_scale = data.buffer_scale;
let buffer_transform = data.buffer_transform;
if let Some(texture) = data
.texture
.as_mut()
.and_then(|x| x.downcast_mut::<BufferTextures<T>>())
{
// we need to re-extract the subsurface offset, as the previous closure
// only passes it to our children
if states.role == Some("subsurface") {
let current = states.cached_state.current::<SubsurfaceCachedState>();
location += current.location;
}
if let Err(err) = frame.render_texture_at(
&texture.texture,
location.to_f64().to_physical(output_scale as f64).to_i32_round(),
buffer_scale,
output_scale as f64,
buffer_transform,
&[Rectangle::from_loc_and_size((0, 0), (i32::MAX, i32::MAX))],
1.0,
) {
result = Err(err.into());
}
}
}
},
|_, _, _| true,
);
result
}
pub fn draw_windows<R, E, F, T>(
renderer: &mut R,
frame: &mut F,
window_map: &WindowMap,
output_rect: Rectangle<i32, Logical>,
output_scale: f32,
log: &::slog::Logger,
) -> Result<(), SwapBuffersError>
where
R: Renderer<Error = E, TextureId = T, Frame = F> + ImportAll,
F: Frame<Error = E, TextureId = T>,
E: std::error::Error + Into<SwapBuffersError>,
T: Texture + 'static,
{
let mut result = Ok(());
// redraw the frame, in a simple but inneficient way
window_map.with_windows_from_bottom_to_top(|toplevel_surface, mut initial_place, &bounding_box| {
// skip windows that do not overlap with a given output
if !output_rect.overlaps(bounding_box) {
return;
}
initial_place.x -= output_rect.loc.x;
if let Some(wl_surface) = toplevel_surface.get_surface() {
// this surface is a root of a subsurface tree that needs to be drawn
if let Err(err) = draw_surface_tree(renderer, frame, wl_surface, initial_place, output_scale, log)
{
result = Err(err);
}
// furthermore, draw its popups
let toplevel_geometry_offset = window_map
.geometry(toplevel_surface)
.map(|g| g.loc)
.unwrap_or_default();
window_map.with_child_popups(wl_surface, |popup| {
let location = popup.location();
let draw_location = initial_place + location + toplevel_geometry_offset;
if let Some(wl_surface) = popup.get_surface() {
if let Err(err) =
draw_surface_tree(renderer, frame, wl_surface, draw_location, output_scale, log)
{
result = Err(err);
}
}
});
}
});
result
}
pub fn draw_layers<R, E, F, T>(
renderer: &mut R,
frame: &mut F,
window_map: &WindowMap,
layer: Layer,
output_rect: Rectangle<i32, Logical>,
output_scale: f32,
log: &::slog::Logger,
) -> Result<(), SwapBuffersError>
where
R: Renderer<Error = E, TextureId = T, Frame = F> + ImportAll,
F: Frame<Error = E, TextureId = T>,
E: std::error::Error + Into<SwapBuffersError>,
T: Texture + 'static,
{
let mut result = Ok(());
window_map
.layers
.with_layers_from_bottom_to_top(&layer, |layer_surface| {
// skip layers that do not overlap with a given output
if !output_rect.overlaps(layer_surface.bbox) {
return;
}
let mut initial_place: Point<i32, Logical> = layer_surface.location;
initial_place.x -= output_rect.loc.x;
if let Some(wl_surface) = layer_surface.surface.get_surface() {
// this surface is a root of a subsurface tree that needs to be drawn
if let Err(err) =
draw_surface_tree(renderer, frame, wl_surface, initial_place, output_scale, log)
{
result = Err(err);
}
window_map.with_child_popups(wl_surface, |popup| {
let location = popup.location();
let draw_location = initial_place + location;
if let Some(wl_surface) = popup.get_surface() {
if let Err(err) =
draw_surface_tree(renderer, frame, wl_surface, draw_location, output_scale, log)
{
result = Err(err);
}
}
});
}
});
result
}
pub fn draw_dnd_icon<R, E, F, T>(
renderer: &mut R,
frame: &mut F,
surface: &wl_surface::WlSurface,
location: Point<i32, Logical>,
output_scale: f32,
log: &::slog::Logger,
) -> Result<(), SwapBuffersError>
where
R: Renderer<Error = E, TextureId = T, Frame = F> + ImportAll,
F: Frame<Error = E, TextureId = T>,
E: std::error::Error + Into<SwapBuffersError>,
T: Texture + 'static,
{
if get_role(surface) != Some("dnd_icon") {
warn!(
log,
"Trying to display as a dnd icon a surface that does not have the DndIcon role."
);
}
draw_surface_tree(renderer, frame, surface, location, output_scale, log)
}
#[cfg(feature = "debug")]
pub static FPS_NUMBERS_PNG: &[u8] = include_bytes!("../resources/numbers.png");
#[cfg(feature = "debug")]
pub fn draw_fps<R, E, F, T>(
_renderer: &mut R,
frame: &mut F,
texture: &T,
output_scale: f64,
value: u32,
) -> Result<(), SwapBuffersError>
where
R: Renderer<Error = E, TextureId = T, Frame = F> + ImportAll,
F: Frame<Error = E, TextureId = T>,
E: std::error::Error + Into<SwapBuffersError>,
T: Texture + 'static,
{
let value_str = value.to_string();
let mut offset_x = 0f64;
for digit in value_str.chars().map(|d| d.to_digit(10).unwrap()) {
frame
.render_texture_from_to(
texture,
match digit {
9 => Rectangle::from_loc_and_size((0, 0), (22, 35)),
6 => Rectangle::from_loc_and_size((22, 0), (22, 35)),
3 => Rectangle::from_loc_and_size((44, 0), (22, 35)),
1 => Rectangle::from_loc_and_size((66, 0), (22, 35)),
8 => Rectangle::from_loc_and_size((0, 35), (22, 35)),
0 => Rectangle::from_loc_and_size((22, 35), (22, 35)),
2 => Rectangle::from_loc_and_size((44, 35), (22, 35)),
7 => Rectangle::from_loc_and_size((0, 70), (22, 35)),
4 => Rectangle::from_loc_and_size((22, 70), (22, 35)),
5 => Rectangle::from_loc_and_size((44, 70), (22, 35)),
_ => 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,
)
.map_err(Into::into)?;
offset_x += 24.0 * output_scale;
}
Ok(())
}
#[cfg(feature = "image")]
pub fn import_bitmap<C: std::ops::Deref<Target = [u8]>>(
renderer: &mut Gles2Renderer,
image: &ImageBuffer<Rgba<u8>, C>,
) -> Result<Gles2Texture, Gles2Error> {
use smithay::backend::renderer::gles2::ffi;
renderer.with_context(|renderer, gl| unsafe {
let mut tex = 0;
gl.GenTextures(1, &mut tex);
gl.BindTexture(ffi::TEXTURE_2D, tex);
gl.TexParameteri(ffi::TEXTURE_2D, ffi::TEXTURE_WRAP_S, ffi::CLAMP_TO_EDGE as i32);
gl.TexParameteri(ffi::TEXTURE_2D, ffi::TEXTURE_WRAP_T, ffi::CLAMP_TO_EDGE as i32);
gl.TexImage2D(
ffi::TEXTURE_2D,
0,
ffi::RGBA as i32,
image.width() as i32,
image.height() as i32,
0,
ffi::RGBA,
ffi::UNSIGNED_BYTE as u32,
image.as_ptr() as *const _,
);
gl.BindTexture(ffi::TEXTURE_2D, 0);
Gles2Texture::from_raw(
renderer,
tex,
(image.width() as i32, image.height() as i32).into(),
)
})
}