v0.2.0 13c6a90

scene.go RawHistoryFolder

1package vulkan
2
3import (
4	"image"
5	"math"
6	"strconv"
7
8	"github.com/bnema/neferwl/internal/ports"
9)
10
11// sceneWalk turns one scene into quads in paint order, copying new wl_shm
12// content into GPU buffers on the way. It lives for one frame.
13type sceneWalk struct {
14	r        *Renderer
15	s        ports.Scene
16	contents map[ports.WindowID]ports.SurfaceContent
17	dmg      *damageRegion
18	// scale maps the scene's logical pixels to the target's physical ones.
19	scale float64
20	// zoom shrinks the surfaces of the window being placed: an overview
21	// preview (ports.SceneWindow.Preview); 1 otherwise.
22	zoom float64
23	// pulse is the focus effect of the window being placed
24	// (ports.SceneWindow.FocusEffect); 0 otherwise.
25	pulse  float32
26	bounds image.Rectangle
27	draws  []draw
28}
29
30// draws walks the scene into quads in paint order.
31func (r *Renderer) draws(s ports.Scene, contents map[ports.WindowID]ports.SurfaceContent, dmg *damageRegion) []draw {
32	clear(r.scratchDraws) // release references from longer earlier scenes
33	w := &sceneWalk{r: r, s: s, contents: contents, dmg: dmg, scale: s.Scale, zoom: 1, bounds: image.Rect(0, 0, r.width, r.height), draws: r.scratchDraws[:0]}
34	r.scratchCovers = r.scratchCovers[:0]
35	if w.scale <= 0 {
36		w.scale = 1
37	}
38	w.layers(false)
39	outputBounds := w.bounds
40	if s.WorkspaceClip != (ports.Rect{}) {
41		c := s.WorkspaceClip
42		w.bounds = w.bounds.Intersect(w.physRect(c.X, c.Y, c.W, c.H))
43	}
44	w.windows()
45	w.popups(false)
46	w.dropHints()
47	w.bounds = outputBounds
48	w.layers(true)
49	w.popups(true)
50	w.captureIndicators()
51	r.scratchDraws = w.draws
52	return w.draws
53}
54
55// captureIndicators draws the compositor's capture indicator over everything
56// (ports.CaptureIndicator). The border is four fills on the inside edge of the
57// target, so it stays visible on a monitor edge; the pill is a small rounded
58// square. Sizes are logical like the rest of the scene and scale with it. A
59// scene without indicators draws nothing: captures are rendered from scenes
60// that never carry them.
61func (w *sceneWalk) captureIndicators() {
62	if len(w.s.CaptureIndicators) == 0 {
63		return
64	}
65	col := parseColor(ports.CaptureBorderColor)
66	for _, m := range w.s.CaptureIndicators {
67		t := m.Rect
68		if t.W <= 0 || t.H <= 0 {
69			continue
70		}
71		if m.Pill {
72			w.pill(w.physRect(t.X, t.Y, t.W, t.H), col)
73			continue
74		}
75		b := ports.CaptureBorderOf(t.W, t.H)
76		if b <= 0 {
77			// Too thin for a border (core inflates such marks, so this is a
78			// 1-pixel output): a listed mark always draws something.
79			w.fill(w.physRect(t.X, t.Y, t.W, t.H), col)
80			continue
81		}
82		w.fill(w.physRect(t.X, t.Y, t.W, b), col)
83		w.fill(w.physRect(t.X, t.Y+t.H-b, t.W, b), col)
84		w.fill(w.physRect(t.X, t.Y+b, b, t.H-2*b), col)
85		w.fill(w.physRect(t.X+t.W-b, t.Y+b, b, t.H-2*b), col)
86	}
87}
88
89// dropHints fills where a dragged tile would land (ports.Scene.DropHints),
90// in the active border color, over the workspace's windows.
91func (w *sceneWalk) dropHints() {
92	if len(w.s.DropHints) == 0 {
93		return
94	}
95	col := parseColor(w.s.Border.Active)
96	for _, r := range w.s.DropHints {
97		if r.W > 0 && r.H > 0 {
98			w.fill(w.physRect(r.X, r.Y, r.W, r.H), col)
99		}
100	}
101}
102
103// pill fills a rounded square (physical pixels) with three rects: a full
104// middle and two bands narrowed by the corner radius.
105func (w *sceneWalk) pill(r image.Rectangle, c [3]uint8) {
106	rad := min(w.phys(ports.CapturePillRadius), r.Dx()/2, r.Dy()/2)
107	if rad <= 0 {
108		w.fill(r, c)
109		return
110	}
111	cut := (rad + 1) / 2
112	w.fill(image.Rect(r.Min.X+cut, r.Min.Y, r.Max.X-cut, r.Min.Y+rad), c)
113	w.fill(image.Rect(r.Min.X, r.Min.Y+rad, r.Max.X, r.Max.Y-rad), c)
114	w.fill(image.Rect(r.Min.X+cut, r.Max.Y-rad, r.Max.X-cut, r.Max.Y), c)
115}
116
117func (w *sceneWalk) phys(v int) int { return int(math.Round(float64(v) * w.scale)) }
118
119func (w *sceneWalk) physRect(x, y, width, height int) image.Rectangle {
120	return image.Rect(w.phys(x), w.phys(y), w.phys(x+width), w.phys(y+height))
121}
122
123// physRectF is physRect for fractional logical coordinates (zoomed surfaces).
124func (w *sceneWalk) physRectF(x, y, width, height float64) image.Rectangle {
125	p := func(v float64) int { return int(math.Round(v * w.scale)) }
126	return image.Rect(p(x), p(y), p(x+width), p(y+height))
127}
128
129// fill draws a solid rect (physical pixels).
130func (w *sceneWalk) fill(rect image.Rectangle, c [3]uint8) {
131	rect = rect.Intersect(w.bounds)
132	if rect.Empty() {
133		return
134	}
135	w.draws = append(w.draws, w.r.fillDraw(rect, c))
136}
137
138// dim paints a translucent black quad over rect (physical), clipped to the
139// output. Damage clipping later limits it to the region being repainted,
140// just like other fills.
141func (w *sceneWalk) dim(rect image.Rectangle, alpha float64) {
142	if rect = rect.Intersect(w.bounds); !rect.Empty() {
143		w.draws = append(w.draws, w.r.dimDraw(rect, alpha))
144	}
145}
146
147// layers draws the layer surfaces below the windows, or above them.
148// The scene holds only the shown ones: core hides them under a fullscreen
149// window.
150func (w *sceneWalk) layers(afterWindows bool) {
151	for _, layer := range w.s.Layers {
152		if (layer.Layer >= ports.LayerTop) != afterWindows || layer.Rect.W <= 0 || layer.Rect.H <= 0 {
153			continue
154		}
155		content := w.contents[layer.ID]
156		w.dmg.window(layer.ID, content, w.physRect(layer.Rect.X, layer.Rect.Y, layer.Rect.W, layer.Rect.H))
157		w.place(layer.ID, &content, layer.Rect.X, layer.Rect.Y, layer.Rect.W, layer.Rect.H)
158	}
159}
160
161// windows draws ordered placements with borders. Tile lines go after
162// the column group, before the first float above it; an overview preview
163// of a float is not one.
164func (w *sceneWalk) windows() {
165	tileLines := false
166	for _, win := range w.s.Windows {
167		if win.Hidden || win.Popup || win.Rect.W <= 0 || win.Rect.H <= 0 {
168			continue
169		}
170		if !win.Below && win.Floating && win.Preview == 0 && !tileLines {
171			w.separators(0)
172			tileLines = true
173			if w.s.Dim > 0 {
174				w.dim(w.bounds, w.s.Dim)
175			}
176		}
177		// Content sits inside the border; core sized the client to match.
178		b, inset := 0, ports.Sides(0)
179		if !win.Fullscreen {
180			b, inset = w.s.Border.Width, win.Inset
181		}
182		c := win.Rect.Inset(inset, b)
183		body := w.physRect(c.X, c.Y, c.W, c.H)
184		content := w.contents[win.ID]
185		w.dmg.window(win.ID, content, w.physRect(win.Rect.X, win.Rect.Y, win.Rect.W, win.Rect.H))
186		// Until its first buffer, a window shows the background: no flash.
187		w.fill(body, parseColor(w.s.Background))
188		if !content.Empty() {
189			if win.Preview > 0 {
190				w.zoom = win.Preview
191			}
192			w.pulse = float32(max(0, min(win.FocusEffect, 1)))
193			w.place(win.ID, &content, c.X, c.Y, c.W, c.H)
194			w.zoom, w.pulse = 1, 0
195		}
196		if win.Floating {
197			w.separators(win.ID)
198		}
199		if win.Dim > 0 {
200			// A stashed window peeking in: dimmed with its border.
201			w.dim(w.physRect(win.Rect.X, win.Rect.Y, win.Rect.W, win.Rect.H), win.Dim)
202		}
203	}
204	if !tileLines {
205		w.separators(0)
206	}
207}
208
209// separators draws a window's border lines in order, active lines over
210// inactive ones.
211func (w *sceneWalk) separators(id ports.WindowID) {
212	for _, sep := range w.s.Separators {
213		if sep.Window != id {
214			continue
215		}
216		col := w.s.Border.Inactive
217		if sep.Active {
218			col = w.s.Border.Active
219		}
220		if col != "" {
221			w.fill(w.physRect(sep.Rect.X, sep.Rect.Y, sep.Rect.W, sep.Rect.H), parseColor(col))
222		}
223	}
224}
225
226// popups draws only what the client drew, shadows clipped. Window popups
227// stay with the windows; a layer's go over every layer.
228func (w *sceneWalk) popups(overLayers bool) {
229	for _, win := range w.s.Windows {
230		if win.Popup && win.OverLayers == overLayers && !win.Hidden && win.Rect.W > 0 && win.Rect.H > 0 {
231			content := w.contents[win.ID]
232			w.dmg.window(win.ID, content, w.physRect(win.Rect.X, win.Rect.Y, win.Rect.W, win.Rect.H))
233			w.place(win.ID, &content, win.Rect.X, win.Rect.Y, win.Rect.W, win.Rect.H)
234		}
235	}
236}
237
238// place draws a surface tree with its window geometry at (x, y) logical,
239// clipped to width×height logical: client shadows fall outside. Every
240// surface of the tree is keyed by its stable surface identity.
241func (w *sceneWalk) place(id ports.WindowID, content *ports.SurfaceContent, x, y, width, height int) {
242	clip := image.Rect(x, y, x+width, y+height)
243	// Offsets inside the tree shrink with a zoomed (preview) window.
244	z := w.zoom
245	ox, oy := float64(x)-float64(content.Geometry.X)*z, float64(y)-float64(content.Geometry.Y)*z
246	at := func(ch *ports.Subsurface) (float64, float64) { return ox + float64(ch.X)*z, oy + float64(ch.Y)*z }
247	covers := w.opaqueChildren(content, ox, oy, clip)
248	for i := range content.Children {
249		if ch := &content.Children[i]; ch.Below {
250			cx, cy := at(ch)
251			w.surface(&ch.SurfaceContent, cx, cy, clip, shmKey{id, ch.Surface}, ch.Version, covers, false)
252		}
253	}
254	w.surface(content, ox, oy, clip, shmKey{id, content.Surface}, content.Version, covers, true)
255	for i := range content.Children {
256		if ch := &content.Children[i]; !ch.Below {
257			cx, cy := at(ch)
258			w.surface(&ch.SurfaceContent, cx, cy, clip, shmKey{id, ch.Surface}, ch.Version, nil, false)
259		}
260	}
261}
262
263// opaqueChildren gives the physical rects shown by the opaque subsurfaces
264// above the root (e.g. a game's GPU surface over its window's shm buffer):
265// they hide the surfaces below them. A child whose buffer will not draw is
266// left out, so the surface below it still shows: a dmabuf that fails to
267// import (opaqueChildren pre-imports it) or an unreadable shm buffer.
268func (w *sceneWalk) opaqueChildren(content *ports.SurfaceContent, ox, oy float64, clip image.Rectangle) []image.Rectangle {
269	covers := w.r.scratchCovers[:0]
270	for i := range content.Children {
271		ch := &content.Children[i]
272		if ch.Below || !ch.Opaque {
273			continue
274		}
275		_, dst, ok := w.surfaceRects(&ch.SurfaceContent, ox+float64(ch.X)*w.zoom, oy+float64(ch.Y)*w.zoom, clip)
276		if !ok || !w.drawable(&ch.SurfaceContent) {
277			continue
278		}
279		covers = append(covers, dst)
280	}
281	w.r.scratchCovers = covers
282	return covers
283}
284
285// drawable reports whether the child's buffer will draw. GPU buffer
286// imports are cached, so pre-importing here costs nothing.
287func (w *sceneWalk) drawable(c *ports.SurfaceContent) bool {
288	if c.DMABuf != nil {
289		_, err := w.r.importDMABuf(c.DMABuf)
290		return err == nil
291	}
292	b := c.SHM
293	if b == nil {
294		return false
295	}
296	_, err := w.r.shmPixels(b, b.Offset+(c.Height-1)*b.Stride+c.Width*4)
297	return err == nil
298}
299
300// surfaceRects gives the physical rect of a surface buffer with its origin
301// at (x, y) logical, shrunk by the walk's zoom, and the part of it clip
302// (logical) shows. ok is false when there is nothing to draw.
303func (w *sceneWalk) surfaceRects(content *ports.SurfaceContent, x, y float64, clip image.Rectangle) (full, dst image.Rectangle, ok bool) {
304	lw, lh := content.LogicalW, content.LogicalH
305	if lw <= 0 || lh <= 0 {
306		lw, lh = content.Width, content.Height
307	}
308	if content.SHM == nil && content.DMABuf == nil || lw <= 0 || lh <= 0 || content.Width <= 0 || content.Height <= 0 {
309		return full, dst, false
310	}
311	if content.DMABuf == nil && (content.SHM.Stride < content.Width*4 || content.SHM.Offset < 0) {
312		return full, dst, false
313	}
314	full = w.physRectF(x, y, float64(lw)*w.zoom, float64(lh)*w.zoom)
315	// A buffer drawn at the physical size (fractional-scale clients round
316	// w*scale, we round per edge) is copied 1:1, never resampled for 1px.
317	near := func(a, b int) bool { return a-b <= 1 && b-a <= 1 }
318	sourceW, sourceH := content.Width, content.Height
319	if content.Source[2] > 0 {
320		sourceW, sourceH = int(content.Source[2]), int(content.Source[3])
321	}
322	if content.Transform.Rotated() {
323		sourceW, sourceH = sourceH, sourceW
324	}
325	if near(full.Dx(), sourceW) && near(full.Dy(), sourceH) {
326		full.Max = full.Min.Add(image.Pt(sourceW, sourceH))
327	}
328	dst = full.Intersect(w.physRect(clip.Min.X, clip.Min.Y, clip.Dx(), clip.Dy())).Intersect(w.bounds)
329	return full, dst, !dst.Empty()
330}
331
332// surface draws one surface buffer with its origin at (x, y) logical,
333// clipped to clip (logical), unless an opaque surface above it (covers,
334// physical) hides all of it: its buffer is then neither copied nor drawn.
335func (w *sceneWalk) surface(content *ports.SurfaceContent, x, y float64, clip image.Rectangle, key shmKey, seq uint64, covers []image.Rectangle, root bool) {
336	full, dst, ok := w.surfaceRects(content, x, y, clip)
337	if !ok {
338		return
339	}
340	for _, c := range covers {
341		if dst.In(c) {
342			return
343		}
344	}
345	if root {
346		w.dmg.content(key.win, content, full, dst)
347	}
348	w.content(dst, full, content, key, seq, root)
349}
350
351// content draws the part of a buffer mapped onto full (physical pixels)
352// that dst shows. key names the surface, seq its content.
353func (w *sceneWalk) content(dst, full image.Rectangle, content *ports.SurfaceContent, key shmKey, seq uint64, root bool) {
354	r := w.r
355	rect := dst
356	if rect.Empty() {
357		return
358	}
359	if content.DMABuf != nil {
360		im, err := r.importDMABuf(content.DMABuf)
361		if err != nil {
362			// The window shows its background until a buffer imports.
363			return
364		}
365		dr := r.contentDraw(rect, full, content.Width, content.Height, content.Source, content.Transform, modeImage, content.Opaque)
366		r.setContentColor(&dr, content)
367		dr.pc.mapy[2] = w.pulse
368		if im.yuv {
369			dr.pc.misc[1] |= flagYUV
370			if content.DMABuf.Format == fourcc('P', '0', '1', '0') {
371				dr.pc.misc[1] |= flagP010
372			}
373			coeff, ran := content.Color.Coefficients, content.Color.Range
374			if coeff == 0 {
375				coeff = 2 /* BT.709 */
376			}
377			if ran == 0 {
378				ran = 2 /* limited */
379			}
380			dr.pc.buf[3] = uint32(coeff) | uint32(ran)<<8 | uint32(content.Color.Chroma)<<16
381		}
382		dr.set, dr.im = im.set, im
383		dr.acquire = content.Acquire
384		w.draws = append(w.draws, dr)
385		return
386	}
387	b := content.SHM
388	pixels, err := r.shmPixels(b, b.Offset+(content.Height-1)*b.Stride+content.Width*4)
389	if err != nil {
390		return
391	}
392	st := shmState{w: content.Width, h: content.Height, seq: seq, windowSeq: content.Seq}
393	// Damage history is the root surface's: children copy in full.
394	var damage func(uint64) ([]ports.Rect, bool)
395	if root {
396		damage = content.DamageSince
397	}
398	c, err := r.shmCopyFor(key, st, pixels, b.Offset, b.Stride, damage)
399	if err != nil {
400		return
401	}
402	dr := r.contentDraw(rect, full, content.Width, content.Height, content.Source, content.Transform, modeBuffer, content.Opaque)
403	r.setContentColor(&dr, content)
404	dr.pc.mapy[2] = w.pulse
405	dr.set = c.set
406	dr.pc.buf = [4]uint32{0, uint32(content.Width), uint32(content.Height), 0}
407	w.draws = append(w.draws, dr)
408}
409
410// setContentColor selects only color encodings the protocol accepts, and
411// the surface's fade.
412func (r *Renderer) setContentColor(dr *draw, content *ports.SurfaceContent) {
413	dr.pc.color[3] = 1 - max(0, min(1, content.Fade))
414	c := content.Color
415	if c.IsPQ2020() {
416		dr.pc.misc[1] |= flagPQ
417	} else if c.IsExtendedLinear() {
418		dr.pc.misc[1] |= flagExtendedLinear
419	} else {
420		return
421	}
422	dr.pc.color[0] = float32(r.hdrNits)
423	if dr.pc.color[0] <= 0 {
424		dr.pc.color[0] = 203
425	}
426}
427
428func parseColor(s string) [3]uint8 {
429	var c [3]uint8
430	if len(s) != 7 || s[0] != '#' {
431		return c
432	}
433	for i := range c {
434		v, e := strconv.ParseUint(s[1+i*2:3+i*2], 16, 8)
435		if e != nil {
436			return [3]uint8{}
437		}
438		c[i] = uint8(v)
439	}
440	return c
441}

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