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picom/src/backend/backend.c

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#include <xcb/xcb.h>
#include "backend.h"
#include "config.h"
#include "win.h"
#include "region.h"
#include "common.h"
#include "compiler.h"
backend_info_t *backend_list[NUM_BKEND] = {
[BKEND_XRENDER] = &xrender_backend,
#ifdef CONFIG_OPENGL
[BKEND_GLX] = &glx_backend,
#endif
};
bool default_is_win_transparent(void *backend_data, win *w, void *win_data) {
return w->mode != WMODE_SOLID;
}
bool default_is_frame_transparent(void *backend_data, win *w, void *win_data) {
return w->frame_opacity != 1;
}
region_t get_damage(session_t *ps) {
region_t region;
pixman_region32_init(&region);
int buffer_age = backend_list[ps->o.backend]->buffer_age(ps->backend_data, ps);
if (buffer_age == -1 || buffer_age > ps->ndamage) {
pixman_region32_copy(&region, &ps->screen_reg);
} else {
for (int i = 0; i < buffer_age; i++) {
const int curr = ((ps->damage - ps->damage_ring) + i) % ps->ndamage;
pixman_region32_union(&region, &region, &ps->damage_ring[curr]);
}
pixman_region32_intersect(&region, &region, &ps->screen_reg);
}
return region;
}
/// paint all windows
void paint_all_new(session_t *ps, win *const t, bool ignore_damage) {
region_t region;
if (!ignore_damage) {
region = get_damage(ps);
} else {
pixman_region32_init(&region);
pixman_region32_copy(&region, &ps->screen_reg);
}
if (!pixman_region32_not_empty(&region)) {
pixman_region32_fini(&region);
return;
}
auto bi = backend_list[ps->o.backend];
assert(bi);
#ifdef DEBUG_REPAINT
static struct timespec last_paint = {0};
#endif
region_t reg_tmp;
const region_t *reg_paint;
pixman_region32_init(&reg_tmp);
if (t) {
// Calculate the region upon which the root window (wallpaper) is to be
// painted based on the ignore region of the lowest window, if available
pixman_region32_subtract(&reg_tmp, &region, t->reg_ignore);
reg_paint = &reg_tmp;
} else {
reg_paint = &region;
}
if (bi->prepare)
bi->prepare(ps->backend_data, ps, reg_paint);
// Windows are sorted from bottom to top
// Each window has a reg_ignore, which is the region obscured by all the windows
// on top of that window. This is used to reduce the number of pixels painted.
//
// Whether this is beneficial is to be determined XXX
for (win *w = t; w; w = w->prev_trans) {
// Calculate the region based on the reg_ignore of the next (higher)
// window and the bounding region
// XXX XXX
pixman_region32_subtract(&reg_tmp, &region, w->reg_ignore);
if (pixman_region32_not_empty(&reg_tmp)) {
// Render window content
// XXX do this in preprocess?
bi->render_win(ps->backend_data, ps, w, w->win_data, &reg_tmp);
// Blur window background
bool win_transparent =
bi->is_win_transparent(ps->backend_data, w, w->win_data);
bool frame_transparent =
bi->is_frame_transparent(ps->backend_data, w, w->win_data);
if (w->blur_background &&
(win_transparent ||
(ps->o.blur_background_frame && frame_transparent))) {
// Minimize the region we try to blur, if the window
// itself is not opaque, only the frame is.
region_t reg_blur = win_get_bounding_shape_global_by_val(w);
if (win_is_solid(ps, w)) {
region_t reg_noframe;
pixman_region32_init(&reg_noframe);
win_get_region_noframe_local(w, &reg_noframe);
pixman_region32_translate(&reg_noframe, w->g.x,
w->g.y);
pixman_region32_subtract(&reg_blur, &reg_blur,
&reg_noframe);
pixman_region32_fini(&reg_noframe);
}
bi->blur(ps->backend_data, ps,
(double)w->opacity / OPAQUE, &reg_blur);
pixman_region32_fini(&reg_blur);
}
// Draw window on target
bi->compose(ps->backend_data, ps, w, w->win_data, w->g.x, w->g.y,
&reg_tmp);
if (bi->finish_render_win)
bi->finish_render_win(ps->backend_data, ps, w, w->win_data);
}
}
// Free up all temporary regions
pixman_region32_fini(&reg_tmp);
if (bi->present) {
// Present the rendered scene
// Vsync is done here
bi->present(ps->backend_data, ps);
}
#ifdef DEBUG_REPAINT
print_timestamp(ps);
struct timespec now = get_time_timespec();
struct timespec diff = {0};
timespec_subtract(&diff, &now, &last_paint);
printf("[ %5ld:%09ld ] ", diff.tv_sec, diff.tv_nsec);
last_paint = now;
printf("paint:");
for (win *w = t; w; w = w->prev_trans)
printf(" %#010lx", w->id);
putchar('\n');
fflush(stdout);
#endif
// Check if fading is finished on all painted windows
win *pprev = NULL;
for (win *w = t; w; w = pprev) {
pprev = w->prev_trans;
win_check_fade_finished(ps, &w);
}
}
// vim: set noet sw=8 ts=8 :