picom/src/backend/backend.h

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// SPDX-License-Identifier: MPL-2.0
// Copyright (c) 2018, Yuxuan Shui <yshuiv7@gmail.com>
#pragma once
2019-01-27 19:34:26 +00:00
#include <stdbool.h>
#include "region.h"
#include "compiler.h"
typedef struct session session_t;
typedef struct win win;
typedef struct backend_info {
// =========== Initialization ===========
/// Initialize the backend, prepare for rendering to the target window.
/// Here is how you should choose target window:
/// 1) if ps->overlay is not XCB_NONE, use that
/// 2) use ps->root otherwise
/// XXX make the target window a parameter
void *(*init)(session_t *ps) __attribute__((nonnull(1)));
void (*deinit)(void *backend_data, session_t *ps) __attribute__((nonnull(1, 2)));
/// Called when rendering will be stopped for an unknown amount of
/// time (e.g. screen is unredirected). Free some resources.
void (*pause)(void *backend_data, session_t *ps);
/// Called before rendering is resumed
void (*resume)(void *backend_data, session_t *ps);
/// Called when root property changed, returns the new
/// backend_data. Even if the backend_data changed, all
/// the existing win_data returned by prepare_win should
/// remain valid.
///
/// Optional
void *(*root_change)(void *backend_data, session_t *ps);
/// Called when vsync is toggled after initialization. If vsync is enabled when init()
/// is called, these function won't be called
void (*vsync_start)(void *backend_data, session_t *ps);
void (*vsync_stop)(void *backend_data, session_t *ps);
// =========== Rendering ============
/// Called before any compose() calls.
///
/// Usually the backend should clear the buffer, or paint a background
/// on the buffer (usually the wallpaper).
///
/// Optional?
void (*prepare)(void *backend_data, session_t *ps, const region_t *reg_paint);
/// Paint the content of the window onto the (possibly buffered)
/// target picture. Always called after render_win(). Maybe called
/// multiple times between render_win() and finish_render_win().
/// The origin is the top left of the window, exclude the shadow,
/// (dst_x, dst_y) refers to where the origin should be in the target
/// buffer.
void (*compose)(void *backend_data, session_t *ps, win *w, void *win_data,
int dst_x, int dst_y, const region_t *reg_paint);
/// Blur a given region on of the target.
bool (*blur)(void *backend_data, session_t *ps, double opacity, const region_t *)
__attribute__((nonnull(1, 2, 4)));
/// Present the buffered target picture onto the screen. If target
/// is not buffered, this should be NULL. Otherwise, it should always
/// be non-NULL.
///
/// Optional
void (*present)(void *backend_data, session_t *ps) __attribute__((nonnull(1, 2)));
/**
* Render the content of a window into an opaque
* data structure. Dimming, shadow and color inversion is handled
* here.
*
* This function is allowed to allocate additional resource needed
* for rendering.
*
* Params:
* reg_paint = the paint region, meaning painting should only
* be happening within that region. It's in global
* coordinates. If NULL, the region of paint is the
* whole screen.
*/
void (*render_win)(void *backend_data, session_t *ps, win *w, void *win_data,
const region_t *reg_paint);
/// Free resource allocated for rendering. After this function is
/// called, compose() won't be called before render_win is called
/// another time.
///
/// Optional
void (*finish_render_win)(void *backend_data, session_t *ps, win *w, void *win_data);
// ============ Resource management ===========
// XXX Thoughts: calling release_win and prepare_win for every config notify
// is wasteful, since there can be multiple such notifies per drawing.
// But if we don't, it can mean there will be a state where is window is
// mapped and visible, but there is no win_data attached to it. We don't
// want to break that assumption as for now. We need to reconsider this.
/// Create a structure to stored additional data needed for rendering a
/// window, later used for render() and compose().
///
/// Backend can assume this function will only be called with visible
/// InputOutput windows, and only be called when screen is redirected.
///
/// Backend can assume size, shape and visual of the window won't change between
/// prepare_win() and release_win().
void *(*prepare_win)(void *backend_data, session_t *ps, win *w)
__attribute__((nonnull(1, 2, 3)));
/// Free resources allocated by prepare()
void (*release_win)(void *backend_data, session_t *ps, win *w, void *win_data)
__attribute__((nonnull(1, 2, 3)));
// =========== Query ===========
/// Return if a window has transparent content. Guaranteed to only
/// be called after render_win is called.
///
/// This function is needed because some backend might change the content of the
/// window (e.g. when using a custom shader with the glx backend), so we only now
/// the transparency after the window is rendered
bool (*is_win_transparent)(void *backend_data, win *w, void *win_data)
__attribute__((nonnull(1, 2)));
/// Return if the frame window has transparent content. Guaranteed to
/// only be called after render_win is called.
///
/// Same logic as is_win_transparent applies here.
bool (*is_frame_transparent)(void *backend_data, win *w, void *win_data)
__attribute__((nonnull(1, 2)));
/// Get the age of the buffer content we are currently rendering ontop
/// of. The buffer that has just been `present`ed has a buffer age of 1.
/// Everytime `present` is called, buffers get older. Return -1 if the
/// buffer is empty.
int (*buffer_age)(void *backend_data, session_t *);
// =========== Hooks ============
/// Let the backend hook into the event handling queue
} backend_info_t;
extern backend_info_t xrender_backend;
extern backend_info_t glx_backend;
extern backend_info_t *backend_list[];
bool default_is_win_transparent(void *, win *, void *);
bool default_is_frame_transparent(void *, win *, void *);
void paint_all_new(session_t *ps, win *const t, bool ignore_damage) attr_nonnull(1);
// vim: set noet sw=8 ts=8 :