sway-patched-tray-menu-github/sway/desktop/transaction.c

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#define _POSIX_C_SOURCE 200809L
#include <stdbool.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include <wlr/types/wlr_buffer.h>
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#include <wlr/types/wlr_linux_dmabuf.h>
#include "sway/debug.h"
#include "sway/desktop/transaction.h"
#include "sway/output.h"
#include "sway/tree/container.h"
#include "sway/tree/view.h"
#include "sway/tree/workspace.h"
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#include "list.h"
#include "log.h"
/**
* How long we should wait for views to respond to the configure before giving
* up and applying the transaction anyway.
*/
#define TIMEOUT_MS 200
/**
* If enabled, sway will always wait for the transaction timeout before
* applying it, rather than applying it when the views are ready. This allows us
* to observe the rendered state while a transaction is in progress.
*/
#define TRANSACTION_DEBUG false
struct sway_transaction {
struct wl_event_source *timer;
list_t *instructions; // struct sway_transaction_instruction *
list_t *damage; // struct wlr_box *
size_t num_waiting;
struct sway_transaction *next;
struct timespec create_time;
struct timespec commit_time;
};
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struct sway_transaction_instruction {
struct sway_transaction *transaction;
struct sway_container *container;
struct sway_container_state state;
struct wlr_buffer *saved_buffer;
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uint32_t serial;
bool ready;
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};
struct sway_transaction *transaction_create() {
struct sway_transaction *transaction =
calloc(1, sizeof(struct sway_transaction));
transaction->instructions = create_list();
transaction->damage = create_list();
if (server.debug_txn_timings) {
clock_gettime(CLOCK_MONOTONIC, &transaction->create_time);
}
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return transaction;
}
static void remove_saved_view_buffer(
struct sway_transaction_instruction *instruction) {
if (instruction->saved_buffer) {
wlr_buffer_unref(instruction->saved_buffer);
instruction->saved_buffer = NULL;
}
}
static void save_view_buffer(struct sway_view *view,
struct sway_transaction_instruction *instruction) {
if (!sway_assert(instruction->saved_buffer == NULL,
"Didn't expect instruction to have a saved buffer already")) {
remove_saved_view_buffer(instruction);
}
if (view->surface && wlr_surface_has_buffer(view->surface)) {
wlr_buffer_ref(view->surface->buffer);
instruction->saved_buffer = view->surface->buffer;
}
}
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static void transaction_destroy(struct sway_transaction *transaction) {
// Free instructions
for (int i = 0; i < transaction->instructions->length; ++i) {
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struct sway_transaction_instruction *instruction =
transaction->instructions->items[i];
struct sway_container *con = instruction->container;
for (int j = 0; j < con->instructions->length; ++j) {
if (con->instructions->items[j] == instruction) {
list_del(con->instructions, j);
break;
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}
}
if (con->destroying && !con->instructions->length) {
container_free(con);
}
remove_saved_view_buffer(instruction);
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free(instruction);
}
list_free(transaction->instructions);
// Free damage
list_foreach(transaction->damage, free);
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list_free(transaction->damage);
free(transaction);
}
static void copy_pending_state(struct sway_container *container,
struct sway_container_state *state) {
state->layout = container->layout;
state->swayc_x = container->x;
state->swayc_y = container->y;
state->swayc_width = container->width;
state->swayc_height = container->height;
state->has_gaps = container->has_gaps;
state->current_gaps = container->current_gaps;
state->gaps_inner = container->gaps_inner;
state->gaps_outer = container->gaps_outer;
state->parent = container->parent;
if (container->type == C_VIEW) {
struct sway_view *view = container->sway_view;
state->view_x = view->x;
state->view_y = view->y;
state->view_width = view->width;
state->view_height = view->height;
state->is_fullscreen = view->is_fullscreen;
state->border = view->border;
state->border_thickness = view->border_thickness;
state->border_top = view->border_top;
state->border_left = view->border_left;
state->border_right = view->border_right;
state->border_bottom = view->border_bottom;
} else if (container->type == C_WORKSPACE) {
state->ws_fullscreen = container->sway_workspace->fullscreen;
state->ws_floating = container->sway_workspace->floating;
state->children = create_list();
list_cat(state->children, container->children);
} else {
state->children = create_list();
list_cat(state->children, container->children);
}
}
static bool transaction_has_container(struct sway_transaction *transaction,
struct sway_container *container) {
for (int i = 0; i < transaction->instructions->length; ++i) {
struct sway_transaction_instruction *instruction =
transaction->instructions->items[i];
if (instruction->container == container) {
return true;
}
}
return false;
}
void transaction_add_container(struct sway_transaction *transaction,
struct sway_container *container) {
if (transaction_has_container(transaction, container)) {
return;
}
struct sway_transaction_instruction *instruction =
calloc(1, sizeof(struct sway_transaction_instruction));
instruction->transaction = transaction;
instruction->container = container;
copy_pending_state(container, &instruction->state);
if (container->type == C_VIEW) {
save_view_buffer(container->sway_view, instruction);
}
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list_add(transaction->instructions, instruction);
}
void transaction_add_damage(struct sway_transaction *transaction,
struct wlr_box *_box) {
struct wlr_box *box = calloc(1, sizeof(struct wlr_box));
memcpy(box, _box, sizeof(struct wlr_box));
list_add(transaction->damage, box);
}
/**
* Apply a transaction to the "current" state of the tree.
*/
static void transaction_apply(struct sway_transaction *transaction) {
wlr_log(L_DEBUG, "Applying transaction %p", transaction);
if (server.debug_txn_timings) {
struct timespec now;
clock_gettime(CLOCK_MONOTONIC, &now);
struct timespec *create = &transaction->create_time;
struct timespec *commit = &transaction->commit_time;
float ms_arranging = (commit->tv_sec - create->tv_sec) * 1000 +
(commit->tv_nsec - create->tv_nsec) / 1000000.0;
float ms_waiting = (now.tv_sec - commit->tv_sec) * 1000 +
(now.tv_nsec - commit->tv_nsec) / 1000000.0;
float ms_total = ms_arranging + ms_waiting;
wlr_log(L_DEBUG, "Transaction %p: %.1fms arranging, %.1fms waiting, "
"%.1fms total (%.1f frames if 60hz)", transaction,
ms_arranging, ms_waiting, ms_total, ms_total / (1000 / 60));
}
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int i;
// Apply the instruction state to the container's current state
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for (i = 0; i < transaction->instructions->length; ++i) {
struct sway_transaction_instruction *instruction =
transaction->instructions->items[i];
struct sway_container *container = instruction->container;
// There are separate children lists for each instruction state, the
// container's current state and the container's pending state
// (ie. con->children). The list itself needs to be freed here.
// Any child containers which are being deleted will be cleaned up in
// transaction_destroy().
list_free(container->current.children);
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memcpy(&container->current, &instruction->state,
sizeof(struct sway_container_state));
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}
// Apply damage
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for (i = 0; i < transaction->damage->length; ++i) {
struct wlr_box *box = transaction->damage->items[i];
for (int j = 0; j < root_container.children->length; ++j) {
struct sway_container *output = root_container.children->items[j];
output_damage_box(output->sway_output, box);
}
}
}
static void progress_queue() {
struct sway_transaction *transaction = server.head_transaction;
struct sway_transaction *next = NULL;
while (transaction && !transaction->num_waiting) {
next = transaction->next;
transaction_apply(transaction);
transaction_destroy(transaction);
transaction = next;
}
server.head_transaction = transaction;
}
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static int handle_timeout(void *data) {
struct sway_transaction *transaction = data;
wlr_log(L_DEBUG, "Transaction %p timed out (%li waiting)",
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transaction, transaction->num_waiting);
transaction->num_waiting = 0;
progress_queue();
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return 0;
}
static bool should_configure(struct sway_container *con,
struct sway_transaction_instruction *instruction) {
if (con->type != C_VIEW) {
return false;
}
if (con->destroying) {
return false;
}
// The settled dimensions are what size the view will be once any pending
// configures have applied (excluding the one we might be configuring now).
// If these match the dimensions that this transaction wants then we don't
// need to configure it.
int settled_width = con->current.view_width;
int settled_height = con->current.view_height;
if (con->instructions->length) {
struct sway_transaction_instruction *last_instruction =
con->instructions->items[con->instructions->length - 1];
settled_width = last_instruction->state.view_width;
settled_height = last_instruction->state.view_height;
}
if (settled_width == instruction->state.view_width &&
settled_height == instruction->state.view_height) {
return false;
}
return true;
}
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void transaction_commit(struct sway_transaction *transaction) {
wlr_log(L_DEBUG, "Transaction %p committing with %i instructions",
transaction, transaction->instructions->length);
transaction->num_waiting = 0;
for (int i = 0; i < transaction->instructions->length; ++i) {
struct sway_transaction_instruction *instruction =
transaction->instructions->items[i];
struct sway_container *con = instruction->container;
if (should_configure(con, instruction)) {
instruction->serial = view_configure(con->sway_view,
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instruction->state.view_x,
instruction->state.view_y,
instruction->state.view_width,
instruction->state.view_height);
++transaction->num_waiting;
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}
list_add(con->instructions, instruction);
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}
if (server.debug_txn_timings) {
clock_gettime(CLOCK_MONOTONIC, &transaction->commit_time);
}
if (server.head_transaction) {
// There is another transaction in progress - we must add this one to
// the queue so we complete after it.
struct sway_transaction *tail = server.head_transaction;
while (tail->next) {
tail = tail->next;
}
tail->next = transaction;
} else if (transaction->num_waiting) {
// There are no other transactions, but we're not applying immediately
// so we must jump in the queue so others will queue behind us.
server.head_transaction = transaction;
} else {
// There are no other transactions in progress, and this one has nothing
// to wait for, so we can skip the queue.
wlr_log(L_DEBUG, "Transaction %p has nothing to wait for", transaction);
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transaction_apply(transaction);
transaction_destroy(transaction);
return;
}
if (transaction->num_waiting) {
// Set up a timer which the views must respond within
transaction->timer = wl_event_loop_add_timer(server.wl_event_loop,
handle_timeout, transaction);
wl_event_source_timer_update(transaction->timer, TIMEOUT_MS);
}
// The debug tree shows the pending/live tree. Here is a good place to
// update it, because we make a transaction every time we change the pending
// tree.
update_debug_tree();
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}
static void set_instruction_ready(
struct sway_transaction_instruction *instruction) {
instruction->ready = true;
// If all views are ready, apply the transaction.
// If the transaction has timed out then its num_waiting will be 0 already.
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struct sway_transaction *transaction = instruction->transaction;
if (transaction->num_waiting > 0 && --transaction->num_waiting == 0) {
#if !TRANSACTION_DEBUG
wlr_log(L_DEBUG, "Transaction %p is ready", transaction);
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wl_event_source_timer_update(transaction->timer, 0);
progress_queue();
#endif
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}
}
void transaction_notify_view_ready(struct sway_view *view, uint32_t serial) {
for (int i = 0; i < view->swayc->instructions->length; ++i) {
struct sway_transaction_instruction *instruction =
view->swayc->instructions->items[i];
if (instruction->serial == serial && !instruction->ready) {
set_instruction_ready(instruction);
return;
}
}
}
void transaction_notify_view_ready_by_size(struct sway_view *view,
int width, int height) {
for (int i = 0; i < view->swayc->instructions->length; ++i) {
struct sway_transaction_instruction *instruction =
view->swayc->instructions->items[i];
if (!instruction->ready && instruction->state.view_width == width &&
instruction->state.view_height == height) {
set_instruction_ready(instruction);
return;
}
}
}
struct wlr_texture *transaction_get_texture(struct sway_view *view) {
if (!view->swayc || !view->swayc->instructions->length) {
return view->surface->buffer->texture;
}
struct sway_transaction_instruction *instruction =
view->swayc->instructions->items[0];
return instruction->saved_buffer ?
instruction->saved_buffer->texture : NULL;
}