sway-patched-tray-menu/sway/desktop/transaction.c
Drew DeVault 9f913614ca
Merge pull request #2478 from RyanDwyer/standardise-debug
Standardise debug variables
2018-08-19 10:29:29 -04:00

395 lines
13 KiB
C

#define _POSIX_C_SOURCE 200809L
#include <errno.h>
#include <limits.h>
#include <stdbool.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include <wlr/types/wlr_buffer.h>
#include "sway/debug.h"
#include "sway/desktop.h"
#include "sway/desktop/idle_inhibit_v1.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"
#include "list.h"
#include "log.h"
struct sway_transaction {
struct wl_event_source *timer;
list_t *instructions; // struct sway_transaction_instruction *
size_t num_waiting;
size_t num_configures;
uint32_t con_ids; // Bitwise XOR of view container IDs
struct timespec commit_time;
};
struct sway_transaction_instruction {
struct sway_transaction *transaction;
struct sway_container *container;
struct sway_container_state state;
uint32_t serial;
};
static struct sway_transaction *transaction_create() {
struct sway_transaction *transaction =
calloc(1, sizeof(struct sway_transaction));
if (!sway_assert(transaction, "Unable to allocate transaction")) {
return NULL;
}
transaction->instructions = create_list();
return transaction;
}
static void transaction_destroy(struct sway_transaction *transaction) {
// Free instructions
for (int i = 0; i < transaction->instructions->length; ++i) {
struct sway_transaction_instruction *instruction =
transaction->instructions->items[i];
struct sway_container *con = instruction->container;
con->ntxnrefs--;
if (con->instruction == instruction) {
con->instruction = NULL;
}
if (con->destroying && con->ntxnrefs == 0) {
container_free(con);
}
free(instruction);
}
list_free(transaction->instructions);
if (transaction->timer) {
wl_event_source_remove(transaction->timer);
}
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->is_fullscreen = container->is_fullscreen;
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->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;
state->using_csd = view->using_csd;
} else if (container->type == C_WORKSPACE) {
state->ws_fullscreen = container->sway_workspace->fullscreen;
state->ws_floating = create_list();
state->children = create_list();
list_cat(state->ws_floating, container->sway_workspace->floating);
list_cat(state->children, container->children);
} else {
state->children = create_list();
list_cat(state->children, container->children);
}
struct sway_seat *seat = input_manager_current_seat(input_manager);
state->focused = seat_get_focus(seat) == container;
if (container->type != C_VIEW) {
state->focused_inactive_child =
seat_get_active_child(seat, container);
}
}
static void transaction_add_container(struct sway_transaction *transaction,
struct sway_container *container) {
struct sway_transaction_instruction *instruction =
calloc(1, sizeof(struct sway_transaction_instruction));
if (!sway_assert(instruction, "Unable to allocate instruction")) {
return;
}
instruction->transaction = transaction;
instruction->container = container;
copy_pending_state(container, &instruction->state);
list_add(transaction->instructions, instruction);
container->ntxnrefs++;
}
/**
* Apply a transaction to the "current" state of the tree.
*/
static void transaction_apply(struct sway_transaction *transaction) {
wlr_log(WLR_DEBUG, "Applying transaction %p", transaction);
if (debug.txn_timings) {
struct timespec now;
clock_gettime(CLOCK_MONOTONIC, &now);
struct timespec *commit = &transaction->commit_time;
float ms = (now.tv_sec - commit->tv_sec) * 1000 +
(now.tv_nsec - commit->tv_nsec) / 1000000.0;
wlr_log(WLR_DEBUG, "Transaction %p: %.1fms waiting "
"(%.1f frames if 60Hz)", transaction, ms, ms / (1000.0f / 60));
}
// Apply the instruction state to the container's current state
for (int i = 0; i < transaction->instructions->length; ++i) {
struct sway_transaction_instruction *instruction =
transaction->instructions->items[i];
struct sway_container *container = instruction->container;
// Damage the old location
desktop_damage_whole_container(container);
if (container->type == C_VIEW && container->sway_view->saved_buffer) {
struct sway_view *view = container->sway_view;
struct wlr_box box = {
.x = container->current.view_x - view->saved_geometry.x,
.y = container->current.view_y - view->saved_geometry.y,
.width = view->saved_buffer_width,
.height = view->saved_buffer_height,
};
desktop_damage_box(&box);
}
// 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);
list_free(container->current.ws_floating);
memcpy(&container->current, &instruction->state,
sizeof(struct sway_container_state));
if (container->type == C_VIEW && container->sway_view->saved_buffer) {
view_remove_saved_buffer(container->sway_view);
}
// Damage the new location
desktop_damage_whole_container(container);
if (container->type == C_VIEW && container->sway_view->surface) {
struct sway_view *view = container->sway_view;
struct wlr_surface *surface = view->surface;
struct wlr_box box = {
.x = container->current.view_x - view->geometry.x,
.y = container->current.view_y - view->geometry.y,
.width = surface->current.width,
.height = surface->current.height,
};
desktop_damage_box(&box);
}
container->instruction = NULL;
}
}
static void transaction_commit(struct sway_transaction *transaction);
static void transaction_progress_queue() {
if (!server.transactions->length) {
return;
}
// There's only ever one committed transaction,
// and it's the first one in the queue.
struct sway_transaction *transaction = server.transactions->items[0];
if (transaction->num_waiting) {
return;
}
transaction_apply(transaction);
transaction_destroy(transaction);
list_del(server.transactions, 0);
if (!server.transactions->length) {
idle_inhibit_v1_check_active(server.idle_inhibit_manager_v1);
return;
}
// If there's a bunch of consecutive transactions which all apply to the
// same views, skip all except the last one.
while (server.transactions->length >= 2) {
struct sway_transaction *a = server.transactions->items[0];
struct sway_transaction *b = server.transactions->items[1];
if (a->con_ids == b->con_ids) {
list_del(server.transactions, 0);
transaction_destroy(a);
} else {
break;
}
}
transaction = server.transactions->items[0];
transaction_commit(transaction);
transaction_progress_queue();
}
static int handle_timeout(void *data) {
struct sway_transaction *transaction = data;
wlr_log(WLR_DEBUG, "Transaction %p timed out (%li waiting)",
transaction, transaction->num_waiting);
transaction->num_waiting = 0;
transaction_progress_queue();
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;
}
if (con->current.view_width == instruction->state.view_width &&
con->current.view_height == instruction->state.view_height) {
return false;
}
return true;
}
static void transaction_commit(struct sway_transaction *transaction) {
wlr_log(WLR_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,
instruction->state.view_x,
instruction->state.view_y,
instruction->state.view_width,
instruction->state.view_height);
++transaction->num_waiting;
transaction->con_ids ^= con->id;
// From here on we are rendering a saved buffer of the view, which
// means we can send a frame done event to make the client redraw it
// as soon as possible. Additionally, this is required if a view is
// mapping and its default geometry doesn't intersect an output.
struct timespec when;
wlr_surface_send_frame_done(con->sway_view->surface, &when);
}
if (con->type == C_VIEW) {
view_save_buffer(con->sway_view);
memcpy(&con->sway_view->saved_geometry, &con->sway_view->geometry,
sizeof(struct wlr_box));
}
con->instruction = instruction;
}
transaction->num_configures = transaction->num_waiting;
if (debug.txn_timings) {
clock_gettime(CLOCK_MONOTONIC, &transaction->commit_time);
}
if (debug.noatomic) {
transaction->num_waiting = 0;
} else if (debug.txn_wait) {
// Force the transaction to time out even if all views are ready.
// We do this by inflating the waiting counter.
transaction->num_waiting += 1000000;
}
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);
if (transaction->timer) {
wl_event_source_timer_update(transaction->timer,
server.txn_timeout_ms);
} else {
wlr_log(WLR_ERROR, "Unable to create transaction timer (%s). "
"Some imperfect frames might be rendered.",
strerror(errno));
transaction->num_waiting = 0;
}
}
// 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();
}
static void set_instruction_ready(
struct sway_transaction_instruction *instruction) {
struct sway_transaction *transaction = instruction->transaction;
if (debug.txn_timings) {
struct timespec now;
clock_gettime(CLOCK_MONOTONIC, &now);
struct timespec *start = &transaction->commit_time;
float ms = (now.tv_sec - start->tv_sec) * 1000 +
(now.tv_nsec - start->tv_nsec) / 1000000.0;
wlr_log(WLR_DEBUG, "Transaction %p: %li/%li ready in %.1fms (%s)",
transaction,
transaction->num_configures - transaction->num_waiting + 1,
transaction->num_configures, ms,
instruction->container->name);
}
// If the transaction has timed out then its num_waiting will be 0 already.
if (transaction->num_waiting > 0 && --transaction->num_waiting == 0) {
wlr_log(WLR_DEBUG, "Transaction %p is ready", transaction);
wl_event_source_timer_update(transaction->timer, 0);
}
instruction->container->instruction = NULL;
transaction_progress_queue();
}
void transaction_notify_view_ready_by_serial(struct sway_view *view,
uint32_t serial) {
struct sway_transaction_instruction *instruction = view->swayc->instruction;
if (view->swayc->instruction->serial == serial) {
set_instruction_ready(instruction);
}
}
void transaction_notify_view_ready_by_size(struct sway_view *view,
int width, int height) {
struct sway_transaction_instruction *instruction = view->swayc->instruction;
if (instruction->state.view_width == width &&
instruction->state.view_height == height) {
set_instruction_ready(instruction);
}
}
void transaction_commit_dirty(void) {
if (!server.dirty_containers->length) {
return;
}
struct sway_transaction *transaction = transaction_create();
if (!transaction) {
return;
}
for (int i = 0; i < server.dirty_containers->length; ++i) {
struct sway_container *container = server.dirty_containers->items[i];
transaction_add_container(transaction, container);
container->dirty = false;
}
server.dirty_containers->length = 0;
list_add(server.transactions, transaction);
// There's only ever one committed transaction,
// and it's the first one in the queue.
if (server.transactions->length == 1) {
transaction_commit(transaction);
// Attempting to progress the queue here is useful
// if the transaction has nothing to wait for.
transaction_progress_queue();
}
}