xserver-multidpi/miext/shadow/shadow.h
Keith Packard fb1edccf3c dix: Call screen block/wakeup handlers closest to blocking [v3]
The screen block and wakeup handlers are the only ones which provide a
well known ordering between the wrapping layers; placing these as
close as possible to the server blocking provides a way for the driver
to control the flow of execution correctly.

Switch the shadow code to run in the screen block handler so that it
now occurrs just before the server goes to sleep.

Switch glamor to call down to the driver after it has executed its own
block handler piece, in case the driver needs to perform additional
flushing work after glamor has called glFlush.

These changes ensure that the following modules update the screen in
the correct order:

animated cursors        (uses RegisterBlockAndWakeupHandlers dynamically)
composite               (dynamic wrapping)
misprite                (dynamic wrapping)
shadow                  (static wrapping)
glamor                  (static wrapping)
driver                  (static wrapping)

It looks like there's still a bit of confusion between composite and
misprite; if composite updates after misprite, then it's possible
you'd exit the block handler chain with the cursor left hidden. To fix
that, misprite should be wrapping during ScreenInit time and not
unwrapping. And composite might as well join in that fun, just to make
things consistent.

[v2] Unwrap BlockHandler in shadowCloseScreen (ajax)
[v3] ephyr: Use screen block handler for flushing changes

ephyr needs to make sure it calls glXSwapBuffers after glamor finishes
its rendering. As the screen block handler is now called last, we have
to use that instead of a registered block/wakeup handler to make sure
the GL rendering is done before we copy it to the front buffer.

Signed-off-by: Keith Packard <keithp@keithp.com>
Reviewed-by: Adam Jackson <ajax@redhat.com>
2016-06-20 11:54:57 -07:00

167 lines
5.3 KiB
C

/*
*
* Copyright © 2000 Keith Packard
*
* Permission to use, copy, modify, distribute, and sell this software and its
* documentation for any purpose is hereby granted without fee, provided that
* the above copyright notice appear in all copies and that both that
* copyright notice and this permission notice appear in supporting
* documentation, and that the name of Keith Packard not be used in
* advertising or publicity pertaining to distribution of the software without
* specific, written prior permission. Keith Packard makes no
* representations about the suitability of this software for any purpose. It
* is provided "as is" without express or implied warranty.
*
* KEITH PACKARD DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
* INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO
* EVENT SHALL KEITH PACKARD BE LIABLE FOR ANY SPECIAL, INDIRECT OR
* CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE,
* DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
* TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
#ifndef _SHADOW_H_
#define _SHADOW_H_
#include "scrnintstr.h"
#include "picturestr.h"
#include "damage.h"
#include "damagestr.h"
typedef struct _shadowBuf *shadowBufPtr;
typedef void (*ShadowUpdateProc) (ScreenPtr pScreen, shadowBufPtr pBuf);
#define SHADOW_WINDOW_RELOCATE 1
#define SHADOW_WINDOW_READ 2
#define SHADOW_WINDOW_WRITE 4
typedef void *(*ShadowWindowProc) (ScreenPtr pScreen,
CARD32 row,
CARD32 offset,
int mode, CARD32 *size, void *closure);
typedef struct _shadowBuf {
DamagePtr pDamage;
ShadowUpdateProc update;
ShadowWindowProc window;
PixmapPtr pPixmap;
void *closure;
int randr;
/* screen wrappers */
GetImageProcPtr GetImage;
CloseScreenProcPtr CloseScreen;
ScreenBlockHandlerProcPtr BlockHandler;
} shadowBufRec;
/* Match defines from randr extension */
#define SHADOW_ROTATE_0 1
#define SHADOW_ROTATE_90 2
#define SHADOW_ROTATE_180 4
#define SHADOW_ROTATE_270 8
#define SHADOW_ROTATE_ALL (SHADOW_ROTATE_0|SHADOW_ROTATE_90|\
SHADOW_ROTATE_180|SHADOW_ROTATE_270)
#define SHADOW_REFLECT_X 16
#define SHADOW_REFLECT_Y 32
#define SHADOW_REFLECT_ALL (SHADOW_REFLECT_X|SHADOW_REFLECT_Y)
extern _X_EXPORT DevPrivateKey shadowScrPrivateKey;
#define shadowGetBuf(pScr) ((shadowBufPtr) \
dixLookupPrivate(&(pScr)->devPrivates, shadowScrPrivateKey))
#define shadowBuf(pScr) shadowBufPtr pBuf = shadowGetBuf(pScr)
#define shadowDamage(pBuf) DamageRegion(pBuf->pDamage)
extern _X_EXPORT Bool
shadowSetup(ScreenPtr pScreen);
extern _X_EXPORT Bool
shadowAdd(ScreenPtr pScreen,
PixmapPtr pPixmap,
ShadowUpdateProc update,
ShadowWindowProc window, int randr, void *closure);
extern _X_EXPORT void
shadowRemove(ScreenPtr pScreen, PixmapPtr pPixmap);
extern _X_EXPORT void *shadowAlloc(int width, int height, int bpp);
extern _X_EXPORT void
shadowUpdateAfb4(ScreenPtr pScreen, shadowBufPtr pBuf);
extern _X_EXPORT void
shadowUpdateAfb8(ScreenPtr pScreen, shadowBufPtr pBuf);
extern _X_EXPORT void
shadowUpdateIplan2p4(ScreenPtr pScreen, shadowBufPtr pBuf);
extern _X_EXPORT void
shadowUpdateIplan2p8(ScreenPtr pScreen, shadowBufPtr pBuf);
extern _X_EXPORT void
shadowUpdatePacked(ScreenPtr pScreen, shadowBufPtr pBuf);
extern _X_EXPORT void
shadowUpdatePlanar4(ScreenPtr pScreen, shadowBufPtr pBuf);
extern _X_EXPORT void
shadowUpdatePlanar4x8(ScreenPtr pScreen, shadowBufPtr pBuf);
extern _X_EXPORT void
shadowUpdateRotatePacked(ScreenPtr pScreen, shadowBufPtr pBuf);
extern _X_EXPORT void
shadowUpdateRotate8_90(ScreenPtr pScreen, shadowBufPtr pBuf);
extern _X_EXPORT void
shadowUpdateRotate16_90(ScreenPtr pScreen, shadowBufPtr pBuf);
extern _X_EXPORT void
shadowUpdateRotate16_90YX(ScreenPtr pScreen, shadowBufPtr pBuf);
extern _X_EXPORT void
shadowUpdateRotate32_90(ScreenPtr pScreen, shadowBufPtr pBuf);
extern _X_EXPORT void
shadowUpdateRotate8_180(ScreenPtr pScreen, shadowBufPtr pBuf);
extern _X_EXPORT void
shadowUpdateRotate16_180(ScreenPtr pScreen, shadowBufPtr pBuf);
extern _X_EXPORT void
shadowUpdateRotate32_180(ScreenPtr pScreen, shadowBufPtr pBuf);
extern _X_EXPORT void
shadowUpdateRotate8_270(ScreenPtr pScreen, shadowBufPtr pBuf);
extern _X_EXPORT void
shadowUpdateRotate16_270(ScreenPtr pScreen, shadowBufPtr pBuf);
extern _X_EXPORT void
shadowUpdateRotate16_270YX(ScreenPtr pScreen, shadowBufPtr pBuf);
extern _X_EXPORT void
shadowUpdateRotate32_270(ScreenPtr pScreen, shadowBufPtr pBuf);
extern _X_EXPORT void
shadowUpdateRotate8(ScreenPtr pScreen, shadowBufPtr pBuf);
extern _X_EXPORT void
shadowUpdateRotate16(ScreenPtr pScreen, shadowBufPtr pBuf);
extern _X_EXPORT void
shadowUpdateRotate32(ScreenPtr pScreen, shadowBufPtr pBuf);
typedef void (*shadowUpdateProc) (ScreenPtr, shadowBufPtr);
extern _X_EXPORT shadowUpdateProc shadowUpdatePackedWeak(void);
extern _X_EXPORT shadowUpdateProc shadowUpdatePlanar4Weak(void);
extern _X_EXPORT shadowUpdateProc shadowUpdatePlanar4x8Weak(void);
extern _X_EXPORT shadowUpdateProc shadowUpdateRotatePackedWeak(void);
#endif /* _SHADOW_H_ */