1801b725e2
This fixes a race condition flicker when unfloating a view which uses client side decorations. When the view is floated it has using_csd = true, so the decorations are not drawn. When unfloating it it changes to false, but this change wasn't part of transactions so it could potentially render the decorations around the view while it's waiting for the transaction to apply.
404 lines
13 KiB
C
404 lines
13 KiB
C
#define _POSIX_C_SOURCE 200809L
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#include <errno.h>
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#include <stdbool.h>
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#include <stdlib.h>
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#include <string.h>
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#include <time.h>
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#include <wlr/types/wlr_buffer.h>
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#include "sway/debug.h"
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#include "sway/desktop/idle_inhibit_v1.h"
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#include "sway/desktop/transaction.h"
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#include "sway/output.h"
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#include "sway/tree/container.h"
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#include "sway/tree/view.h"
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#include "sway/tree/workspace.h"
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#include "list.h"
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#include "log.h"
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/**
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* How long we should wait for views to respond to the configure before giving
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* up and applying the transaction anyway.
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*/
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int txn_timeout_ms = 200;
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/**
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* If enabled, sway will always wait for the transaction timeout before
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* applying it, rather than applying it when the views are ready. This allows us
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* to observe the rendered state while a transaction is in progress.
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*/
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bool txn_debug = false;
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struct sway_transaction {
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struct wl_event_source *timer;
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list_t *instructions; // struct sway_transaction_instruction *
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size_t num_waiting;
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size_t num_configures;
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uint32_t con_ids; // Bitwise XOR of view container IDs
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struct timespec create_time;
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struct timespec commit_time;
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};
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struct sway_transaction_instruction {
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struct sway_transaction *transaction;
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struct sway_container *container;
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struct sway_container_state state;
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uint32_t serial;
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};
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static struct sway_transaction *transaction_create() {
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struct sway_transaction *transaction =
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calloc(1, sizeof(struct sway_transaction));
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if (!sway_assert(transaction, "Unable to allocate transaction")) {
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return NULL;
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}
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transaction->instructions = create_list();
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if (server.debug_txn_timings) {
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clock_gettime(CLOCK_MONOTONIC, &transaction->create_time);
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}
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return transaction;
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}
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static void transaction_destroy(struct sway_transaction *transaction) {
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// Free instructions
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for (int i = 0; i < transaction->instructions->length; ++i) {
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struct sway_transaction_instruction *instruction =
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transaction->instructions->items[i];
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struct sway_container *con = instruction->container;
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con->ntxnrefs--;
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if (con->instruction == instruction) {
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con->instruction = NULL;
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}
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if (con->destroying && con->ntxnrefs == 0) {
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container_free(con);
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}
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free(instruction);
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}
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list_free(transaction->instructions);
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if (transaction->timer) {
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wl_event_source_remove(transaction->timer);
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}
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free(transaction);
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}
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static void copy_pending_state(struct sway_container *container,
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struct sway_container_state *state) {
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state->layout = container->layout;
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state->swayc_x = container->x;
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state->swayc_y = container->y;
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state->swayc_width = container->width;
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state->swayc_height = container->height;
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state->is_fullscreen = container->is_fullscreen;
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state->has_gaps = container->has_gaps;
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state->current_gaps = container->current_gaps;
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state->gaps_inner = container->gaps_inner;
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state->gaps_outer = container->gaps_outer;
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state->parent = container->parent;
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if (container->type == C_VIEW) {
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struct sway_view *view = container->sway_view;
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state->view_x = view->x;
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state->view_y = view->y;
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state->view_width = view->width;
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state->view_height = view->height;
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state->border = view->border;
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state->border_thickness = view->border_thickness;
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state->border_top = view->border_top;
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state->border_left = view->border_left;
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state->border_right = view->border_right;
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state->border_bottom = view->border_bottom;
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state->using_csd = view->using_csd;
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} else if (container->type == C_WORKSPACE) {
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state->ws_fullscreen = container->sway_workspace->fullscreen;
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state->ws_floating = container->sway_workspace->floating;
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state->children = create_list();
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list_cat(state->children, container->children);
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} else {
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state->children = create_list();
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list_cat(state->children, container->children);
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}
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struct sway_seat *seat = input_manager_current_seat(input_manager);
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state->focused = seat_get_focus(seat) == container;
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if (container->type != C_VIEW) {
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state->focused_inactive_child =
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seat_get_active_child(seat, container);
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}
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}
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static void transaction_add_container(struct sway_transaction *transaction,
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struct sway_container *container) {
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struct sway_transaction_instruction *instruction =
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calloc(1, sizeof(struct sway_transaction_instruction));
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if (!sway_assert(instruction, "Unable to allocate instruction")) {
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return;
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}
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instruction->transaction = transaction;
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instruction->container = container;
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copy_pending_state(container, &instruction->state);
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list_add(transaction->instructions, instruction);
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container->ntxnrefs++;
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}
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/**
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* Apply a transaction to the "current" state of the tree.
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*/
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static void transaction_apply(struct sway_transaction *transaction) {
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wlr_log(WLR_DEBUG, "Applying transaction %p", transaction);
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if (server.debug_txn_timings) {
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struct timespec now;
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clock_gettime(CLOCK_MONOTONIC, &now);
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struct timespec *create = &transaction->create_time;
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struct timespec *commit = &transaction->commit_time;
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float ms_arranging = (commit->tv_sec - create->tv_sec) * 1000 +
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(commit->tv_nsec - create->tv_nsec) / 1000000.0;
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float ms_waiting = (now.tv_sec - commit->tv_sec) * 1000 +
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(now.tv_nsec - commit->tv_nsec) / 1000000.0;
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float ms_total = ms_arranging + ms_waiting;
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wlr_log(WLR_DEBUG, "Transaction %p: %.1fms arranging, %.1fms waiting, "
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"%.1fms total (%.1f frames if 60Hz)", transaction,
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ms_arranging, ms_waiting, ms_total, ms_total / (1000.0f / 60));
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}
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// Apply the instruction state to the container's current state
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for (int i = 0; i < transaction->instructions->length; ++i) {
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struct sway_transaction_instruction *instruction =
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transaction->instructions->items[i];
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struct sway_container *container = instruction->container;
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// Damage the old and new locations
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struct wlr_box old_box = {
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.x = container->current.swayc_x,
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.y = container->current.swayc_y,
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.width = container->current.swayc_width,
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.height = container->current.swayc_height,
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};
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struct wlr_box new_box = {
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.x = instruction->state.swayc_x,
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.y = instruction->state.swayc_y,
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.width = instruction->state.swayc_width,
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.height = instruction->state.swayc_height,
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};
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for (int j = 0; j < root_container.current.children->length; ++j) {
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struct sway_container *output = root_container.current.children->items[j];
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if (output->sway_output) {
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output_damage_box(output->sway_output, &old_box);
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output_damage_box(output->sway_output, &new_box);
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}
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}
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// There are separate children lists for each instruction state, the
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// container's current state and the container's pending state
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// (ie. con->children). The list itself needs to be freed here.
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// Any child containers which are being deleted will be cleaned up in
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// transaction_destroy().
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list_free(container->current.children);
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memcpy(&container->current, &instruction->state,
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sizeof(struct sway_container_state));
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if (container->type == C_VIEW && container->sway_view->saved_buffer) {
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view_remove_saved_buffer(container->sway_view);
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}
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container->instruction = NULL;
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}
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}
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static void transaction_commit(struct sway_transaction *transaction);
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static void transaction_progress_queue() {
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if (!server.transactions->length) {
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return;
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}
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// There's only ever one committed transaction,
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// and it's the first one in the queue.
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struct sway_transaction *transaction = server.transactions->items[0];
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if (transaction->num_waiting) {
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return;
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}
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transaction_apply(transaction);
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transaction_destroy(transaction);
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list_del(server.transactions, 0);
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if (!server.transactions->length) {
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idle_inhibit_v1_check_active(server.idle_inhibit_manager_v1);
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return;
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}
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// If there's a bunch of consecutive transactions which all apply to the
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// same views, skip all except the last one.
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while (server.transactions->length >= 2) {
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struct sway_transaction *a = server.transactions->items[0];
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struct sway_transaction *b = server.transactions->items[1];
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if (a->con_ids == b->con_ids) {
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list_del(server.transactions, 0);
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transaction_destroy(a);
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} else {
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break;
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}
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}
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transaction = server.transactions->items[0];
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transaction_commit(transaction);
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transaction_progress_queue();
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}
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static int handle_timeout(void *data) {
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struct sway_transaction *transaction = data;
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wlr_log(WLR_DEBUG, "Transaction %p timed out (%li waiting)",
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transaction, transaction->num_waiting);
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transaction->num_waiting = 0;
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transaction_progress_queue();
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return 0;
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}
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static bool should_configure(struct sway_container *con,
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struct sway_transaction_instruction *instruction) {
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if (con->type != C_VIEW) {
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return false;
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}
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if (con->destroying) {
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return false;
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}
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if (con->current.view_width == instruction->state.view_width &&
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con->current.view_height == instruction->state.view_height) {
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return false;
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}
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return true;
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}
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static void transaction_commit(struct sway_transaction *transaction) {
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wlr_log(WLR_DEBUG, "Transaction %p committing with %i instructions",
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transaction, transaction->instructions->length);
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transaction->num_waiting = 0;
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for (int i = 0; i < transaction->instructions->length; ++i) {
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struct sway_transaction_instruction *instruction =
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transaction->instructions->items[i];
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struct sway_container *con = instruction->container;
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if (should_configure(con, instruction)) {
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instruction->serial = view_configure(con->sway_view,
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instruction->state.view_x,
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instruction->state.view_y,
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instruction->state.view_width,
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instruction->state.view_height);
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++transaction->num_waiting;
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transaction->con_ids ^= con->id;
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// From here on we are rendering a saved buffer of the view, which
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// means we can send a frame done event to make the client redraw it
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// as soon as possible. Additionally, this is required if a view is
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// mapping and its default geometry doesn't intersect an output.
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struct timespec when;
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wlr_surface_send_frame_done(con->sway_view->surface, &when);
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}
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if (con->type == C_VIEW) {
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view_save_buffer(con->sway_view);
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}
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con->instruction = instruction;
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}
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transaction->num_configures = transaction->num_waiting;
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if (server.debug_txn_timings) {
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clock_gettime(CLOCK_MONOTONIC, &transaction->commit_time);
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}
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if (transaction->num_waiting) {
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// Set up a timer which the views must respond within
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transaction->timer = wl_event_loop_add_timer(server.wl_event_loop,
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handle_timeout, transaction);
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if (transaction->timer) {
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wl_event_source_timer_update(transaction->timer, txn_timeout_ms);
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} else {
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wlr_log(WLR_ERROR, "Unable to create transaction timer (%s). "
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"Some imperfect frames might be rendered.",
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strerror(errno));
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handle_timeout(transaction);
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}
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} else {
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wlr_log(WLR_DEBUG,
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"Transaction %p has nothing to wait for", transaction);
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}
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// The debug tree shows the pending/live tree. Here is a good place to
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// update it, because we make a transaction every time we change the pending
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// tree.
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update_debug_tree();
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}
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static void set_instruction_ready(
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struct sway_transaction_instruction *instruction) {
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struct sway_transaction *transaction = instruction->transaction;
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if (server.debug_txn_timings) {
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struct timespec now;
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clock_gettime(CLOCK_MONOTONIC, &now);
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struct timespec *start = &transaction->commit_time;
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float ms = (now.tv_sec - start->tv_sec) * 1000 +
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(now.tv_nsec - start->tv_nsec) / 1000000.0;
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wlr_log(WLR_DEBUG, "Transaction %p: %li/%li ready in %.1fms (%s)",
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transaction,
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transaction->num_configures - transaction->num_waiting + 1,
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transaction->num_configures, ms,
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instruction->container->name);
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}
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// If the transaction has timed out then its num_waiting will be 0 already.
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if (transaction->num_waiting > 0 && --transaction->num_waiting == 0) {
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if (!txn_debug) {
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wlr_log(WLR_DEBUG, "Transaction %p is ready", transaction);
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wl_event_source_timer_update(transaction->timer, 0);
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}
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}
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instruction->container->instruction = NULL;
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transaction_progress_queue();
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}
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void transaction_notify_view_ready_by_serial(struct sway_view *view,
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uint32_t serial) {
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struct sway_transaction_instruction *instruction = view->swayc->instruction;
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if (view->swayc->instruction->serial == serial) {
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set_instruction_ready(instruction);
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}
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}
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void transaction_notify_view_ready_by_size(struct sway_view *view,
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int width, int height) {
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struct sway_transaction_instruction *instruction = view->swayc->instruction;
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if (instruction->state.view_width == width &&
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instruction->state.view_height == height) {
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set_instruction_ready(instruction);
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}
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}
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void transaction_commit_dirty(void) {
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if (!server.dirty_containers->length) {
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return;
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}
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struct sway_transaction *transaction = transaction_create();
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if (!transaction) {
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return;
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}
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for (int i = 0; i < server.dirty_containers->length; ++i) {
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struct sway_container *container = server.dirty_containers->items[i];
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transaction_add_container(transaction, container);
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container->dirty = false;
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}
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server.dirty_containers->length = 0;
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list_add(server.transactions, transaction);
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// There's only ever one committed transaction,
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// and it's the first one in the queue.
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if (server.transactions->length == 1) {
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transaction_commit(transaction);
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// Attempting to progress the queue here is useful
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// if the transaction has nothing to wait for.
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transaction_progress_queue();
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}
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}
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