swayfx/sway/desktop/transaction.c
Ryan Dwyer bdae625cb3 Rebase the cursor after mapping a view
I originally put the rebase at the end of view_map, but at this point
the view is still at its native size and will ignore the motion event if
it falls outside of its native size. The only way to do this properly is
to rebase the cursor later - either after sending the configure, after
the view commits with the new size, or after applying the transaction. I
chose to do it after applying the transaction for simplicity.

I then attempted to just call cursor_rebase after applying every
transaction, but this causes crashes when exiting sway (and possibly
other places) because cursor_rebase assumes the tree is in a valid
state.

So my chosen solution introduces transaction_commit_dirty_with_callback
which allows handle_map to register a callback which will run when the
transaction is applied.
2018-10-24 19:38:52 +10:00

552 lines
17 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/config.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/node.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;
struct timespec commit_time;
void (*callback)(void *data);
void *callback_data;
};
struct sway_transaction_instruction {
struct sway_transaction *transaction;
struct sway_node *node;
union {
struct sway_output_state output_state;
struct sway_workspace_state workspace_state;
struct sway_container_state container_state;
};
uint32_t serial;
};
static struct sway_transaction *transaction_create(void) {
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_node *node = instruction->node;
node->ntxnrefs--;
if (node->instruction == instruction) {
node->instruction = NULL;
}
if (node->destroying && node->ntxnrefs == 0) {
switch (node->type) {
case N_ROOT:
sway_assert(false, "Never reached");
break;
case N_OUTPUT:
output_destroy(node->sway_output);
break;
case N_WORKSPACE:
workspace_destroy(node->sway_workspace);
break;
case N_CONTAINER:
container_destroy(node->sway_container);
break;
}
}
free(instruction);
}
list_free(transaction->instructions);
if (transaction->timer) {
wl_event_source_remove(transaction->timer);
}
free(transaction);
}
static void copy_output_state(struct sway_output *output,
struct sway_transaction_instruction *instruction) {
struct sway_output_state *state = &instruction->output_state;
state->workspaces = create_list();
list_cat(state->workspaces, output->workspaces);
state->active_workspace = output_get_active_workspace(output);
}
static void copy_workspace_state(struct sway_workspace *ws,
struct sway_transaction_instruction *instruction) {
struct sway_workspace_state *state = &instruction->workspace_state;
state->fullscreen = ws->fullscreen;
state->x = ws->x;
state->y = ws->y;
state->width = ws->width;
state->height = ws->height;
state->layout = ws->layout;
state->output = ws->output;
state->floating = create_list();
state->tiling = create_list();
list_cat(state->floating, ws->floating);
list_cat(state->tiling, ws->tiling);
struct sway_seat *seat = input_manager_current_seat();
state->focused = seat_get_focus(seat) == &ws->node;
// Set focused_inactive_child to the direct tiling child
struct sway_container *focus = seat_get_focus_inactive_tiling(seat, ws);
if (focus) {
while (focus->parent) {
focus = focus->parent;
}
}
state->focused_inactive_child = focus;
}
static void copy_container_state(struct sway_container *container,
struct sway_transaction_instruction *instruction) {
struct sway_container_state *state = &instruction->container_state;
state->layout = container->layout;
state->con_x = container->x;
state->con_y = container->y;
state->con_width = container->width;
state->con_height = container->height;
state->is_fullscreen = container->is_fullscreen;
state->parent = container->parent;
state->workspace = container->workspace;
if (container->view) {
struct sway_view *view = container->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;
} else {
state->children = create_list();
list_cat(state->children, container->children);
}
struct sway_seat *seat = input_manager_current_seat();
state->focused = seat_get_focus(seat) == &container->node;
if (!container->view) {
struct sway_node *focus =
seat_get_active_tiling_child(seat, &container->node);
state->focused_inactive_child = focus ? focus->sway_container : NULL;
}
}
static void transaction_add_node(struct sway_transaction *transaction,
struct sway_node *node) {
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->node = node;
switch (node->type) {
case N_ROOT:
break;
case N_OUTPUT:
copy_output_state(node->sway_output, instruction);
break;
case N_WORKSPACE:
copy_workspace_state(node->sway_workspace, instruction);
break;
case N_CONTAINER:
copy_container_state(node->sway_container, instruction);
break;
}
list_add(transaction->instructions, instruction);
node->ntxnrefs++;
}
static void apply_output_state(struct sway_output *output,
struct sway_output_state *state) {
output_damage_whole(output);
list_free(output->current.workspaces);
memcpy(&output->current, state, sizeof(struct sway_output_state));
output_damage_whole(output);
}
static void apply_workspace_state(struct sway_workspace *ws,
struct sway_workspace_state *state) {
output_damage_whole(ws->current.output);
list_free(ws->current.floating);
list_free(ws->current.tiling);
memcpy(&ws->current, state, sizeof(struct sway_workspace_state));
output_damage_whole(ws->current.output);
}
static void apply_container_state(struct sway_container *container,
struct sway_container_state *state) {
struct sway_view *view = container->view;
// Damage the old location
desktop_damage_whole_container(container);
if (view && view->saved_buffer) {
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);
memcpy(&container->current, state, sizeof(struct sway_container_state));
if (view && view->saved_buffer) {
if (!container->node.destroying || container->node.ntxnrefs == 1) {
view_remove_saved_buffer(view);
}
}
// Damage the new location
desktop_damage_whole_container(container);
if (view && view->surface) {
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);
}
if (!container->node.destroying) {
container_discover_outputs(container);
}
}
/**
* 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 node's current state
for (int i = 0; i < transaction->instructions->length; ++i) {
struct sway_transaction_instruction *instruction =
transaction->instructions->items[i];
struct sway_node *node = instruction->node;
switch (node->type) {
case N_ROOT:
break;
case N_OUTPUT:
apply_output_state(node->sway_output, &instruction->output_state);
break;
case N_WORKSPACE:
apply_workspace_state(node->sway_workspace,
&instruction->workspace_state);
break;
case N_CONTAINER:
apply_container_state(node->sway_container,
&instruction->container_state);
break;
}
node->instruction = NULL;
}
if (transaction->callback) {
transaction->callback(transaction->callback_data);
}
}
static void transaction_commit(struct sway_transaction *transaction);
// Return true if both transactions operate on the same nodes
static bool transaction_same_nodes(struct sway_transaction *a,
struct sway_transaction *b) {
if (a->instructions->length != b->instructions->length) {
return false;
}
for (int i = 0; i < a->instructions->length; ++i) {
struct sway_transaction_instruction *a_inst = a->instructions->items[i];
struct sway_transaction_instruction *b_inst = b->instructions->items[i];
if (a_inst->node != b_inst->node) {
return false;
}
}
return true;
}
static void transaction_progress_queue(void) {
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 (transaction_same_nodes(a, b)) {
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_node *node,
struct sway_transaction_instruction *instruction) {
if (!node_is_view(node)) {
return false;
}
if (node->destroying) {
return false;
}
struct sway_container_state *cstate = &node->sway_container->current;
struct sway_container_state *istate = &instruction->container_state;
#ifdef HAVE_XWAYLAND
// Xwayland views are position-aware and need to be reconfigured
// when their position changes.
if (node->sway_container->view->type == SWAY_VIEW_XWAYLAND) {
if (cstate->view_x != istate->view_x ||
cstate->view_y != istate->view_y) {
return true;
}
}
#endif
if (cstate->view_width == istate->view_width &&
cstate->view_height == istate->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_node *node = instruction->node;
if (should_configure(node, instruction)) {
instruction->serial = view_configure(node->sway_container->view,
instruction->container_state.view_x,
instruction->container_state.view_y,
instruction->container_state.view_width,
instruction->container_state.view_height);
++transaction->num_waiting;
// 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(
node->sway_container->view->surface, &when);
}
if (node_is_view(node) && !node->sway_container->view->saved_buffer) {
view_save_buffer(node->sway_container->view);
memcpy(&node->sway_container->view->saved_geometry,
&node->sway_container->view->geometry,
sizeof(struct wlr_box));
}
node->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->node->sway_container->title);
}
// 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->node->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->container->node.instruction;
if (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->container->node.instruction;
if (instruction->container_state.view_width == width &&
instruction->container_state.view_height == height) {
set_instruction_ready(instruction);
}
}
static void do_commit_dirty(struct sway_transaction *transaction) {
for (int i = 0; i < server.dirty_nodes->length; ++i) {
struct sway_node *node = server.dirty_nodes->items[i];
transaction_add_node(transaction, node);
node->dirty = false;
}
server.dirty_nodes->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();
}
}
void transaction_commit_dirty(void) {
if (!server.dirty_nodes->length) {
return;
}
struct sway_transaction *transaction = transaction_create();
if (!transaction) {
return;
}
do_commit_dirty(transaction);
}
void transaction_commit_dirty_with_callback(
void (*callback)(void *data), void *data) {
if (!server.dirty_nodes->length) {
return;
}
struct sway_transaction *transaction = transaction_create();
if (!transaction) {
return;
}
transaction->callback = callback;
transaction->callback_data = data;
do_commit_dirty(transaction);
}