[PATCH] compositor: implement a stack of surface transformations
Bill Spitzak
spitzak at gmail.com
Fri Jan 6 10:55:22 PST 2012
This is why I would prefer that the clients do full screen by finding
out the size of the monitor and directly setting the transform to how
they fill the screen. Then the client knows exactly what transform is
happening, and can concatenate any other transforms in it's own code.
Clients are going to need to know the actual transform anyway. They may
very well be controlling hardware that is outside the compositor's
control, such as other specialized pointing devices or projectors.
The compositor must limited the "fixing" of misbehaving windows to
clipping and/or padding with solid rectangles, rather than altering the
client's requested transform.
As always, I very strongly believe the client *must* have final say over
the position and contents of the windows, including the borders. This is
the only way to avoid the latency problems that make X work so badly.
Pekka Paalanen wrote:
> Having at most one transformation object attached to a surface is not
> enough anymore. If we have a surface that needs to be scaled to
> fullscreen, and then we have the zoom animation, we already need two
> transformations combined.
> Note: surface drawing should honour all kinds of transformations, but
> not damage region code nor input event translating code take
> transformations into account, AFAICT. Therefore anything but translation
> will probably behave badly until they are fixed.
The dirty bit is probably useful for deferring the inverted matrix
calculation that is necessary for these.
You will need to find the determinant even without any input/damage
events, because non-invertible matrices should cause the surface to be
unmapped (since at least one axis is scaled by zero).
I was under the impression that Wayland had no such thing as "damage
regions". The surface belongs to the client, so it does not seem like
there is any way for it to be "damaged" unless the client does it itself?
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