Commit graph

105 commits

Author SHA1 Message Date
Simon Ser
b7505b23cf Get DMA-BUF from wlr_buffer if possible
wlr_texture_to_dmabuf involves issuing EGL commands to get a DMA-BUF out
of an EGLImage.

When the client submits a DMA-BUF via the linux-dmabuf protocol, there's
no need to go through EGL. We can directly import the client's DMA-BUF
into Vulkan.

The old code is still retained as a fallback in case the client uses
wl_drm (old Xwayland) or wl_shm. Removing it would involve creating a
Vulkan-based wlr_renderer.

References: https://github.com/Plagman/gamescope/issues/16
2020-07-23 22:14:17 +02:00
Simon Ser
4ddb892d4f
wlserver: listen for new_input on the multi backend
The multi backend aggregates all input devices. No need to have a
different listener for headless and libinput.
2020-07-23 13:52:07 +02:00
Pierre-Loup A. Griffais
064d132c93 wlserver: Fix use-after-free of wlr_surface in steamcompmgr. 2020-07-03 15:05:00 -07:00
Pierre-Loup A. Griffais
575171360b wlserver: properly handle touch for scaled windows.
Gets scale from steamcompmgr in an extremely safe and elegant way.
2020-07-02 17:40:31 -07:00
Simon Ser
bae255ee1a
Get rid of C_SIDE
wlroots headers can mostly be included with extern "C" blocks. Two
exceptions are the use of `static` for array args and `class` as a
struct field. These can be #define'ed to avoid C++ build errors.

This allows the whole project to be built as a single C++ codebase,
without having to maintain hybrid header files.
2020-06-11 12:44:36 +02:00
Renamed from src/wlserver.c (Browse further)