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WindowServer: Fix rendering overlays when there's no desktop window
We were missing to account for areas that are not covered by any window. If any of these areas are covered by an overlay we need to render the wallpaper into transparency and also render the overlay over them. This fixes not rendering overlays properly when e.g. the FileManager (desktop) crashed as there is no longer any window underneath.
This commit is contained in:
parent
60d6137e73
commit
fd60815c58
Notes:
sideshowbarker
2024-07-18 08:33:48 +09:00
Author: https://github.com/tomuta Commit: https://github.com/SerenityOS/serenity/commit/fd60815c584 Pull-request: https://github.com/SerenityOS/serenity/pull/8938
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@ -319,20 +319,37 @@ void Compositor::compose()
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}
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};
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m_opaque_wallpaper_rects.for_each_intersected(dirty_screen_rects, [&](const Gfx::IntRect& render_rect) {
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Screen::for_each([&](auto& screen) {
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auto screen_rect = screen.rect();
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auto screen_render_rect = screen_rect.intersected(render_rect);
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if (!screen_render_rect.is_empty()) {
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auto& back_painter = *screen.compositor_screen_data().m_back_painter;
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dbgln_if(COMPOSE_DEBUG, " render wallpaper opaque: {} on screen #{}", screen_render_rect, screen.index());
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prepare_rect(screen, render_rect);
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paint_wallpaper(screen, back_painter, render_rect, screen_rect);
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}
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{
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// Paint any desktop wallpaper rects that are not somehow underneath any window transparency
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// rects and outside of any opaque window areas
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auto paint_desktop_wallpaper = [&]<bool is_opaque>(const Gfx::IntRect& render_rect) {
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Screen::for_each([&](auto& screen) {
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auto screen_rect = screen.rect();
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auto screen_render_rect = screen_rect.intersected(render_rect);
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if (!screen_render_rect.is_empty()) {
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if constexpr (is_opaque) {
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dbgln_if(COMPOSE_DEBUG, " render wallpaper opaque: {} on screen #{}", screen_render_rect, screen.index());
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prepare_rect(screen, render_rect);
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auto& back_painter = *screen.compositor_screen_data().m_back_painter;
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paint_wallpaper(screen, back_painter, render_rect, screen_rect);
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} else {
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dbgln_if(COMPOSE_DEBUG, " render wallpaper transparent: {} on screen #{}", screen_render_rect, screen.index());
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prepare_transparency_rect(screen, render_rect);
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auto& temp_painter = *screen.compositor_screen_data().m_temp_painter;
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paint_wallpaper(screen, temp_painter, render_rect, screen_rect);
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}
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}
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return IterationDecision::Continue;
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});
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return IterationDecision::Continue;
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};
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m_opaque_wallpaper_rects.for_each_intersected(dirty_screen_rects, [&](auto& render_rect) {
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return paint_desktop_wallpaper.template operator()<true>(render_rect);
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});
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return IterationDecision::Continue;
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});
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m_transparent_wallpaper_rects.for_each_intersected(dirty_screen_rects, [&](auto& render_rect) {
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return paint_desktop_wallpaper.template operator()<false>(render_rect);
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});
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}
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auto compose_window = [&](Window& window) -> IterationDecision {
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if (window.screens().is_empty()) {
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@ -868,13 +885,20 @@ void Compositor::render_overlays()
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for (auto* screen : overlay.m_screens) {
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auto& screen_data = screen->compositor_screen_data();
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auto& painter = screen_data.overlay_painter();
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screen_data.for_each_intersected_flushing_rect(overlay.current_render_rect(), [&](auto& intersected_overlay_rect) {
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auto render_overlay_rect = [&](auto& intersected_overlay_rect) {
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Gfx::PainterStateSaver saver(painter);
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painter.add_clip_rect(intersected_overlay_rect);
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painter.translate(overlay.m_current_rect.location());
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overlay.render(painter, *screen);
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return IterationDecision::Continue;
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});
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};
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auto const& render_rect = overlay.current_render_rect();
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screen_data.for_each_intersected_flushing_rect(render_rect, render_overlay_rect);
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// Now render any areas that are not somehow underneath any window or transparency area
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m_transparent_wallpaper_rects.for_each_intersected(render_rect, render_overlay_rect);
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}
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}
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}
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@ -1299,10 +1323,12 @@ void Compositor::recompute_occlusions()
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});
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}
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VERIFY(!visible_opaque.intersects(transparency_rects));
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if (!visible_opaque.is_empty()) {
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VERIFY(!visible_opaque.intersects(transparency_rects));
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// Determine visible area for the window below
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remaining_visible_screen_rects = remaining_visible_screen_rects.shatter(visible_opaque);
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// Determine visible area for the window below
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remaining_visible_screen_rects = remaining_visible_screen_rects.shatter(visible_opaque);
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}
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return IterationDecision::Continue;
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});
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@ -1313,13 +1339,16 @@ void Compositor::recompute_occlusions()
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// Any area left in remaining_visible_screen_rects will need to be rendered with the wallpaper first
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auto& transparency_rects = w.transparency_rects();
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auto& transparency_wallpaper_rects = w.transparency_wallpaper_rects();
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if (transparency_rects.is_empty())
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transparency_wallpaper_rects.clear();
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else
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if (transparency_rects.is_empty()) {
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VERIFY(transparency_wallpaper_rects.is_empty()); // Should have been cleared in the first pass
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} else {
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transparency_wallpaper_rects = remaining_visible_screen_rects.intersected(transparency_rects);
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auto remaining_visible = remaining_visible_screen_rects.shatter(transparency_wallpaper_rects);
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remaining_visible_screen_rects = move(remaining_visible);
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if (!transparency_wallpaper_rects.is_empty()) {
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auto remaining_visible = remaining_visible_screen_rects.shatter(transparency_wallpaper_rects);
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remaining_visible_screen_rects = move(remaining_visible);
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}
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}
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// Figure out the affected transparency rects underneath. First figure out if any transparency is visible at all
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Gfx::DisjointRectSet transparent_underneath;
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@ -1361,6 +1390,14 @@ void Compositor::recompute_occlusions()
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});
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}
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m_transparent_wallpaper_rects.clear_with_capacity();
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if (!m_overlay_rects.is_empty() && m_overlay_rects.intersects(remaining_visible_screen_rects)) {
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// Check if any overlay rects are remaining that are not somehow above any windows
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m_transparent_wallpaper_rects = m_overlay_rects.intersected(remaining_visible_screen_rects);
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auto remaining_visible_not_covered = remaining_visible_screen_rects.shatter(m_overlay_rects);
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remaining_visible_screen_rects = move(remaining_visible_not_covered);
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}
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m_opaque_wallpaper_rects = move(remaining_visible_screen_rects);
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}
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@ -224,6 +224,7 @@ private:
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Gfx::DisjointRectSet m_overlay_rects;
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Gfx::DisjointRectSet m_dirty_screen_rects;
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Gfx::DisjointRectSet m_opaque_wallpaper_rects;
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Gfx::DisjointRectSet m_transparent_wallpaper_rects;
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String m_wallpaper_path { "" };
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WallpaperMode m_wallpaper_mode { WallpaperMode::Unchecked };
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