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WindowServer: Add initial support for rendering on multiple screens
This allows WindowServer to use multiple framebuffer devices and compose the desktop with any arbitrary layout. Currently, it is assumed that it is configured contiguous and non-overlapping, but this should eventually be enforced. To make rendering efficient, each window now also tracks on which screens it needs to be rendered. This way we don't have to iterate all the windows for each screen but instead use the same rendering loop and then only render to the screen (or screens) that the window actually uses.
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42 changed files with 1127 additions and 563 deletions
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@ -26,14 +26,18 @@ public:
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String wallpaper() const;
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bool set_wallpaper(const StringView& path, bool save_config = true);
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Gfx::IntRect rect() const { return m_rect; }
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Gfx::IntRect rect() const { return m_bounding_rect; }
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const Vector<Gfx::IntRect, 4>& rects() const { return m_rects; }
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size_t main_screen_index() const { return m_main_screen_index; }
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int taskbar_height() const { return TaskbarWindow::taskbar_height(); }
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void did_receive_screen_rect(Badge<WindowServerConnection>, const Gfx::IntRect&);
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void did_receive_screen_rects(Badge<WindowServerConnection>, const Vector<Gfx::IntRect, 4>&, size_t);
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private:
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Gfx::IntRect m_rect;
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Vector<Gfx::IntRect, 4> m_rects;
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size_t m_main_screen_index { 0 };
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Gfx::IntRect m_bounding_rect;
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};
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}
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