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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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@ -22,7 +22,7 @@ public:
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private:
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WindowServerConnection();
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virtual void fast_greet(Gfx::IntRect const&, Core::AnonymousBuffer const&, String const&, String const&) override;
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virtual void fast_greet(Vector<Gfx::IntRect> const&, u32, Core::AnonymousBuffer const&, String const&, String const&) override;
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virtual void paint(i32, Gfx::IntSize const&, Vector<Gfx::IntRect> const&) override;
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virtual void mouse_move(i32, Gfx::IntPoint const&, u32, u32, u32, i32, bool, Vector<String> const&) override;
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virtual void mouse_down(i32, Gfx::IntPoint const&, u32, u32, u32, i32) override;
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@ -43,7 +43,7 @@ private:
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virtual void menu_item_entered(i32, u32) override;
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virtual void menu_item_left(i32, u32) override;
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virtual void menu_visibility_did_change(i32, bool) override;
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virtual void screen_rect_changed(Gfx::IntRect const&) override;
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virtual void screen_rects_changed(Vector<Gfx::IntRect> const&, u32) override;
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virtual void set_wallpaper_finished(bool) override;
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virtual void drag_dropped(i32, Gfx::IntPoint const&, String const&, HashMap<String, ByteBuffer> const&) override;
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virtual void drag_accepted() override;
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