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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.
This commit is contained in:
Tom 2021-06-13 06:16:06 -06:00 committed by Andreas Kling
parent 499c33ae0c
commit 4392da970a
42 changed files with 1127 additions and 563 deletions

View file

@ -1,6 +1,6 @@
endpoint WindowClient
{
fast_greet(Gfx::IntRect screen_rect, Core::AnonymousBuffer theme_buffer, String default_font_query, String fixed_width_font_query) =|
fast_greet(Vector<Gfx::IntRect> screen_rects, u32 main_screen_index, Core::AnonymousBuffer theme_buffer, String default_font_query, String fixed_width_font_query) =|
paint(i32 window_id, Gfx::IntSize window_size, Vector<Gfx::IntRect> rects) =|
mouse_move(i32 window_id, Gfx::IntPoint mouse_position, u32 button, u32 buttons, u32 modifiers, i32 wheel_delta, bool is_drag, Vector<String> mime_types) =|
@ -25,7 +25,7 @@ endpoint WindowClient
menu_item_left(i32 menu_id, u32 identifier) =|
menu_visibility_did_change(i32 menu_id, bool visible) =|
screen_rect_changed(Gfx::IntRect rect) =|
screen_rects_changed(Vector<Gfx::IntRect> rects, u32 main_screen_index) =|
set_wallpaper_finished(bool success) =|