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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

@ -10,12 +10,14 @@
int main(int argc, char** argv)
{
int screen = -1;
int width = -1;
int height = -1;
int scale = 1;
Core::ArgsParser args_parser;
args_parser.set_general_help("Change the screen resolution.");
args_parser.add_positional_argument(screen, "Screen", "screen");
args_parser.add_positional_argument(width, "Width", "width");
args_parser.add_positional_argument(height, "Height", "height");
args_parser.add_positional_argument(scale, "Scale Factor", "scale", Core::ArgsParser::Required::No);
@ -24,7 +26,7 @@ int main(int argc, char** argv)
// A Core::EventLoop is all we need, but WindowServerConnection needs a full Application object.
char* dummy_argv[] = { argv[0] };
auto app = GUI::Application::construct(1, dummy_argv);
auto result = GUI::WindowServerConnection::the().set_resolution(Gfx::IntSize { width, height }, scale);
auto result = GUI::WindowServerConnection::the().set_resolution(screen, Gfx::IntSize { width, height }, scale);
if (!result.success()) {
warnln("failed to set resolution");
return 1;