For now, the WindowServer process will run with high priority,
while the Finalizer process will run with low priority.
Everyone else gets to be "normal".
At the moment, priority simply determines the size of your time slices.
Since we know who's holding the lock, and we're gonna have to yield anyway,
we can just ask the scheduler to donate any remaining ticks to that process.
Use the BochsVGA card's virtual-height + virtual-y features to implement
a "hardware double buffering" type scheme.
This is a performance degradation since we now draw a bunch more than before.
But there's also no tearing or cursor flickering. I'm gonna commit this and
try to improve upon it. :^)
Instead of cowboy-calling the VESA BIOS in the bootloader, find the emulator
VGA adapter by scanning the PCI bus. Then set up the desired video mode by
sending device commands.
Clicking the button generates a WindowCloseRequest event which the client app
then has to deal with. The default behavior for GWindow is to close() itself.
I also added a flag, GWindow::should_exit_event_loop_on_close() which does
what it sounds like it does.
This patch exposed some bugs in GWindow and GWidget teardown.
Now the filesystem is generated on-the-fly instead of manually adding and
removing inodes as processes spawn and die.
The code is convoluted and bloated as I wrote it while sleepless. However,
it's still vastly better than the old ProcFS, so I'm committing it.
I also added /proc/PID/fd/N symlinks for each of a process's open fd's.
You're never gonna be right 100% of the time when guessing how much buffer
space you need. This avoids having to make that type of decision in a bunch
of cases. :^)
Work now happens in terms of two messages:
- WM_ClientWantsToPaint
- WM_ClientFinishedPaint
This feels fairly obvious compared to the old Paint/Invalidate.
Instead of clients painting whenever they feel like it, we now ask that they
paint in response to a paint message.
After finishing painting, clients notify the WindowServer about the rect(s)
they painted into and then flush eventually happens, etc.
This stuff leaves us with a lot of badly named things. Need to fix that.
To start painting, call:
gui$get_window_backing_store()
Then finish up with:
gui$release_window_backing_store()
Process will retain the underlying GraphicsBitmap behind the scenes.
This fixes racing between the WindowServer and GUI clients.
This patch also adds a WSWindowLocker that is exactly what it sounds like.
Previously we'd blit every pixel in every window that intersected any dirty
rect to the back buffer. With this patch, we limit ourselves to blitting the
pixels inside the actual dirty rects.
There's still a lot of optimizations to make in this code.