Hi all, I am working on a Wayland compositor thanks to amazing` libweston` projects to provide the backend. I am at the point where I need to implement tiling window management algorithm. After reading through the `compositor.c`, I had a few confusions that I hope to get the correct understanding about Weston rendering pipeline.
- it seems that the geometry struct in the Weston view applies to the global compositor coordinates. As I cannot find any code relates to translate `weston_view.geometry` with output.geometry. - However libweston draws every frame for every output through `weston_output_repaint`. Where it build view_list and calls renderer to draw them. So renderer is drawn on every plane where every output has its own framebuffer (for example a OpenGL framebuffer). - After looking into the function, I found that the `view_list` is built up globally and damages are accumulated globally then clips against the output region. So I guess these two operations will repeated several times for every output? The frame callback list is filtered with the output as well. Weston is a huge project and so far the only resources are the codebase itself. I tried to figure out myself but maybe my understanding is inaccurate. Thanks for your help. Regards, Sichem
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