8cf9a367c9
Added xslt processing to give DocBook output diagram image maps/hot-linked areas consistent with those automatically generated by Doxygen. Signed-off-by: Jon A. Cruz <jonc@osg.samsung.com>
345 lines
14 KiB
XML
345 lines
14 KiB
XML
<?xml version='1.0' encoding='utf-8' ?>
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<!DOCTYPE chapter PUBLIC "-//OASIS//DTD DocBook XML V4.5//EN" "http://www.oasis-open.org/docbook/xml/4.5/docbookx.dtd" [
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<!ENTITY % BOOK_ENTITIES SYSTEM "Wayland.ent">
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%BOOK_ENTITIES;
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]>
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<chapter id="chap-Wayland-Architecture">
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<title>Wayland Architecture</title>
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<section id="sect-Wayland-Architecture-wayland_architecture">
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<title>X vs. Wayland Architecture</title>
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<para>
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A good way to understand the Wayland architecture
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and how it is different from X is to follow an event
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from the input device to the point where the change
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it affects appears on screen.
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</para>
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<para>
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This is where we are now with X:
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</para>
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<figure>
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<title>X architecture diagram</title>
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<mediaobjectco>
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<imageobjectco>
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<areaspec id="map1" units="other" otherunits="imagemap">
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<area id="area1_1" linkends="x_flow_1" x_steal="#step_1"/>
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<area id="area1_2" linkends="x_flow_2" x_steal="#step_2"/>
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<area id="area1_3" linkends="x_flow_3" x_steal="#step_3"/>
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<area id="area1_4" linkends="x_flow_4" x_steal="#step_4"/>
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<area id="area1_5" linkends="x_flow_5" x_steal="#step_5"/>
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<area id="area1_6" linkends="x_flow_6" x_steal="#step_6"/>
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</areaspec>
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<imageobject>
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<imagedata fileref="images/x-architecture.png" format="PNG" />
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</imageobject>
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</imageobjectco>
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</mediaobjectco>
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</figure>
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<para>
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<orderedlist>
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<listitem id="x_flow_1">
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<para>
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The kernel gets an event from an input
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device and sends it to X through the evdev
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input driver. The kernel does all the hard
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work here by driving the device and
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translating the different device specific
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event protocols to the linux evdev input
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event standard.
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</para>
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</listitem>
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<listitem id="x_flow_2">
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<para>
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The X server determines which window the
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event affects and sends it to the clients
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that have selected for the event in question
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on that window. The X server doesn't
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actually know how to do this right, since
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the window location on screen is controlled
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by the compositor and may be transformed in
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a number of ways that the X server doesn't
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understand (scaled down, rotated, wobbling,
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etc).
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</para>
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</listitem>
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<listitem id="x_flow_3">
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<para>
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The client looks at the event and decides
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what to do. Often the UI will have to change
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in response to the event - perhaps a check
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box was clicked or the pointer entered a
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button that must be highlighted. Thus the
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client sends a rendering request back to the
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X server.
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</para>
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</listitem>
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<listitem id="x_flow_4">
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<para>
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When the X server receives the rendering
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request, it sends it to the driver to let it
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program the hardware to do the rendering.
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The X server also calculates the bounding
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region of the rendering, and sends that to
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the compositor as a damage event.
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</para>
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</listitem>
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<listitem id="x_flow_5">
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<para>
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The damage event tells the compositor that
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something changed in the window and that it
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has to recomposite the part of the screen
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where that window is visible. The compositor
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is responsible for rendering the entire
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screen contents based on its scenegraph and
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the contents of the X windows. Yet, it has
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to go through the X server to render this.
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</para>
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</listitem>
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<listitem id="x_flow_6">
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<para>
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The X server receives the rendering requests
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from the compositor and either copies the
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compositor back buffer to the front buffer
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or does a pageflip. In the general case, the
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X server has to do this step so it can
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account for overlapping windows, which may
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require clipping and determine whether or
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not it can page flip. However, for a
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compositor, which is always fullscreen, this
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is another unnecessary context switch.
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</para>
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</listitem>
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</orderedlist>
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</para>
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<para>
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As suggested above, there are a few problems with this
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approach. The X server doesn't have the information to
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decide which window should receive the event, nor can it
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transform the screen coordinates to window local
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coordinates. And even though X has handed responsibility for
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the final painting of the screen to the compositing manager,
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X still controls the front buffer and modesetting. Most of
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the complexity that the X server used to handle is now
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available in the kernel or self contained libraries (KMS,
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evdev, mesa, fontconfig, freetype, cairo, Qt etc). In
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general, the X server is now just a middle man that
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introduces an extra step between applications and the
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compositor and an extra step between the compositor and the
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hardware.
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</para>
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<para>
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In Wayland the compositor is the display server. We transfer
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the control of KMS and evdev to the compositor. The Wayland
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protocol lets the compositor send the input events directly
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to the clients and lets the client send the damage event
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directly to the compositor:
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</para>
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<figure>
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<title>Wayland architecture diagram</title>
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<mediaobjectco>
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<imageobjectco>
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<areaspec id="mapB" units="other" otherunits="imagemap">
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<area id="areaB_1" linkends="wayland_flow_1" x_steal="#step_1"/>
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<area id="areaB_2" linkends="wayland_flow_2" x_steal="#step_2"/>
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<area id="areaB_3" linkends="wayland_flow_3" x_steal="#step_3"/>
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<area id="areaB_4" linkends="wayland_flow_4" x_steal="#step_4"/>
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</areaspec>
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<imageobject>
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<imagedata fileref="images/wayland-architecture.png" format="PNG" />
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</imageobject>
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</imageobjectco>
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</mediaobjectco>
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</figure>
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<para>
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<orderedlist>
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<listitem id="wayland_flow_1">
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<para>
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The kernel gets an event and sends
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it to the compositor. This
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is similar to the X case, which is
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great, since we get to reuse all the
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input drivers in the kernel.
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</para>
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</listitem>
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<listitem id="wayland_flow_2">
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<para>
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The compositor looks through its
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scenegraph to determine which window
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should receive the event. The
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scenegraph corresponds to what's on
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screen and the compositor
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understands the transformations that
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it may have applied to the elements
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in the scenegraph. Thus, the
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compositor can pick the right window
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and transform the screen coordinates
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to window local coordinates, by
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applying the inverse
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transformations. The types of
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transformation that can be applied
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to a window is only restricted to
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what the compositor can do, as long
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as it can compute the inverse
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transformation for the input events.
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</para>
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</listitem>
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<listitem id="wayland_flow_3">
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<para>
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As in the X case, when the client
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receives the event, it updates the
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UI in response. But in the Wayland
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case, the rendering happens in the
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client, and the client just sends a
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request to the compositor to
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indicate the region that was
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updated.
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</para>
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</listitem>
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<listitem id="wayland_flow_4">
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<para>
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The compositor collects damage
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requests from its clients and then
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recomposites the screen. The
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compositor can then directly issue
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an ioctl to schedule a pageflip with
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KMS.
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</para>
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</listitem>
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</orderedlist>
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</para>
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</section>
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<section id="sect-Wayland-Architecture-wayland_rendering">
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<title>Wayland Rendering</title>
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<para>
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One of the details I left out in the above overview
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is how clients actually render under Wayland. By
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removing the X server from the picture we also
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removed the mechanism by which X clients typically
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render. But there's another mechanism that we're
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already using with DRI2 under X: direct rendering.
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With direct rendering, the client and the server
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share a video memory buffer. The client links to a
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rendering library such as OpenGL that knows how to
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program the hardware and renders directly into the
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buffer. The compositor in turn can take the buffer
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and use it as a texture when it composites the
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desktop. After the initial setup, the client only
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needs to tell the compositor which buffer to use and
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when and where it has rendered new content into it.
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</para>
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<para>
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This leaves an application with two ways to update its window contents:
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</para>
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<para>
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<orderedlist>
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<listitem>
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<para>
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Render the new content into a new buffer and tell the compositor
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to use that instead of the old buffer. The application can
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allocate a new buffer every time it needs to update the window
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contents or it can keep two (or more) buffers around and cycle
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between them. The buffer management is entirely under
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application control.
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</para>
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</listitem>
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<listitem>
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<para>
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Render the new content into the buffer that it previously
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told the compositor to to use. While it's possible to just
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render directly into the buffer shared with the compositor,
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this might race with the compositor. What can happen is that
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repainting the window contents could be interrupted by the
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compositor repainting the desktop. If the application gets
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interrupted just after clearing the window but before
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rendering the contents, the compositor will texture from a
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blank buffer. The result is that the application window will
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flicker between a blank window or half-rendered content. The
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traditional way to avoid this is to render the new content
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into a back buffer and then copy from there into the
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compositor surface. The back buffer can be allocated on the
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fly and just big enough to hold the new content, or the
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application can keep a buffer around. Again, this is under
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application control.
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</para>
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</listitem>
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</orderedlist>
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</para>
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<para>
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In either case, the application must tell the compositor
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which area of the surface holds new contents. When the
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application renders directly to the shared buffer, the
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compositor needs to be noticed that there is new content.
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But also when exchanging buffers, the compositor doesn't
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assume anything changed, and needs a request from the
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application before it will repaint the desktop. The idea
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that even if an application passes a new buffer to the
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compositor, only a small part of the buffer may be
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different, like a blinking cursor or a spinner.
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</para>
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</section>
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<section id="sect-Wayland-Architecture-wayland_hw_enabling">
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<title>Hardware Enabling for Wayland</title>
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<para>
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Typically, hardware enabling includes modesetting/display
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and EGL/GLES2. On top of that Wayland needs a way to share
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buffers efficiently between processes. There are two sides
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to that, the client side and the server side.
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</para>
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<para>
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On the client side we've defined a Wayland EGL platform. In
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the EGL model, that consists of the native types
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(EGLNativeDisplayType, EGLNativeWindowType and
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EGLNativePixmapType) and a way to create those types. In
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other words, it's the glue code that binds the EGL stack and
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its buffer sharing mechanism to the generic Wayland API. The
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EGL stack is expected to provide an implementation of the
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Wayland EGL platform. The full API is in the wayland-egl.h
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header. The open source implementation in the mesa EGL stack
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is in wayland-egl.c and platform_wayland.c.
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</para>
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<para>
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Under the hood, the EGL stack is expected to define a
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vendor-specific protocol extension that lets the client side
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EGL stack communicate buffer details with the compositor in
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order to share buffers. The point of the wayland-egl.h API
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is to abstract that away and just let the client create an
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EGLSurface for a Wayland surface and start rendering. The
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open source stack uses the drm Wayland extension, which lets
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the client discover the drm device to use and authenticate
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and then share drm (GEM) buffers with the compositor.
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</para>
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<para>
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The server side of Wayland is the compositor and core UX for
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the vertical, typically integrating task switcher, app
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launcher, lock screen in one monolithic application. The
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server runs on top of a modesetting API (kernel modesetting,
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OpenWF Display or similar) and composites the final UI using
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a mix of EGL/GLES2 compositor and hardware overlays if
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available. Enabling modesetting, EGL/GLES2 and overlays is
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something that should be part of standard hardware bringup.
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The extra requirement for Wayland enabling is the
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EGL_WL_bind_wayland_display extension that lets the
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compositor create an EGLImage from a generic Wayland shared
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buffer. It's similar to the EGL_KHR_image_pixmap extension
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to create an EGLImage from an X pixmap.
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</para>
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<para>
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The extension has a setup step where you have to bind the
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EGL display to a Wayland display. Then as the compositor
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receives generic Wayland buffers from the clients (typically
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when the client calls eglSwapBuffers), it will be able to
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pass the struct wl_buffer pointer to eglCreateImageKHR as
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the EGLClientBuffer argument and with EGL_WAYLAND_BUFFER_WL
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as the target. This will create an EGLImage, which can then
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be used by the compositor as a texture or passed to the
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modesetting code to use as an overlay plane. Again, this is
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implemented by the vendor specific protocol extension, which
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on the server side will receive the driver specific details
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about the shared buffer and turn that into an EGL image when
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the user calls eglCreateImageKHR.
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</para>
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</section>
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</chapter>
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