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  • Faith Ekstrand's avatar
    Split the geometry information from weston_surface out into weston_view · a7af7043
    Faith Ekstrand authored
    
    
    The weston_surface structure is split into two structures:
    
     * The weston_surface structure storres everything required for a
       client-side or server-side surface.  This includes buffers; callbacks;
       backend private data; input, damage, and opaque regions; and a few other
       bookkeeping bits.
    
     * The weston_view structure represents an entity in the scenegraph and
       storres all of the geometry information.  This includes clip region,
       alpha, position, and the transformation list as well as all of the
       temporary information derived from the geometry state.  Because a view,
       and not a surface, is a scenegraph element, the view is what is placed
       in layers and planes.
    
    There are a few things worth noting about the surface/view split:
    
     1. This is *not* a modification to the protocol.  It is, instead, a
        modification to Weston's internal scenegraph to allow a single surface
        to exist in multiple places at a time.  Clients are completely unaware
        of how many views to a particular surface exist.
    
     2. A view is considered a direct child of a surface and is destroyed when
        the surface is destroyed.  Because of this, the view.surface pointer is
        always valid and non-null.
    
     3. The compositor's surface_list is replaced with a view_list.  Due to
        subsurfaces, building the view list is a little more complicated than
        it used to be and involves building a tree of views on the fly whenever
        subsurfaces are used.  However, this means that backends can remain
        completely subsurface-agnostic.
    
     4. Surfaces and views both keep track of which outputs they are on.
    
     5. The weston_surface structure now has width and height fields.  These
        are populated when a new buffer is attached before surface.configure
        is called.  This is because there are many surface-based operations
        that really require the width and height and digging through the views
        didn't work well.
    
    Signed-off-by: default avatarJason Ekstrand <jason@jlekstrand.net>
    a7af7043