display: layer stack + damage-driven compositor (D3)
Turn the service into a real compositor. A layer is a server-owned surface (its own mmap'd cacheable buffer) with a screen position, z-order, and visibility. Clients create layers, draw into them by command, mark damage, and present; the compositor repaints only the damaged region — clear to the wallpaper, paint the visible layers bottom-to-top (z-sorted), flush that rectangle back -> front (WC). - compositor.zig: the pure, host-tested core — Rect (intersect/unite), Surface, fillRect, composite (opaque, clipped to a damage rect), blitTile (unaligned- safe read of a client tile). No syscall/runtime dependency. - protocol.zig: pack(format, r, g, b) — native pixel encoding for rgbx/bgrx, the shared colour vocabulary of client and server. Host-tested. - display.zig: the layer table + create/configure/destroy/fill_rect/blit_tile/ damage/present ops wired onto the compositor, plus a damage-accumulating present. - Startup self-check: two overlapping layers composited on the real framebuffer, read back to confirm the overlap shows the top layer and outside shows the bottom — logs `display: compositor self-check ok`. Gate: `zig build test` green (compositor + pack), and the display-service case's self-check passes on hardware. Both new pure modules added to the test loop.
This commit is contained in:
@@ -1,21 +1,27 @@
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//! /system/services/display — the display service (docs/display.md). A ring-3 process
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//! that claims the framebuffer the kernel seeded (docs/display-plan.md D1), owns it as a
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//! **write-combining front buffer**, composites into a **cacheable back buffer**, and
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//! presents finished frames — the GUI track's compositor, the sibling of the input
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//! service. It is reached by name over `ServiceId.display`.
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//! **write-combining front buffer**, composites an ordered stack of **layers** into a
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//! **cacheable back buffer**, and presents finished frames — the GUI track's compositor,
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//! the sibling of the input service. Reached by name over `ServiceId.display`.
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//!
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//! This is the D2 skeleton: it comes up, claims + maps the framebuffer, allocates the
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//! back buffer, and proves the double-buffer path by clearing the back buffer and
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//! presenting it. The layer stack, damage tracking, and per-layer drawing arrive in D3;
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//! for now `info` and a whole-screen `present` are the live operations.
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//! A layer is a server-owned surface (its own cacheable buffer) with a screen position,
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//! z-order, and visibility. Clients create layers and draw into them by command
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//! (`fill_rect`, `blit_tile`), mark `damage`, and ask for a `present`; the compositor
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//! repaints only the damaged region — clear it, paint the visible layers bottom-to-top,
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//! flush it to the screen. The pixel math lives in the pure, host-tested
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//! [compositor.zig](compositor.zig); this file wires real surfaces and the framebuffer to
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//! it. Shared-memory client surfaces are a later milestone (docs/display.md).
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const std = @import("std");
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const runtime = @import("runtime");
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const compositor = @import("compositor.zig");
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const protocol = runtime.display_protocol;
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const ipc = runtime.ipc;
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const system = runtime.system;
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const device = runtime.device;
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const Rect = compositor.Rect;
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const Surface = compositor.Surface;
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/// The claimed framebuffer and its off-screen twin. The front buffer is the LFB —
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/// write-combining, so it is **only ever written**, never read; all compositing happens
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@@ -33,10 +39,219 @@ const Display = struct {
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var display: Display = undefined;
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/// The wallpaper the compositor clears damaged regions to before painting layers.
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var background: u32 = 0;
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/// The layer stack. A fixed table (a compositor has few top-level surfaces during
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/// bring-up); each used slot owns an mmap'd surface. `damage` accumulates the dirty
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/// screen region since the last `present`, so a present touches only what changed.
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const maximum_layers = 16;
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const Layer = struct {
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used: bool = false,
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x: i32 = 0,
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y: i32 = 0,
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z: u32 = 0,
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visible: bool = false,
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surface: Surface = undefined,
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surface_len: usize = 0, // for munmap on destroy
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};
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var layers: [maximum_layers]Layer = [_]Layer{.{}} ** maximum_layers;
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var damage: Rect = Rect.empty;
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/// Enumeration buffer kept off the stack — a `DeviceDescriptor` is large, and this
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/// service only ever needs one scan.
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var device_table: [64]device.DeviceDescriptor = undefined;
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// --- geometry helpers -------------------------------------------------------
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fn screenRect() Rect {
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return .{ .x = 0, .y = 0, .w = @intCast(display.width), .h = @intCast(display.height) };
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}
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fn backSurface() Surface {
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return .{
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.pixels = @ptrCast(@alignCast(display.back)),
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.stride = display.pitch / 4, // pitch is bytes; a 32-bpp row is pitch/4 pixels
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.width = display.width,
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.height = display.height,
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};
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}
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fn layerScreenRect(l: *const Layer) Rect {
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return .{ .x = l.x, .y = l.y, .w = @intCast(l.surface.width), .h = @intCast(l.surface.height) };
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}
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/// Add `r` (screen coordinates) to the pending damage, clipped to the screen.
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fn addDamage(r: Rect) void {
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damage = damage.unite(r.intersect(screenRect()));
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}
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// --- layer operations (called from onMessage and the self-check) ------------
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fn freeLayer() ?u32 {
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for (&layers, 0..) |*l, i| {
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if (!l.used) return @intCast(i);
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}
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return null;
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}
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/// A used layer by id, or null if the id is out of range or free.
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fn layerAt(id: u32) ?*Layer {
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if (id >= maximum_layers or !layers[id].used) return null;
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return &layers[id];
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}
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fn createLayer(x: i32, y: i32, w: u32, h: u32, z: u32, visible: bool) ?u32 {
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if (w == 0 or h == 0) return null;
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const slot = freeLayer() orelse return null;
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const len = @as(usize, w) * h * 4;
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const base = system.mmap(len, system.PROT_READ | system.PROT_WRITE);
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if (system.mmapFailed(base)) return null;
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layers[slot] = .{
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.used = true,
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.x = x,
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.y = y,
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.z = z,
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.visible = visible,
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.surface = .{ .pixels = @ptrFromInt(base), .stride = w, .width = w, .height = h },
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.surface_len = len,
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};
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return slot;
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}
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fn fillLayer(id: u32, local: Rect, colour: u32) bool {
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const l = layerAt(id) orelse return false;
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compositor.fillRect(l.surface, local, colour);
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// Damage in screen space = the fill, translated by the layer origin, within the layer.
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const screen = Rect{ .x = l.x + local.x, .y = l.y + local.y, .w = local.w, .h = local.h };
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addDamage(screen.intersect(layerScreenRect(l)));
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return true;
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}
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fn blitLayer(id: u32, x: i32, y: i32, w: u32, h: u32, pixels: []const u8) bool {
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const l = layerAt(id) orelse return false;
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compositor.blitTile(l.surface, x, y, pixels, w, h);
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const screen = Rect{ .x = l.x + x, .y = l.y + y, .w = @intCast(w), .h = @intCast(h) };
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addDamage(screen.intersect(layerScreenRect(l)));
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return true;
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}
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fn configureLayer(id: u32, x: i32, y: i32, z: u32, visible: bool) bool {
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const l = layerAt(id) orelse return false;
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addDamage(layerScreenRect(l)); // the old footprint must repaint
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l.x = x;
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l.y = y;
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l.z = z;
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l.visible = visible;
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addDamage(layerScreenRect(l)); // and the new one
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return true;
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}
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fn destroyLayer(id: u32) bool {
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const l = layerAt(id) orelse return false;
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addDamage(layerScreenRect(l));
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_ = system.munmap(@intFromPtr(l.surface.pixels), l.surface_len);
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l.* = .{};
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return true;
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}
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// --- compositing + present --------------------------------------------------
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/// Repaint the damaged region `clip` of the back buffer: clear it to the background, then
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/// paint every visible layer that overlaps it, bottom to top (ascending z).
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fn compositeInto(clip: Rect) void {
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const back = backSurface();
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compositor.fillRect(back, clip, background);
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// z-order the used, visible layers (n ≤ 16; a plain insertion sort of indices).
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var order: [maximum_layers]u32 = undefined;
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var n: usize = 0;
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for (layers, 0..) |l, i| {
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if (l.used and l.visible) {
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order[n] = @intCast(i);
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n += 1;
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}
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}
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var a: usize = 1;
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while (a < n) : (a += 1) {
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const key = order[a];
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var b: usize = a;
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while (b > 0 and layers[order[b - 1]].z > layers[key].z) : (b -= 1) order[b] = order[b - 1];
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order[b] = key;
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}
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for (order[0..n]) |i| {
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const l = layers[i];
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compositor.composite(back, l.x, l.y, l.surface, clip);
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}
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}
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/// Stream the damaged rectangle from the cacheable back buffer to the write-combining
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/// front buffer, row by row (sequential writes — what WC memory wants; we never read the
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/// front buffer). Only the visible width of each row is touched.
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fn flushRect(rect: Rect) void {
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const c = rect.intersect(screenRect());
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if (c.isEmpty()) return;
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var y: i32 = c.y;
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while (y < c.bottom()) : (y += 1) {
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const off = @as(usize, @intCast(y)) * display.pitch;
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const src: [*]const u32 = @ptrCast(@alignCast(display.back + off));
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const dst: [*]volatile u32 = @ptrCast(@alignCast(display.front + off));
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var x: i32 = c.x;
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while (x < c.right()) : (x += 1) dst[@intCast(x)] = src[@intCast(x)];
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}
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}
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/// Composite and flush the accumulated damage, then clear it. A no-op when nothing is
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/// dirty. The frame counter advances regardless, so callers can name frames.
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fn present() void {
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const dirty = damage.intersect(screenRect());
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if (!dirty.isEmpty()) {
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compositeInto(dirty);
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flushRect(dirty);
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}
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damage = Rect.empty;
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display.frames += 1;
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}
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// --- startup self-check -----------------------------------------------------
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/// Prove the compositor wiring on the real framebuffer: two overlapping opaque layers,
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/// composited, must show the top layer in the overlap and the bottom layer outside it.
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/// Exercises the whole path — mmap surfaces, the z-sort, damage, composite into the back
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/// buffer — and reads the composited result back. Cleans up after itself.
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fn selfCheck() void {
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const red = protocol.pack(display.format, 0xC0, 0x20, 0x20);
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const green = protocol.pack(display.format, 0x20, 0xC0, 0x20);
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const bottom = createLayer(100, 100, 80, 80, 0, true) orelse return fail_check("create");
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const top = createLayer(140, 140, 80, 80, 1, true) orelse return fail_check("create");
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_ = fillLayer(bottom, Rect.init(0, 0, 80, 80), red);
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_ = fillLayer(top, Rect.init(0, 0, 80, 80), green);
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present();
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const back = backSurface();
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const overlap = back.pixels[@as(usize, 150) * back.stride + 150]; // in both layers → top
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const bottom_only = back.pixels[@as(usize, 110) * back.stride + 110]; // bottom only
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_ = destroyLayer(top);
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_ = destroyLayer(bottom);
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present(); // repaint the self-check region back to the background
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if (overlap == green and bottom_only == red) {
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_ = system.write("display: compositor self-check ok\n");
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} else {
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_ = system.write("display: compositor self-check FAILED\n");
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}
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}
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fn fail_check(_: []const u8) void {
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_ = system.write("display: compositor self-check FAILED (setup)\n");
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}
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// --- service ----------------------------------------------------------------
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/// The framebuffer node the kernel seeded (`DeviceClass.display`), or null if none.
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fn findDisplay() ?device.DeviceDescriptor {
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const total = device.enumerate(&device_table);
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@@ -88,10 +303,11 @@ fn initialise(endpoint: ipc.Handle) bool {
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.pitch = geometry.pitch,
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.format = geometry.format,
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};
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background = protocol.pack(display.format, 0x20, 0x30, 0x48); // a dark slate wallpaper
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// Prove the pipeline end to end: compose a cleared frame in the back buffer, then
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// present it to the screen. Nothing is drawn directly to the LFB.
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clear(0x0020_3048); // a dark slate; exact channel order is a D3 concern
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// Clear the whole screen through the back buffer → present path (double buffering:
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// no direct-to-LFB drawing).
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addDamage(screenRect());
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present();
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var line: [96]u8 = undefined;
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@@ -99,34 +315,11 @@ fn initialise(endpoint: ipc.Handle) bool {
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display.width, display.height, display.pitch, display.format,
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}) catch "display: online\n");
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_ = system.write("display: presented frame 0\n");
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selfCheck();
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return true;
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}
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/// Fill the whole back buffer with `colour`. Cacheable memory, so this is fast; touch
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/// only the visible width, stepping rows by `pitch` (which may exceed width*4).
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fn clear(colour: u32) void {
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var y: u32 = 0;
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while (y < display.height) : (y += 1) {
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const row: [*]u32 = @ptrCast(@alignCast(display.back + @as(usize, y) * display.pitch));
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var x: u32 = 0;
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while (x < display.width) : (x += 1) row[x] = colour;
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}
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}
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/// Whole-screen present: stream the back buffer to the write-combining front buffer, row
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/// by row. Sequential writes are what WC memory wants; we never read the front buffer.
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/// (D3 replaces this with a damage-driven present that copies only changed rectangles.)
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fn present() void {
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var y: u32 = 0;
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while (y < display.height) : (y += 1) {
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const src: [*]const u32 = @ptrCast(@alignCast(display.back + @as(usize, y) * display.pitch));
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const dst: [*]volatile u32 = @ptrCast(@alignCast(display.front + @as(usize, y) * display.pitch));
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var x: u32 = 0;
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while (x < display.width) : (x += 1) dst[x] = src[x];
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}
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display.frames += 1;
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}
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fn writeReply(reply: []u8, value: protocol.Reply) usize {
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const bytes = std.mem.asBytes(&value);
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@memcpy(reply[0..bytes.len], bytes);
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@@ -146,6 +339,7 @@ fn onMessage(message: []const u8, reply: []u8, sender: u32, capability: ?ipc.Han
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_ = capability;
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if (message.len < protocol.request_size) return fail(reply);
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const request = std.mem.bytesToValue(protocol.Request, message[0..protocol.request_size]);
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const payload = message[protocol.request_size..];
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// Switch on the raw operation value — an out-of-range one must fail cleanly, not
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// panic an `@enumFromInt`.
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switch (request.operation) {
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@@ -156,12 +350,33 @@ fn onMessage(message: []const u8, reply: []u8, sender: u32, capability: ?ipc.Han
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.pitch = display.pitch,
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.format = display.format,
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}),
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@intFromEnum(protocol.Operation.create_layer) => {
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const slot = createLayer(@intCast(request.x), @intCast(request.y), request.width, request.height, request.z, request.visible != 0) orelse return fail(reply);
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return writeReply(reply, .{ .status = 0, .layer = slot });
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},
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@intFromEnum(protocol.Operation.configure_layer) => {
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return if (configureLayer(request.layer, @intCast(request.x), @intCast(request.y), request.z, request.visible != 0)) ok(reply) else fail(reply);
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},
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@intFromEnum(protocol.Operation.destroy_layer) => {
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return if (destroyLayer(request.layer)) ok(reply) else fail(reply);
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},
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@intFromEnum(protocol.Operation.fill_rect) => {
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const local = Rect.init(@intCast(request.x), @intCast(request.y), @intCast(request.width), @intCast(request.height));
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return if (fillLayer(request.layer, local, request.colour)) ok(reply) else fail(reply);
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},
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@intFromEnum(protocol.Operation.blit_tile) => {
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return if (blitLayer(request.layer, @intCast(request.x), @intCast(request.y), request.width, request.height, payload)) ok(reply) else fail(reply);
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},
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@intFromEnum(protocol.Operation.damage) => {
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const l = layerAt(request.layer) orelse return fail(reply);
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const screen = Rect{ .x = l.x + @as(i32, @intCast(request.x)), .y = l.y + @as(i32, @intCast(request.y)), .w = @intCast(request.width), .h = @intCast(request.height) };
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addDamage(screen.intersect(layerScreenRect(l)));
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return ok(reply);
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},
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@intFromEnum(protocol.Operation.present) => {
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present();
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return ok(reply);
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},
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// The layer stack and per-layer drawing land in D3; until then those operations
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// are unimplemented rather than silently accepted.
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else => return fail(reply),
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}
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}
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