danos/system/services/display/display.zig

313 lines
12 KiB
Zig

//! /system/services/display — the display service (docs/display.md, docs/display-v2.md).
//! A ring-3 compositor: it composes an ordered stack of **layers** into a cacheable
//! surface and presents finished frames. Scanout — how a frame reaches the panel — is a
//! pluggable **backend** ([backend.zig](backend.zig)): the GOP framebuffer today, a native
//! virtio-gpu driver later; this file never learns which is active. It owns the layer stack
//! and damage tracking; the pixel math is the pure, host-tested
//! [compositor.zig](compositor.zig).
//!
//! A layer is a server-owned surface (its own cacheable buffer) with a screen position,
//! z-order, and visibility. Clients create layers, draw into them by command (`fill_rect`,
//! `blit_tile`), mark `damage`, and ask for a `present`; the compositor repaints only the
//! damaged region — clear it, paint the visible layers bottom-to-top into the backend's
//! surface, then `backend.present(damage)`. Shared-memory client surfaces are later
//! (docs/display-v2.md).
const std = @import("std");
const runtime = @import("runtime");
const compositor = @import("compositor.zig");
const backend_mod = @import("backend.zig");
const protocol = runtime.display_protocol;
const ipc = runtime.ipc;
const system = runtime.system;
const Rect = compositor.Rect;
const Surface = compositor.Surface;
/// The active scanout backend — GOP today, a native driver when one is present.
var backend: backend_mod.Backend = undefined;
var frames: u64 = 0;
/// The wallpaper the compositor clears damaged regions to before painting layers.
var background: u32 = 0;
/// The layer stack. A fixed table (a compositor has few top-level surfaces during
/// bring-up); each used slot owns an mmap'd surface. `damage` accumulates the dirty
/// screen region since the last `present`, so a present touches only what changed.
const maximum_layers = 16;
const Layer = struct {
used: bool = false,
x: i32 = 0,
y: i32 = 0,
z: u32 = 0,
visible: bool = false,
surface: Surface = undefined,
surface_len: usize = 0, // for munmap on destroy
};
var layers: [maximum_layers]Layer = [_]Layer{.{}} ** maximum_layers;
var damage: Rect = Rect.empty;
// --- geometry helpers -------------------------------------------------------
fn screenRect() Rect {
const m = backend.info();
return .{ .x = 0, .y = 0, .w = @intCast(m.width), .h = @intCast(m.height) };
}
fn layerScreenRect(l: *const Layer) Rect {
return .{ .x = l.x, .y = l.y, .w = @intCast(l.surface.width), .h = @intCast(l.surface.height) };
}
/// Add `r` (screen coordinates) to the pending damage, clipped to the screen.
fn addDamage(r: Rect) void {
damage = damage.unite(r.intersect(screenRect()));
}
// --- layer operations (called from onMessage and the self-check) ------------
fn freeLayer() ?u32 {
for (&layers, 0..) |*l, i| {
if (!l.used) return @intCast(i);
}
return null;
}
/// A used layer by id, or null if the id is out of range or free.
fn layerAt(id: u32) ?*Layer {
if (id >= maximum_layers or !layers[id].used) return null;
return &layers[id];
}
fn createLayer(x: i32, y: i32, w: u32, h: u32, z: u32, visible: bool) ?u32 {
if (w == 0 or h == 0) return null;
const slot = freeLayer() orelse return null;
const len = @as(usize, w) * h * 4;
const base = system.mmap(len, system.PROT_READ | system.PROT_WRITE);
if (system.mmapFailed(base)) return null;
layers[slot] = .{
.used = true,
.x = x,
.y = y,
.z = z,
.visible = visible,
.surface = .{ .pixels = @ptrFromInt(base), .stride = w, .width = w, .height = h },
.surface_len = len,
};
return slot;
}
fn fillLayer(id: u32, local: Rect, colour: u32) bool {
const l = layerAt(id) orelse return false;
compositor.fillRect(l.surface, local, colour);
// Damage in screen space = the fill, translated by the layer origin, within the layer.
const screen = Rect{ .x = l.x + local.x, .y = l.y + local.y, .w = local.w, .h = local.h };
addDamage(screen.intersect(layerScreenRect(l)));
return true;
}
fn blitLayer(id: u32, x: i32, y: i32, w: u32, h: u32, pixels: []const u8) bool {
const l = layerAt(id) orelse return false;
compositor.blitTile(l.surface, x, y, pixels, w, h);
const screen = Rect{ .x = l.x + x, .y = l.y + y, .w = @intCast(w), .h = @intCast(h) };
addDamage(screen.intersect(layerScreenRect(l)));
return true;
}
fn configureLayer(id: u32, x: i32, y: i32, z: u32, visible: bool) bool {
const l = layerAt(id) orelse return false;
addDamage(layerScreenRect(l)); // the old footprint must repaint
l.x = x;
l.y = y;
l.z = z;
l.visible = visible;
addDamage(layerScreenRect(l)); // and the new one
return true;
}
fn destroyLayer(id: u32) bool {
const l = layerAt(id) orelse return false;
addDamage(layerScreenRect(l));
_ = system.munmap(@intFromPtr(l.surface.pixels), l.surface_len);
l.* = .{};
return true;
}
// --- compositing + present --------------------------------------------------
/// Repaint the damaged region `clip` of the backend's compose surface: clear it to the
/// background, then paint every visible layer that overlaps it, bottom to top (ascending z).
fn compositeInto(clip: Rect) void {
const target = backend.surface();
compositor.fillRect(target, clip, background);
// z-order the used, visible layers (n ≤ 16; a plain insertion sort of indices).
var order: [maximum_layers]u32 = undefined;
var n: usize = 0;
for (layers, 0..) |l, i| {
if (l.used and l.visible) {
order[n] = @intCast(i);
n += 1;
}
}
var a: usize = 1;
while (a < n) : (a += 1) {
const key = order[a];
var b: usize = a;
while (b > 0 and layers[order[b - 1]].z > layers[key].z) : (b -= 1) order[b] = order[b - 1];
order[b] = key;
}
for (order[0..n]) |i| {
const l = layers[i];
compositor.composite(target, l.x, l.y, l.surface, clip);
}
}
/// Composite the accumulated damage into the backend's surface, hand it to the backend to
/// put on screen, then clear the damage. A no-op when nothing is dirty. The frame counter
/// advances regardless, so callers can name frames.
fn present() void {
const dirty = damage.intersect(screenRect());
if (!dirty.isEmpty()) {
compositeInto(dirty);
backend.present(dirty);
}
damage = Rect.empty;
frames += 1;
}
// --- startup self-check -----------------------------------------------------
/// Prove the compositor wiring on the real backend: two overlapping opaque layers,
/// composited, must show the top layer in the overlap and the bottom layer outside it.
/// Exercises the whole path — mmap surfaces, the z-sort, damage, composite into the
/// backend surface — and reads the composited result back. Cleans up after itself.
fn selfCheck() void {
const format = backend.info().format;
const red = protocol.pack(format, 0xC0, 0x20, 0x20);
const green = protocol.pack(format, 0x20, 0xC0, 0x20);
const bottom = createLayer(100, 100, 80, 80, 0, true) orelse return fail_check("create");
const top = createLayer(140, 140, 80, 80, 1, true) orelse return fail_check("create");
_ = fillLayer(bottom, Rect.init(0, 0, 80, 80), red);
_ = fillLayer(top, Rect.init(0, 0, 80, 80), green);
present();
const surface = backend.surface();
const overlap = surface.pixels[@as(usize, 150) * surface.stride + 150]; // in both → top
const bottom_only = surface.pixels[@as(usize, 110) * surface.stride + 110]; // bottom only
_ = destroyLayer(top);
_ = destroyLayer(bottom);
present(); // repaint the self-check region back to the background
if (overlap == green and bottom_only == red) {
_ = system.write("display: compositor self-check ok\n");
} else {
_ = system.write("display: compositor self-check FAILED\n");
}
}
fn fail_check(_: []const u8) void {
_ = system.write("display: compositor self-check FAILED (setup)\n");
}
// --- service ----------------------------------------------------------------
fn initialise(endpoint: ipc.Handle) bool {
_ = endpoint;
// Pick the scanout backend (GOP today). It logs the reason on failure.
backend = backend_mod.select() orelse return false;
const mode = backend.info();
background = protocol.pack(mode.format, 0x20, 0x30, 0x48); // a dark slate wallpaper
// Clear the whole screen through the compose surface → present path (double buffering:
// no direct-to-scanout drawing).
addDamage(screenRect());
present();
var line: [96]u8 = undefined;
_ = system.write(std.fmt.bufPrint(&line, "display: online {d}x{d} pitch {d} format {d}\n", .{
mode.width, mode.height, mode.pitch, mode.format,
}) catch "display: online\n");
_ = system.write("display: presented frame 0\n");
selfCheck();
return true;
}
fn writeReply(reply: []u8, value: protocol.Reply) usize {
const bytes = std.mem.asBytes(&value);
@memcpy(reply[0..bytes.len], bytes);
return bytes.len;
}
fn ok(reply: []u8) usize {
return writeReply(reply, .{ .status = 0 });
}
fn fail(reply: []u8) usize {
return writeReply(reply, .{ .status = -1 });
}
fn onMessage(message: []const u8, reply: []u8, sender: u32, capability: ?ipc.Handle) usize {
_ = sender;
_ = capability;
if (message.len < protocol.request_size) return fail(reply);
const request = std.mem.bytesToValue(protocol.Request, message[0..protocol.request_size]);
const payload = message[protocol.request_size..];
// Switch on the raw operation value — an out-of-range one must fail cleanly, not
// panic an `@enumFromInt`.
switch (request.operation) {
@intFromEnum(protocol.Operation.info) => {
const m = backend.info();
return writeReply(reply, .{ .status = 0, .width = m.width, .height = m.height, .pitch = m.pitch, .format = m.format });
},
@intFromEnum(protocol.Operation.create_layer) => {
// x/y are signed coordinates carried in the u32 wire fields — reinterpret the
// bits (@bitCast), don't range-check (@intCast) which a negative would fail.
const slot = createLayer(@bitCast(request.x), @bitCast(request.y), request.width, request.height, request.z, request.visible != 0) orelse return fail(reply);
return writeReply(reply, .{ .status = 0, .layer = slot });
},
@intFromEnum(protocol.Operation.configure_layer) => {
return if (configureLayer(request.layer, @bitCast(request.x), @bitCast(request.y), request.z, request.visible != 0)) ok(reply) else fail(reply);
},
@intFromEnum(protocol.Operation.destroy_layer) => {
return if (destroyLayer(request.layer)) ok(reply) else fail(reply);
},
@intFromEnum(protocol.Operation.fill_rect) => {
const local = Rect.init(@bitCast(request.x), @bitCast(request.y), @intCast(request.width), @intCast(request.height));
return if (fillLayer(request.layer, local, request.colour)) ok(reply) else fail(reply);
},
@intFromEnum(protocol.Operation.blit_tile) => {
return if (blitLayer(request.layer, @bitCast(request.x), @bitCast(request.y), request.width, request.height, payload)) ok(reply) else fail(reply);
},
@intFromEnum(protocol.Operation.damage) => {
const l = layerAt(request.layer) orelse return fail(reply);
const screen = Rect{ .x = l.x + @as(i32, @bitCast(request.x)), .y = l.y + @as(i32, @bitCast(request.y)), .w = @intCast(request.width), .h = @intCast(request.height) };
addDamage(screen.intersect(layerScreenRect(l)));
return ok(reply);
},
@intFromEnum(protocol.Operation.present) => {
present();
return ok(reply);
},
else => return fail(reply),
}
}
pub fn main() void {
runtime.service.run(protocol.message_maximum, .{
.service = .display,
.init = initialise,
.on_message = onMessage,
});
}
pub const panic = runtime.panic;
comptime {
_ = &runtime.start._start;
}