/srv/irclogs.ubuntu.com/2014/04/02/#ubuntu-mir.txt

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alan_galf__: happy with the latest renames in https://code.launchpad.net/~alan-griffiths/mir/extending-SurfaceObserver/+merge/213516?11:50
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alf__greyback: Hi! Do you know which component in our stack handles the display-off signal from powerd and sets the new Mir display configuration?13:08
greybackalf__: I believe unity-system-compositor does that job. powerd does a dbus call, which USC receives and sets the display config13:13
alf__greyback: great thanks13:18
anpokkgunn: https://code.launchpad.net/~andreas-pokorny/mir/no-initial-display-configuration-sent-to-hosting-server/+merge/213126 do we need this to land soon - necessary for split greeter, but just a workaround - we are still discussing alternatives13:35
kgunnanpok: for split greeter...yes sir! i'd really like to get split in asap13:38
alan_gkgunn: it is a shame it didn't get into the 0.1.8 MP then.14:17
kgunnalan_g: drat....altho we can cherry pick14:22
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kdubdo we have any relatively recent build silos with the unity stack handy?16:18
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racarrnnn16:34
racarrwhoops16:34
alan_gMissing ffe?16:38
anpok0xAFFE?16:42
anpoka C016:42
alan_gFocus Follows Eyes16:44
anpokah ok .. I thought you meant FFE in c0ffe16:45
anpokfor some people coffee is like 23 .. you can find it everywhere16:46
kdubwe store an address of a reference and use it as an ID in GLRenderer -_-16:56
alan_gkdub: you can't take the address of a reference. Only the address of what it references.16:57
alan_gThat sort of trick breaks badly if the reference is bound to a temporary.16:58
kdubright, and the renderlist is about to become a temporary, so have to detangle that16:59
kdubunexpected surprises, all part of refactoring :D17:00
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anpokkdub: I think input dispatch wants the same from the scene..17:16
anpoka list of things-on-screen that can take input17:16
kdubanpok, but the input stuff shouldn't really be taking a Renderable :)17:16
kdubanpok, that makes sense though, there's a for-each-if for input too17:17
anpokhm I wonder if it is worth to have something different than renderable17:17
kdubfrom an interface perspective, I'd say it would be better to have a Renderable and an InputTarget (or similar name)17:17
anpokI mean touch input dispatch is all about graphical items on screen17:17
kdubwell, even at that there's a delta between what they're doing, like renderable has 'number_of_uncomposited buffers' and 'alpha'17:19
anpokyeah that part17:19
kdubwhereas the input stuff would just need transform and 'input targettable'17:19
anpokwell alpha == 0 means I dont care..17:19
anpoktrue17:19
kdubright, so basic surface could condense all the compositor reasons for not being onscreen into something simpler for input17:20
kdubIf you have a reason to target the for_each_if (for the input-based iteration over the stack) for elimination, I'd be happy about that :)17:21
anpokI think I want to get a condensed from the scene, copies. of the current scene status.. so that no locks are needed.. so this part is similar to gettign a renderlist from scene.17:22
kdubsounds good to me, i'm doing something similar in lp:~kdub/mir/kill-scene-lock17:23
kdubyou'd still need a lock on the scene... just for a shorter period of time17:24
kdubwhile the 'light' data is copied17:24
anpokhm and for all involved surfaces?17:24
anpokis basic surface still a Renderable?17:25
kdubit is currently, but it doesn't have to be moving forward17:28
kdubI see something like Renderable(BasicSurface) and InputTargetable(BasicSurface) in the future17:29
kdublike, Renderable is really what the compositor/displaybuffer needs to do its stuff, its unfortunate that its a lot of handy info in one place :)17:31
anpokhmm I see something like Renderable(SceneNode) InputTargetable(SceneNode) and SceneNode having a position/orientation/alpha/dunno and a reference to BasicSurface17:35
anpokBasicSurface only has the buffers a size and what is needed to talk to the clients..17:35
kdubsure, I think we mean the same thing, except SceneNode would be an interface that BasicSurface implements (in your case) and in mine, I wasn't specifying an interface17:37
anpokkdub: I asked because it is possible that you distill a list of renderables now, and someone moves the basic surface around afterwards..17:37
kdubbut yeah, right :)17:37
anpoknope I mean SceneNodes are instances that refer to BasicSurfaces17:37
kdub'moves' meaning what? like moves the object?17:37
kdubor moves the position on the screen17:37
anpokyeah new pos17:37
anpokI would like to be able to have one client surface shown in different places on screen..17:38
anpokso yeah SceneNode would be an indirection towards BasicSurface17:38
kdubsure, still not seeing the problem yet though17:38
anpokmaybe also towards (BasicSurface|DecorationSurface)17:39
anpokwith moving?17:39
kdubwhichever problem is being posited :)17:39
anpokhehe17:39
anpokhm you might be drawing a frame with surface in State X+1 with occlusion filters applied to surfaces while they were in State X17:39
anpok*surfaces17:40
anpokthats why I thought copying would be better, and Renderable not being SceneNodes/BasicSurfaces(for now)17:40
kdubright, i think copying is better too17:40
kdubthe Renderable(SceneNode) constructor does a copy (or lazy copy, where appropriate/feasible)17:42
anpokok17:43
kgunnbregma: do you wanna approve17:57
kgunnhttps://code.launchpad.net/~robertcarr/unity-system-compositor/add-cursor-option/+merge/21389617:57
kgunnhttps://code.launchpad.net/~robert-ancell/lightdm/usc-hardware-cursor/+merge/21389717:57
* bregma looks17:57
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anpokracarr: what editor are you using, some of the n's ended up in a different window, I guess.18:24
racarryes they were just accidental nns lol18:26
racarrkeyboard drumming while thinking + accidental enter key18:26
anpokbecause one n might have made it to a MP18:26
greybackracarr: stupid question here, but is the "hardware cursor" a real overlay/plane cursor drawn by the driver, or is it drawn by Mir's Renderer/Compositor?18:47
racarrgreyback: driver18:51
greybackracarr: nice, thanks18:51
racarrlunch back in a flash19:25
racarrback19:38
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dansufkgunn: I built touch system with old driver and when I run unity8 now I get the start screen but only that and I got repeating messages in the logcat20:18
dansufE/qdgenlock( 1349): perform_lock_unlock_operation: GENLOCK_IOC_DREADLOCK failed (lockType0x1,err=Connection timed out fd=80)20:18
dansufW/Adreno200-EGLSUB( 1349): <GetBackBuffer:2121>: genlock_lock_buffer GENLOCK_WRITE_LOCK failed20:18
dansufW/Adreno200-EGL( 1349): <qeglDrvAPI_eglSwapBuffers:3477>: EGL_BAD_ALLOC20:18
dansufwhich appear randomly or when I touch the screen20:18
dansufw-flo, who inspired me to update my drivers, wrote in his commit that before using new drivers some changes to mir code and genlock fixes in hardware_qcom_display were needed20:22
dansufI'll try to solve the problem of genlock on my own20:23
kgunndansuf: yeah..sorry, i'd not have an idea on that one...20:25
kgunndansuf: curious...when you say start screen? you mean...like this http://www.blogcdn.com/www.engadget.com/media/2013/02/ubuntu-hands-on-620-ces2013.jpg20:25
dansufkgunn: it's more ugly because the fonts are too big, not in proper place with no smaller circles arond the big one and with no top panel (there is just a black space)20:27
dansufkgunn: despite this, yes20:27
dansuf:D20:27
kgunndansuf: ok...so at least _some_ progress20:31
dansufkgunn: yeah, I have to leave now, If I have no clues about it I'll conbtact w-flo or developer who is providing unofficial support for my device20:32
racarrsometimes the put things in the namespace htey are used rule is difficult to follow...the cursor controller needs to use the change callback from scene, so I had to extend the change callback mechanism to support multiple change targets21:39
racarrso the thing is the compositor uses like set_change_callback(null callback) tl clear it, so when having multiple callbacks you need to have some sort of add_callback -> id21:40
racarrremove_callback(id) sort of system.21:40
racarrso mi::InputTargets and mc::Scene and ms::SurfaceStack gain like unsigned add_change_callback(unction) remove_change_callback(unsigned callback_id)21:41
racarrand you want to typedef unsigned CallbackID, or maybe even use RAII or something21:41
racarrbut what namespace21:42
racarrcan you put that return type in?21:42
racarryou have to put it in ms:: and in its own header...like say we do with depth id21:44
racarrwhich breaks the namespacing rule and contains license header to code in a ratio of 40:1 lol21:44
racarrcest la vie21:44
racarrnevermind im silly21:54
racarrif you use riaa and a unique_ptr+std::function deleter for21:55
racarrthe type21:55
racarryou only need a forward declaration21:55
racarrin headers21:55
racarrits still breaks the namespace rule but eh21:55
AlbertAstd::function deleter?22:04
AlbertAso add_change_callback will return what?22:04
AlbertAa unique_ptr<SomeType>?22:04
AlbertAracarr:^22:05
racarrAlbertA: Yes. i.e. unique_ptr<ChangeCallbackInterest, std::function<void(ChangeCallbackInterest*)>>22:12
racarrso you dont need a definition22:12
racarrfor ChangeCallbackInterest22:12
racarrID, Registration22:12
racarrsomething22:12
racarrI dont know the name yet22:12
AlbertAand the custom deleter is for unregistering automatically?22:12
racarrYes22:12
AlbertAcool22:13
AlbertAI was looking into it briefly22:13
AlbertAbecause I want to also hook into the scene change22:13
racarrAh22:13
AlbertAfor screencast purposes22:13
racarrwell I have a branch to do it, i just need to comment it22:13
racarrand look at the diff22:13
racarrbut will have it mped by EOD22:13
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