Protect selected windows from screen capture

Add capture privacy rules for windows, transient children, overview previews and client cursors, with separate capture rendering and deferred-frame invalidation. Keep detached close snapshots out of captures after clients leave the registry.

Validated with release workspace tests, private compositor/EGL regressions, and an isolated release PipeWire capture test.
This commit is contained in:
Samuel Onoja authored and GitHub committed 2026-10-03 10:49:01 +01:00
1 parent bffd538dd4
commit 453ec16583
24 files changed
+1132 -41

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+1 -1
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@@ -23,7 +23,7 @@ use overview::*;
pub(crate) use resources::RenderResources;
use scene::cursor_elements;
pub(crate) use scene::{
animated_window_elements, frame_effect_metrics, layer_surfaces, output_elements, sampled_output_elements,
animated_window_elements, capture_output_elements, frame_effect_metrics, layer_surfaces, sampled_output_elements,
};
pub(crate) use shader::SharedPixelShaderElement;
use smithay::backend::allocator::Fourcc;
+11 -1
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@@ -91,6 +91,7 @@ pub(super) fn overview_strip_elements(
output_geometry: Rectangle<i32, Logical>,
scale: f64,
frame: &crate::state::FrameScene,
capture: bool,
) -> Vec<AnimatedWindowRenderElement> {
let alpha = frame.overview.opacity();
if alpha <= 0.001 {
@@ -139,7 +140,13 @@ pub(super) fn overview_strip_elements(
// has a fresh seed; iterating it changes z indices and damages still captions.
let caption_ids = state.windows.ordered_ids().rev().collect::<Vec<_>>();
for id in caption_ids {
if !state.window_belongs_to_output(id, output) {
if (capture
&& state
.windows
.window(id)
.is_none_or(|window| state.capture_protected(window)))
|| !state.window_belongs_to_output(id, output)
{
continue;
}
let Some(rect) = frame.windows.get(&id).map(|sample| sample.presentation.bounds.current) else {
@@ -222,6 +229,9 @@ pub(super) fn overview_strip_elements(
}
for (id, rect) in &card.windows {
if let Some(window) = state.windows.window(*id) {
if capture && state.capture_protected(window) {
continue;
}
let shape = window_corner_shape(window);
if let Some(programs) = corner_program(&mut state.render, renderer, shape) {
+30 -2
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@@ -31,6 +31,32 @@ pub(crate) fn sampled_output_elements(
output: &Output,
include_cursor: bool,
frame: &crate::state::FrameScene,
) -> Vec<AnimatedWindowRenderElement> {
scene_elements(state, renderer, output, include_cursor, frame, false)
}
pub(crate) fn capture_output_elements(
state: &mut Ferese,
renderer: &mut GlesRenderer,
output: &Output,
include_cursor: bool,
frame: &crate::state::FrameScene,
) -> Vec<AnimatedWindowRenderElement> {
// Blur textures and resize handoff snapshots must never be shared with
// display rendering. Only the capture scene can populate these caches.
std::mem::swap(&mut state.render, &mut state.capture_render);
let elements = scene_elements(state, renderer, output, include_cursor, frame, true);
std::mem::swap(&mut state.render, &mut state.capture_render);
elements
}
fn scene_elements(
state: &mut Ferese,
renderer: &mut GlesRenderer,
output: &Output,
include_cursor: bool,
frame: &crate::state::FrameScene,
capture: bool,
) -> Vec<AnimatedWindowRenderElement> {
if state.session_lock.active() {
let Some(geometry) = state.space.output_geometry(output) else {
@@ -89,7 +115,8 @@ pub(crate) fn sampled_output_elements(
};
let scale = output.current_scale().fractional_scale();
let mut elements = if include_cursor {
let protected_cursor = capture && state.capture_cursor_protected();
let mut elements = if include_cursor && !protected_cursor {
cursor_elements(state, renderer, output_geometry, scale)
} else {
Vec::new()
@@ -108,12 +135,13 @@ pub(crate) fn sampled_output_elements(
output_geometry,
scale,
frame,
capture,
));
}
let prepare_window = |window: &Window| {
// Configure immediately, but present the frame/shadow only after
// the first buffer commit has settled the actual client geometry.
if !state.window_content_ready(window) {
if (capture && state.capture_protected(window)) || !state.window_content_ready(window) {
return None;
}
let id = *state.windows.ids().get(window)?;