kwin/plugins/platforms/x11/standalone/CMakeLists.txt

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set(X11PLATFORM_SOURCES
edge.cpp
effects_mouse_interception_x11_filter.cpp
effects_x11.cpp
logging.cpp
non_composited_outline.cpp
overlaywindow_x11.cpp
screenedges_filter.cpp
screens_xrandr.cpp
sync_filter.cpp
windowselector.cpp
x11_decoration_renderer.cpp
x11_output.cpp
x11_platform.cpp
x11cursor.cpp
xfixes_cursor_event_filter.cpp
)
if (X11_Xinput_FOUND)
set(X11PLATFORM_SOURCES ${X11PLATFORM_SOURCES} xinputintegration.cpp)
endif()
if (HAVE_EPOXY_GLX)
set(X11PLATFORM_SOURCES ${X11PLATFORM_SOURCES} glxbackend.cpp glx_context_attribute_builder.cpp)
endif()
include_directories(${CMAKE_SOURCE_DIR}/platformsupport/scenes/opengl)
add_library(KWinX11Platform MODULE ${X11PLATFORM_SOURCES})
set_target_properties(KWinX11Platform PROPERTIES LIBRARY_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/bin/org.kde.kwin.platforms/")
[libkwineffects] Introduce API to easily show a QtQuick scene in an effect Summary: EffectQuickView/Scene is a convenient class to render a QtQuick scenegraph into an effect. Current methods (such as present windows) involve creating an underlying platform window which is expensive, causes a headache to filter out again in the rest of the code, and only works as an overlay. The new class exposes things more natively to an effect where we don't mess with real windows, we can perform the painting anywhere in the view and we don't have issues with hiding/closing. QtQuick has both software and hardware accelerated modes, and kwin also has 3 render backends. Every combination is supported. * When used in OpenGL mode for both, we render into an FBO export the texture ID then it's up to the effect to render that into a scene. * When using software QtQuick rendering we blit into an image, upload that into a KWinGLTexture which serves as an abstraction layer and render that into the scene. * When using GL for QtQuick and XRender/QPainter in kwin everything is rendered into the internal FBO, blit and exported as an image. * When using software rendering for both an image gets passed directly. Mouse and keyboard events can be forwarded, only if the effect intercepts them. The class is meant to be generic enough that we can remove all the QtQuick code from Aurorae. The intention is also to replace EffectFrameImpl using this backend and we can kill all of the EffectFrame code throughout the scenes. The close button in present windows will also be ported to this, simplifiying that code base. Classes that handle the rendering and handling QML are intentionally split so that in the future we can have a declarative effects API create overlays from within the same context. Similar to how one can instantiate windows from a typical QML scene. Notes: I don't like how I pass the kwin GL context from the backends into the effect, but I need something that works with the library separation. It also currently has wayland problem if I create a QOpenGLContext before the QPA is set up with a scene - but I don't have anything better? I know for the EffectFrame we need an API to push things through the effects stack to handle blur/invert etc. Will deal with that when we port the EffectFrame. Test Plan: Used in an effect Reviewers: #kwin, zzag Reviewed By: #kwin, zzag Subscribers: zzag, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D24215
2019-09-27 15:06:37 +00:00
target_link_libraries(KWinX11Platform eglx11common kwin kwinxrenderutils SceneOpenGLBackend Qt5::X11Extras XCB::CURSOR KF5::Crash )
if (X11_Xinput_FOUND)
target_link_libraries(KWinX11Platform ${X11_Xinput_LIB})
endif()
if (HAVE_DL_LIBRARY)
target_link_libraries(KWinX11Platform ${DL_LIBRARY})
endif()
install(
TARGETS
KWinX11Platform
DESTINATION
${PLUGIN_INSTALL_DIR}/org.kde.kwin.platforms/
)