kwin/plugins/platforms/virtual/egl_gbm_backend.h

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/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2015 Martin Gräßlin <mgraesslin@kde.org>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#ifndef KWIN_EGL_GBM_BACKEND_H
#define KWIN_EGL_GBM_BACKEND_H
#include "abstract_egl_backend.h"
namespace KWin
{
class VirtualBackend;
class GLTexture;
class GLRenderTarget;
/**
* @brief OpenGL Backend using Egl on a GBM surface.
**/
class EglGbmBackend : public AbstractEglBackend
{
public:
EglGbmBackend(VirtualBackend *b);
virtual ~EglGbmBackend();
void screenGeometryChanged(const QSize &size) override;
SceneOpenGLTexturePrivate *createBackendTexture(SceneOpenGLTexture *texture) override;
QRegion prepareRenderingFrame() override;
void endRenderingFrame(const QRegion &renderedRegion, const QRegion &damagedRegion) override;
bool usesOverlayWindow() const override;
void init() override;
protected:
void present() override;
private:
bool initializeEgl();
bool initBufferConfigs();
bool initRenderingContext();
VirtualBackend *m_backend;
GLTexture *m_backBuffer = nullptr;
GLRenderTarget *m_fbo = nullptr;
int m_frameCounter = 0;
friend class EglGbmTexture;
};
/**
* @brief Texture using an EGLImageKHR.
**/
class EglGbmTexture : public AbstractEglTexture
{
public:
virtual ~EglGbmTexture();
private:
friend class EglGbmBackend;
EglGbmTexture(SceneOpenGLTexture *texture, EglGbmBackend *backend);
};
} // namespace
#endif