kwin/eglonxbackend.cpp

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2010-11-21 13:01:39 +00:00
/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2010, 2012 Martin Gräßlin <mgraesslin@kde.org>
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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/>.
*********************************************************************/
#include "eglonxbackend.h"
// kwin
#include "options.h"
#include "overlaywindow.h"
#include "xcbutils.h"
// kwin libs
#include <kwinglplatform.h>
// Qt
#include <QDebug>
Better handling for making the compositing OpenGL context current With QtQuick2 it's possible that the scene graph rendering context either lives in an own thread or uses the main GUI thread. In the latter case it's the same thread as our compositing OpenGL context lives in. This means our basic assumption that between two rendering passes the context stays current does not hold. The code already ensured that before we start a rendering pass the context is made current, but there are many more possible cases. If we use OpenGL in areas not triggered by the rendering loop but in response to other events the context needs to be made current. This includes the loading and unloading of effects (some effects use OpenGL in the static effect check, in the ctor and dtor), background loading of texture data, lazy loading after first usage invoked by shortcut, etc. etc. To properly handle these cases new methods are added to EffectsHandler to make the compositing OpenGL context current. These calls delegate down into the scene. On non-OpenGL scenes they are noop, but on OpenGL they go into the backend and make the context current. In addition they ensure that Qt doesn't think that it's QOpenGLContext is current by calling doneCurrent() on the QOpenGLContext::currentContext(). This unfortunately causes an additional call to makeCurrent with a null context, but there is no other way to tell Qt - it doesn't notice when a different context is made current with low level API calls. In the multi-threaded architecture this doesn't matter as ::currentContext() returns null. A short evaluation showed that a transition to QOpenGLContext doesn't seem feasible. Qt only supports either GLX or EGL while KWin supports both and when entering the transition phase for Wayland, it would become extremely tricky if our native platform is X11, but we want a Wayland EGL context. A future solution might be to have a "KWin-QPA plugin" which uses either xcb or Wayland and hides everything from Qt. The API documentation is extended to describe when the effects-framework ensures that an OpenGL context is current. The effects are changed to make the context current in cases where it's not guaranteed. This has been done by looking for creation or deletion of GLTextures and Shaders. If there are other OpenGL usages outside the rendering loop, ctor/dtor this needs to be changed, too.
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#include <QOpenGLContext>
// system
#include <unistd.h>
namespace KWin
{
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EglOnXBackend::EglOnXBackend()
: OpenGLBackend()
, m_overlayWindow(new OverlayWindow())
, ctx(EGL_NO_CONTEXT)
, surfaceHasSubPost(0)
, m_bufferAge(0)
{
init();
// Egl is always direct rendering
setIsDirectRendering(true);
}
EglOnXBackend::~EglOnXBackend()
{
if (isFailed()) {
m_overlayWindow->destroy();
}
cleanupGL();
checkGLError("Cleanup");
Better handling for making the compositing OpenGL context current With QtQuick2 it's possible that the scene graph rendering context either lives in an own thread or uses the main GUI thread. In the latter case it's the same thread as our compositing OpenGL context lives in. This means our basic assumption that between two rendering passes the context stays current does not hold. The code already ensured that before we start a rendering pass the context is made current, but there are many more possible cases. If we use OpenGL in areas not triggered by the rendering loop but in response to other events the context needs to be made current. This includes the loading and unloading of effects (some effects use OpenGL in the static effect check, in the ctor and dtor), background loading of texture data, lazy loading after first usage invoked by shortcut, etc. etc. To properly handle these cases new methods are added to EffectsHandler to make the compositing OpenGL context current. These calls delegate down into the scene. On non-OpenGL scenes they are noop, but on OpenGL they go into the backend and make the context current. In addition they ensure that Qt doesn't think that it's QOpenGLContext is current by calling doneCurrent() on the QOpenGLContext::currentContext(). This unfortunately causes an additional call to makeCurrent with a null context, but there is no other way to tell Qt - it doesn't notice when a different context is made current with low level API calls. In the multi-threaded architecture this doesn't matter as ::currentContext() returns null. A short evaluation showed that a transition to QOpenGLContext doesn't seem feasible. Qt only supports either GLX or EGL while KWin supports both and when entering the transition phase for Wayland, it would become extremely tricky if our native platform is X11, but we want a Wayland EGL context. A future solution might be to have a "KWin-QPA plugin" which uses either xcb or Wayland and hides everything from Qt. The API documentation is extended to describe when the effects-framework ensures that an OpenGL context is current. The effects are changed to make the context current in cases where it's not guaranteed. This has been done by looking for creation or deletion of GLTextures and Shaders. If there are other OpenGL usages outside the rendering loop, ctor/dtor this needs to be changed, too.
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doneCurrent();
eglDestroyContext(dpy, ctx);
eglDestroySurface(dpy, surface);
eglTerminate(dpy);
eglReleaseThread();
if (overlayWindow()->window()) {
overlayWindow()->destroy();
}
delete m_overlayWindow;
}
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static bool gs_tripleBufferUndetected = true;
static bool gs_tripleBufferNeedsDetection = false;
void EglOnXBackend::init()
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{
if (!initRenderingContext()) {
setFailed(QStringLiteral("Could not initialize rendering context"));
return;
}
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initEGL();
if (!hasGLExtension(QByteArrayLiteral("EGL_KHR_image")) &&
(!hasGLExtension(QByteArrayLiteral("EGL_KHR_image_base")) ||
!hasGLExtension(QByteArrayLiteral("EGL_KHR_image_pixmap")))) {
setFailed(QStringLiteral("Required support for binding pixmaps to EGLImages not found, disabling compositing"));
return;
}
GLPlatform *glPlatform = GLPlatform::instance();
glPlatform->detect(EglPlatformInterface);
if (GLPlatform::instance()->driver() == Driver_Intel)
options->setUnredirectFullscreen(false); // bug #252817
options->setGlPreferBufferSwap(options->glPreferBufferSwap()); // resolve autosetting
if (options->glPreferBufferSwap() == Options::AutoSwapStrategy)
options->setGlPreferBufferSwap('e'); // for unknown drivers - should not happen
glPlatform->printResults();
initGL(EglPlatformInterface);
if (!hasGLExtension(QByteArrayLiteral("GL_OES_EGL_image"))) {
setFailed(QStringLiteral("Required extension GL_OES_EGL_image not found, disabling compositing"));
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return;
}
// check for EGL_NV_post_sub_buffer and whether it can be used on the surface
if (hasGLExtension(QByteArrayLiteral("EGL_NV_post_sub_buffer"))) {
if (eglQuerySurface(dpy, surface, EGL_POST_SUB_BUFFER_SUPPORTED_NV, &surfaceHasSubPost) == EGL_FALSE) {
EGLint error = eglGetError();
if (error != EGL_SUCCESS && error != EGL_BAD_ATTRIBUTE) {
setFailed(QStringLiteral("query surface failed"));
return;
} else {
surfaceHasSubPost = EGL_FALSE;
}
}
}
setSupportsBufferAge(false);
if (hasGLExtension(QByteArrayLiteral("EGL_EXT_buffer_age"))) {
const QByteArray useBufferAge = qgetenv("KWIN_USE_BUFFER_AGE");
if (useBufferAge != "0")
setSupportsBufferAge(true);
}
setSyncsToVBlank(false);
setBlocksForRetrace(false);
gs_tripleBufferNeedsDetection = false;
m_swapProfiler.init();
if (surfaceHasSubPost) {
qDebug() << "EGL implementation and surface support eglPostSubBufferNV, let's use it";
if (options->glPreferBufferSwap() != Options::NoSwapEncourage) {
// check if swap interval 1 is supported
EGLint val;
eglGetConfigAttrib(dpy, config, EGL_MAX_SWAP_INTERVAL, &val);
if (val >= 1) {
if (eglSwapInterval(dpy, 1)) {
qDebug() << "Enabled v-sync";
setSyncsToVBlank(true);
const QByteArray tripleBuffer = qgetenv("KWIN_TRIPLE_BUFFER");
if (!tripleBuffer.isEmpty()) {
setBlocksForRetrace(qstrcmp(tripleBuffer, "0") == 0);
gs_tripleBufferUndetected = false;
}
gs_tripleBufferNeedsDetection = gs_tripleBufferUndetected;
}
} else {
qWarning() << "Cannot enable v-sync as max. swap interval is" << val;
}
} else {
// disable v-sync
eglSwapInterval(dpy, 0);
}
} else {
/* In the GLX backend, we fall back to using glCopyPixels if we have no extension providing support for partial screen updates.
* However, that does not work in EGL - glCopyPixels with glDrawBuffer(GL_FRONT); does nothing.
* Hence we need EGL to preserve the backbuffer for us, so that we can draw the partial updates on it and call
* eglSwapBuffers() for each frame. eglSwapBuffers() then does the copy (no page flip possible in this mode),
* which means it is slow and not synced to the v-blank. */
qWarning() << "eglPostSubBufferNV not supported, have to enable buffer preservation - which breaks v-sync and performance";
eglSurfaceAttrib(dpy, surface, EGL_SWAP_BEHAVIOR, EGL_BUFFER_PRESERVED);
}
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}
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bool EglOnXBackend::initRenderingContext()
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{
dpy = eglGetDisplay(display());
if (dpy == EGL_NO_DISPLAY)
return false;
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EGLint major, minor;
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if (eglInitialize(dpy, &major, &minor) == EGL_FALSE)
return false;
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#ifdef KWIN_HAVE_OPENGLES
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eglBindAPI(EGL_OPENGL_ES_API);
#else
if (eglBindAPI(EGL_OPENGL_API) == EGL_FALSE) {
qCritical() << "bind OpenGL API failed";
return false;
}
#endif
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initBufferConfigs();
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if (!overlayWindow()->create()) {
qCritical() << "Could not get overlay window";
return false;
} else {
overlayWindow()->setup(None);
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}
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surface = eglCreateWindowSurface(dpy, config, overlayWindow()->window(), 0);
#ifdef KWIN_HAVE_OPENGLES
const EGLint context_attribs[] = {
EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE
};
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ctx = eglCreateContext(dpy, config, EGL_NO_CONTEXT, context_attribs);
#else
const EGLint context_attribs_31_core[] = {
EGL_CONTEXT_MAJOR_VERSION_KHR, 3,
EGL_CONTEXT_MINOR_VERSION_KHR, 1,
EGL_NONE
};
const EGLint context_attribs_legacy[] = {
EGL_NONE
};
const QByteArray eglExtensions = eglQueryString(dpy, EGL_EXTENSIONS);
const QList<QByteArray> extensions = eglExtensions.split(' ');
// Try to create a 3.1 core context
if (options->glCoreProfile() && extensions.contains("EGL_KHR_create_context"))
ctx = eglCreateContext(dpy, config, EGL_NO_CONTEXT, context_attribs_31_core);
if (ctx == EGL_NO_CONTEXT)
ctx = eglCreateContext(dpy, config, EGL_NO_CONTEXT, context_attribs_legacy);
#endif
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if (ctx == EGL_NO_CONTEXT) {
qCritical() << "Create Context failed";
return false;
}
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if (eglMakeCurrent(dpy, surface, surface, ctx) == EGL_FALSE) {
qCritical() << "Make Context Current failed";
return false;
}
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qDebug() << "EGL version: " << major << "." << minor;
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EGLint error = eglGetError();
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if (error != EGL_SUCCESS) {
qWarning() << "Error occurred while creating context " << error;
return false;
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}
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return true;
}
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bool EglOnXBackend::initBufferConfigs()
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{
const EGLint config_attribs[] = {
EGL_SURFACE_TYPE, EGL_WINDOW_BIT|EGL_SWAP_BEHAVIOR_PRESERVED_BIT,
EGL_RED_SIZE, 1,
EGL_GREEN_SIZE, 1,
EGL_BLUE_SIZE, 1,
EGL_ALPHA_SIZE, 0,
#ifdef KWIN_HAVE_OPENGLES
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
#else
EGL_RENDERABLE_TYPE, EGL_OPENGL_BIT,
#endif
EGL_CONFIG_CAVEAT, EGL_NONE,
EGL_NONE,
};
EGLint count;
EGLConfig configs[1024];
if (eglChooseConfig(dpy, config_attribs, configs, 1024, &count) == EGL_FALSE) {
qCritical() << "choose config failed";
return false;
}
Xcb::WindowAttributes attribs(rootWindow());
if (!attribs) {
qCritical() << "Failed to get window attributes of root window";
return false;
}
config = configs[0];
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for (int i = 0; i < count; i++) {
EGLint val;
if (eglGetConfigAttrib(dpy, configs[i], EGL_NATIVE_VISUAL_ID, &val) == EGL_FALSE) {
qCritical() << "egl get config attrib failed";
}
if (uint32_t(val) == attribs->visual) {
config = configs[i];
break;
}
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}
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return true;
}
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void EglOnXBackend::present()
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{
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if (lastDamage().isEmpty())
return;
const QRegion displayRegion(0, 0, displayWidth(), displayHeight());
const bool fullRepaint = supportsBufferAge() || (lastDamage() == displayRegion);
if (fullRepaint || !surfaceHasSubPost) {
if (gs_tripleBufferNeedsDetection) {
eglWaitGL();
m_swapProfiler.begin();
}
// the entire screen changed, or we cannot do partial updates (which implies we enabled surface preservation)
eglSwapBuffers(dpy, surface);
if (gs_tripleBufferNeedsDetection) {
eglWaitGL();
if (char result = m_swapProfiler.end()) {
gs_tripleBufferUndetected = gs_tripleBufferNeedsDetection = false;
if (result == 'd' && GLPlatform::instance()->driver() == Driver_NVidia) {
// TODO this is a workaround, we should get __GL_YIELD set before libGL checks it
if (qstrcmp(qgetenv("__GL_YIELD"), "USLEEP")) {
options->setGlPreferBufferSwap(0);
eglSwapInterval(dpy, 0);
qWarning() << "\nIt seems you are using the nvidia driver without triple buffering\n"
"You must export __GL_YIELD=\"USLEEP\" to prevent large CPU overhead on synced swaps\n"
"Preferably, enable the TripleBuffer Option in the xorg.conf Device\n"
"For this reason, the tearing prevention has been disabled.\n"
"See https://bugs.kde.org/show_bug.cgi?id=322060\n";
}
}
setBlocksForRetrace(result == 'd');
}
}
if (supportsBufferAge()) {
eglQuerySurface(dpy, surface, EGL_BUFFER_AGE_EXT, &m_bufferAge);
}
} else {
// a part of the screen changed, and we can use eglPostSubBufferNV to copy the updated area
foreach (const QRect & r, lastDamage().rects()) {
eglPostSubBufferNV(dpy, surface, r.left(), displayHeight() - r.bottom() - 1, r.width(), r.height());
}
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}
setLastDamage(QRegion());
if (!supportsBufferAge()) {
eglWaitGL();
xcb_flush(connection());
}
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}
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void EglOnXBackend::screenGeometryChanged(const QSize &size)
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{
Q_UNUSED(size)
// TODO: base implementation in OpenGLBackend
// The back buffer contents are now undefined
m_bufferAge = 0;
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}
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SceneOpenGL::TexturePrivate *EglOnXBackend::createBackendTexture(SceneOpenGL::Texture *texture)
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{
return new EglTexture(texture, this);
}
QRegion EglOnXBackend::prepareRenderingFrame()
{
QRegion repaint;
if (gs_tripleBufferNeedsDetection) {
// the composite timer floors the repaint frequency. This can pollute our triple buffering
// detection because the glXSwapBuffers call for the new frame has to wait until the pending
// one scanned out.
// So we compensate for that by waiting an extra milisecond to give the driver the chance to
// fllush the buffer queue
usleep(1000);
}
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present();
if (supportsBufferAge())
repaint = accumulatedDamageHistory(m_bufferAge);
startRenderTimer();
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eglWaitNative(EGL_CORE_NATIVE_ENGINE);
return repaint;
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}
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void EglOnXBackend::endRenderingFrame(const QRegion &renderedRegion, const QRegion &damagedRegion)
{
if (damagedRegion.isEmpty()) {
setLastDamage(QRegion());
// If the damaged region of a window is fully occluded, the only
// rendering done, if any, will have been to repair a reused back
// buffer, making it identical to the front buffer.
//
// In this case we won't post the back buffer. Instead we'll just
// set the buffer age to 1, so the repaired regions won't be
// rendered again in the next frame.
if (!renderedRegion.isEmpty())
glFlush();
m_bufferAge = 1;
return;
}
setLastDamage(renderedRegion);
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if (!blocksForRetrace()) {
// This also sets lastDamage to empty which prevents the frame from
// being posted again when prepareRenderingFrame() is called.
present();
} else {
// Make sure that the GPU begins processing the command stream
// now and not the next time prepareRenderingFrame() is called.
glFlush();
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}
if (overlayWindow()->window()) // show the window only after the first pass,
overlayWindow()->show(); // since that pass may take long
// Save the damaged region to history
if (supportsBufferAge())
addToDamageHistory(damagedRegion);
}
Better handling for making the compositing OpenGL context current With QtQuick2 it's possible that the scene graph rendering context either lives in an own thread or uses the main GUI thread. In the latter case it's the same thread as our compositing OpenGL context lives in. This means our basic assumption that between two rendering passes the context stays current does not hold. The code already ensured that before we start a rendering pass the context is made current, but there are many more possible cases. If we use OpenGL in areas not triggered by the rendering loop but in response to other events the context needs to be made current. This includes the loading and unloading of effects (some effects use OpenGL in the static effect check, in the ctor and dtor), background loading of texture data, lazy loading after first usage invoked by shortcut, etc. etc. To properly handle these cases new methods are added to EffectsHandler to make the compositing OpenGL context current. These calls delegate down into the scene. On non-OpenGL scenes they are noop, but on OpenGL they go into the backend and make the context current. In addition they ensure that Qt doesn't think that it's QOpenGLContext is current by calling doneCurrent() on the QOpenGLContext::currentContext(). This unfortunately causes an additional call to makeCurrent with a null context, but there is no other way to tell Qt - it doesn't notice when a different context is made current with low level API calls. In the multi-threaded architecture this doesn't matter as ::currentContext() returns null. A short evaluation showed that a transition to QOpenGLContext doesn't seem feasible. Qt only supports either GLX or EGL while KWin supports both and when entering the transition phase for Wayland, it would become extremely tricky if our native platform is X11, but we want a Wayland EGL context. A future solution might be to have a "KWin-QPA plugin" which uses either xcb or Wayland and hides everything from Qt. The API documentation is extended to describe when the effects-framework ensures that an OpenGL context is current. The effects are changed to make the context current in cases where it's not guaranteed. This has been done by looking for creation or deletion of GLTextures and Shaders. If there are other OpenGL usages outside the rendering loop, ctor/dtor this needs to be changed, too.
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bool EglOnXBackend::makeCurrent()
{
if (QOpenGLContext *context = QOpenGLContext::currentContext()) {
// Workaround to tell Qt that no QOpenGLContext is current
context->doneCurrent();
}
const bool current = eglMakeCurrent(dpy, surface, surface, ctx);
return current;
}
void EglOnXBackend::doneCurrent()
{
eglMakeCurrent(dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
}
bool EglOnXBackend::usesOverlayWindow() const
{
return true;
}
OverlayWindow* EglOnXBackend::overlayWindow()
{
return m_overlayWindow;
}
/************************************************
* EglTexture
************************************************/
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EglTexture::EglTexture(KWin::SceneOpenGL::Texture *texture, KWin::EglOnXBackend *backend)
: SceneOpenGL::TexturePrivate()
, q(texture)
, m_backend(backend)
, m_image(EGL_NO_IMAGE_KHR)
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{
m_target = GL_TEXTURE_2D;
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}
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EglTexture::~EglTexture()
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{
if (m_image != EGL_NO_IMAGE_KHR) {
eglDestroyImageKHR(m_backend->dpy, m_image);
}
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}
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OpenGLBackend *EglTexture::backend()
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{
return m_backend;
}
void EglTexture::findTarget()
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{
if (m_target != GL_TEXTURE_2D) {
m_target = GL_TEXTURE_2D;
}
}
bool EglTexture::loadTexture(const Pixmap &pix, const QSize &size, int depth)
{
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Q_UNUSED(depth)
if (pix == None)
return false;
glGenTextures(1, &m_texture);
q->setWrapMode(GL_CLAMP_TO_EDGE);
q->setFilter(GL_LINEAR);
q->bind();
const EGLint attribs[] = {
EGL_IMAGE_PRESERVED_KHR, EGL_TRUE,
EGL_NONE
};
m_image = eglCreateImageKHR(m_backend->dpy, EGL_NO_CONTEXT, EGL_NATIVE_PIXMAP_KHR,
(EGLClientBuffer)pix, attribs);
if (EGL_NO_IMAGE_KHR == m_image) {
qDebug() << "failed to create egl image";
q->unbind();
q->discard();
return false;
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}
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES)m_image);
q->unbind();
checkGLError("load texture");
q->setYInverted(true);
m_size = size;
updateMatrix();
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return true;
}
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void KWin::EglTexture::onDamage()
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{
if (options->isGlStrictBinding()) {
// This is just implemented to be consistent with
// the example in mesa/demos/src/egl/opengles1/texture_from_pixmap.c
eglWaitNative(EGL_CORE_NATIVE_ENGINE);
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, (GLeglImageOES) m_image);
}
GLTexturePrivate::onDamage();
}
} // namespace