This method returns a matrix that transforms normalized or un-normalized
texture coordinates, taking the texture target and y-inversion flag into
account.
Remove support for OpenGL compositing without using a composite
overlay window. With this change kwin now also requires a
double-buffered framebuffer configuration.
Noticed this one during test compile against Qt5 as QX11Info is no longer
exposing appVisual. Using the visual from root window which works just
fine for this use case.
REVIEW: 109411
either by
- forcing fullrepaints unconditionally
- turning a repaint to a full one beyond a threshhold
- completing the the backbuffer from the frontbuffer after the paint
BUG: 307965
FIXED-IN: 4.10
REVIEW: 107198
In case the extension is not present eglQuerySurface returns EGL_FALSE
when querying for EGL_POST_SUB_BUFFER_SUPPORTED_NV and sets an
EGL_BAD_ATTRIBUTE error state. If this is the case it's not an error we
should abort on, but one we should ignore as it's the same as extension
not supported.
BUG: 315114
FIXED: 4.10.1
The Egl backend is decoupled from the OpenGL ES build option which makes
it possible to use it as a replacement for glx.
To make this possible a new build flag is added when egl is available at
compile time and any egl specific code is now ifdefed with this flag
instead of the gles flag. In addition at runtime a windowing system enum
value is passed to the various detect methods to have egl/glx specific
detection for e.g. function pointer resolving.
By default egl is used if compiled with OpenGL ES, otherwise glx is used.
But in the non-gles case the windowing system can be selected through the
new environment variable KWIN_OPENGL_INTERFACE. Setting this variable to
"egl" the EglOnXBackend is used.
REVIEW: 106632
The handling for creating and managing the OpenGL context is
split out of the SceneOpenGL into the abstract OpenGLBackend
and it's two subclasses GlxBackend and EglOnXBackend.
The backends take care of creating the OpenGL context on the
windowing system, e.g. on glx an OpenGL context on the overlay
window is created and in the egl case an EGL context is created.
This means that the SceneOpenGL itself does not have to care
about the specific underlying infrastructure.
Furthermore the backend provides the Textures for the specific
texture from pixmap operations. For that in each of the backend
files an additional subclass of the TexturePrivate is defined.
These subclasses hold the EglImage and GLXPixmap respectively.
The backend is able to create such a private texture and for
that the ctor of the Texture is changed to take the backend as
a parameter and the Scene provides a factory method for
creating Textures. To make this work inside Window the Textures
are now hold as pointers which seems a better choice anyway as
to the member functions pointers are passed.