Martin Gräßlin
d31e9e88b4
Rename abstract_backend.(h|cpp) to platform.(h|cpp)
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Reviewers: #plasma
Subscribers: plasma-devel
Projects: #plasma
Differential Revision: https://phabricator.kde.org/D1340
2016-04-07 16:18:12 +02:00
Martin Gräßlin
10632f09ca
Rename AbstractBackend to Platform
2016-04-07 16:18:12 +02:00
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2016-03-05 09:55:50 +00:00
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2016-03-04 12:10:05 +00:00
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2016-03-03 13:12:24 +00:00
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2016-03-01 13:09:20 +00:00
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2016-01-12 12:09:37 +00:00
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2015-12-29 11:30:35 +00:00
Martin Gräßlin
2e191bb751
[backends/virtual] Fix include guards
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Kudos to kbroulik for telling me, that I cannot copy'n'paste.
2015-12-10 15:19:19 +01:00
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2015-11-26 15:58:56 +00:00
Martin Gräßlin
b1914b4b2c
Add pure virtual OpenGLBackend::init() method
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All backends already have an init method so far called from the ctor.
This change moves the call to init out of the OpenGL backends and makes
it the responsibility of the creating code to also call init on the
backend.
This change makes it easier to have virtual methods being called during
the initialization.
2015-11-26 08:33:07 +01:00
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2015-11-25 18:20:33 +00:00
Martin Gräßlin
01451eea36
Revert "Handle conflicts between epoxy and manually resolved function pointers"
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This reverts commit ac1dbac8b1
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2015-11-17 14:58:59 +01:00
Martin Gräßlin
6d96b8c4af
Move egl context creation into AbstractEglContext
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Code was more or less copied into each backend, so it's better to
have a shared implementation.
2015-11-16 09:08:14 +01:00
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2015-11-13 10:44:04 +00:00
Martin Gräßlin
ac1dbac8b1
Handle conflicts between epoxy and manually resolved function pointers
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For the functions from GL_FOO_robustness we want to resolve it by
ourselves in order to add a custom implementation if it's not available.
Unfortunately once epoxy.h is included this breaks as epoxy defines the
names and so through the preprocessor epoxy always wins.
So we need different names: all functions from robustness get a "kwin"
prefix and the usage is changed everywhere in kwin source code.
REVIEW: 125883
2015-11-11 08:04:29 +01:00
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2015-11-06 12:18:24 +00:00
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2015-11-04 17:27:21 +00:00
Martin Gräßlin
14d943caea
Runtime depend on GLES in all egl backends
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As we don't have GLPLatform before the backend is fully created
the AbstractEglBackend has a new method isOpenGLES() -> bool
which determines based on QOpenGLContext::openGLModuleType().
2015-11-03 09:29:31 +01:00
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2015-11-02 11:12:07 +00:00
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2015-10-25 10:45:05 +00:00
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2015-10-18 11:06:54 +00:00
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2015-10-15 11:59:46 +00:00
Martin Gräßlin
5558d62220
[backends/virtual] Add possibility to have multiple virtual screens
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Very basic: all screens have same size and are ordered from left to
right. It's mostly meant to allow easy test cases with multi-screen.
The quick tiling test demonstrates how it's used.
2015-10-14 16:38:17 +02:00
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2015-10-13 12:48:07 +00:00
Martin Gräßlin
a025791d7b
[backends/virtual] Add a virtual rendering OpenGLBackend
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The backend is based on drm's gbm backend and also uses the GBM
platform, but with the default display allowing the driver to pick
a device. In addition it doesn't use a surface, but a surfaceless
context with a framebuffer object to render to. Given that it diverged
too much from drm's backend to allow more code sharing.
If KWin is started from a tty it gets a proper driver, if KWin is started
in a X11 session it only gets llvmpipe. Given that there is a chance that
the autotests using the virtual backend will fail. In that case a follow
up patch will enforce either O2 or Q.
2015-10-08 16:12:09 +02:00
Martin Gräßlin
2e888da70e
[backends/virtual] Move save screenshot functionality to the backend
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Allows code reusability when adding an OpenGL backend.
2015-10-08 15:53:03 +02:00
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2015-10-05 10:23:58 +00:00
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2015-10-04 10:50:57 +00:00
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2015-10-03 11:20:49 +00:00
Martin Gräßlin
bfa9646d1d
[wayland] Add a virtual framebuffer backend
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A new backend which doesn't present the rendered output. It uses a
QPainter scene, renders to a QImage but doesn't present it anywhere.
Thus a real virtual backend.
By exporting the environment variable KWIN_WAYLAND_VIRTUAL_SCREENSHOTS
the backend creates a temporary dir, prints the path to std-out and
saves each rendered frame into that directory. Of course with exit it
will be deleted again.
2015-10-02 10:58:33 +02:00