Commit graph

17 commits

Author SHA1 Message Date
Martin Gräßlin
330d40f425 Fix no cast to/from ASCII intrduced issues
* "" needs to be wrapped in QStringLiteral
* QString::fromUtf8 needed for const char* and QByteArray
* QByteArray::constData() needed to get to the const char*
2013-07-24 09:58:33 +02:00
Thomas Lübking
6c998fc668 manage triple buffering
REVIEW: 110556
2013-06-05 14:10:59 +02:00
Fredrik Höglund
7a99b8c0ef kwin: Add GLTexture::matrix()
This method returns a matrix that transforms normalized or un-normalized
texture coordinates, taking the texture target and y-inversion flag into
account.
2013-05-28 16:35:36 +02:00
Thomas Lübking
9446abc696 hasWaitSync -> blocksForRetrace and syncsToVBlank
since that's not the same.
also autodetect triple buffering

REVIEW: 109783
2013-05-20 16:09:27 +02:00
Fredrik Höglund
55a8e68a4c kwin/egl: Try to create an OpenGL 3.1 core context 2013-05-08 18:33:01 +02:00
Fredrik Höglund
e9c5ab8c91 kwin/egl: whitespace 2013-05-08 18:33:01 +02:00
Martin Gräßlin
4351d6ce44 Cleanup and reorder includes in toplevel.h
REVIEW: 110202
2013-04-26 12:33:44 +02:00
Ralf Jung
84c904d6f9 EGL backend: Check if implementation supports swap interval of 1 before setting it
REVIEW: 110023
2013-04-16 19:00:52 +02:00
Ralf Jung
e4ff1678ef Fix v-sync in the EGL backend
REVIEW: 109452
2013-03-26 21:08:38 +01:00
Fredrik Höglund
00c0ad05d3 kwin: Require Xcomposite 0.3 for OpenGL compositing
Remove support for OpenGL compositing without using a composite
overlay window. With this change kwin now also requires a
double-buffered framebuffer configuration.
2013-03-17 18:28:46 +01:00
Martin Gräßlin
600b3e3b91 Xcb port for egl backend
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
2013-03-15 07:56:25 +01:00
Ralf Jung
3a6d55b16e Get rid of the unreliable lastMask in the GL backend
REVIEW: 109396
2013-03-12 11:55:28 +01:00
Thomas Lübking
9aef5b85a0 support a permanent glSwapBuffer
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
2013-03-05 19:24:30 +01:00
Martin Gräßlin
b8dcc04373 Do not abort EGL backend creation if EGL_NV_post_sub_buffer isn't supported
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
2013-02-20 08:03:02 +01:00
Fredrik Höglund
e578676f42 kwin: Rename flushBuffer() to present()
This function doesn't flush any buffered commands, it presents or posts
the color buffer to the surface to which the GL context is bound.
2012-10-29 21:31:17 +01:00
Martin Gräßlin
a401558a43 Provide OpenGL over Egl
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
2012-10-04 17:17:01 +02:00
Martin Gräßlin
6152cc4fa5 Split out the windowing system related part of SceneOpenGL
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.
2012-09-16 21:28:05 +02:00
Renamed from scene_opengl_egl.cpp (Browse further)