b38bb416 introduced flicker when restarting compositing because the
DrmGpu::findWorkingCombination method usually creates new buffers for
the commit, without rendering into them. Instead of that, re-use
existing buffers where possible
In order to accomodate crtc or primary plane changes on outputs we
need to dynamically recreate rendering resources with EglStreams as
the stream is tied to the crtc or plane currently in use.
When the last output gets disconnected, create a virtual output as a
placeholder until we have access to a physical output again. While
this placecholder never gets rendered to, with virtual outputs in
general that is possible (with gbm and qpainter atm) and can be done
for future use cases like wireless displays.
CCBUG: 420160
CCBUG: 438839
The main motivation behind the split is to simplify client buffer code
and allow adding new features easier, for example referencing the shm
pool when a shm buffer is destroyed, or monitoring for readable linux
dmabuf file descriptors, etc.
Also, a referenced ClientBuffer cannot be destroyed, unlike the old
BufferInterface.
DrmPipeline is now what contains all the thing related to drm calls,
instead of DrmOutput. This allows for some more flexibility and tidies
the code up a bit. Additionally instead of rolling back changes if
presentation fails, changes are directly tested with atomic test only
commits.
If a wl_eglstream buffer is attached to a surface, but then later a different
type of buffer, such as a dmabuf, is attached to the same surface, kwin will
mistakenly keep trying to acquire frames from the EGLStream associated with the
previous buffer. This can happen if an Xwayland window is made full-screen
causing it to switch to the flipping presentation path, for instance. The
result is that the window contents will no longer be updated.
Instead, the eglstream backend's loadTexture and updateTexture functions should
first pass the buffer to eglCreateStreamAttribNV. If it fails with
EGL_BAD_STREAM_KHR, that indicates it is indeed a wl_eglstream, and that we've
already associated a server-side EGLStream with it in attachStreamConsumer, so
we can proceed as usual. If it fails with EGL_BAD_ACCESS, though, that
indicates it is not a wl_eglstream and we should fall back to the parent class
which handles attaching other buffer types. If it doesn't fail at all, that
means the client tried to attach a new wl_eglstream to a surface without first
attaching the stream consumer. There's not really a great way to handle this,
so just re-use the previous EGLStream.
Putting the OpenGL post processing rotation into its own class cleans
the EglGbmBackend code up a bit and adds post processing rotation for
the EglStreamBackend
One of the scene redesign goals is to make wayland surface items
re-usable. So we have the same rendering path for drag-and-drop icons,
software cursors, and window surfaces.
The biggest issue at the moment is that window pixmaps are tightly
coupled with scene windows.
This change de-couples window pixmaps from scene windows. In order to
achieve that, some architecture changes were made.
The WindowPixmap class was replaced with the SurfacePixmap class. A
surface pixmap is created by a surface item.
Under the hood, a SurfacePixmap will create a PlatformSurfaceTexture
object, which contains all the information necessary for the renderer.
The SceneOpenGLTexture class was removed. However, the GLX and the EGL
on X11 backends still mess with GLTexture's internals.
We'd be relying on AbstractEglDrmBackend on calling cleanup but we'd be
doing it when cleanupSurfaces cannot be reached out anymore, turning it
into a half-baked cleanup.
Instead call cleanup from the leaf class destructors.
Once in a while, we receive complaints from other fellow KDE developers
about the file organization of kwin. This change addresses some of those
complaints by moving all of source code in a separate directory, src/,
thus making the project structure more traditional. Things such as tests
are kept in their own toplevel directories.
This change may wreak havoc on merge requests that add new files to kwin,
but if a patch modifies an already existing file, git should be smart
enough to figure out that the file has been relocated.
We may potentially split the src/ directory further to make navigating
the source code easier, but hopefully this is good enough already.
2021-02-10 15:31:43 +00:00
Renamed from plugins/platforms/drm/egl_stream_backend.h (Browse further)