Commit graph

12 commits

Author SHA1 Message Date
Xaver Hugl
586efe94d4 platforms/drm: Introduce DrmPipeline
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.
2021-07-10 21:18:33 +02:00
Xaver Hugl
ee4b4fc9a3 platforms/drm: refactor presentation in gbm backend 2021-07-10 20:13:01 +02:00
Xaver Hugl
da71d218c8 platforms/drm: refactor the gbm surface 2021-07-10 20:13:01 +02:00
Xaver Hugl
80a7362efc platforms/drm: refactor post processing bits
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
2021-06-22 16:35:42 +00:00
Xaver Hugl
cfd7af0179 platforms/drm: support NVidia as secondary GPU with CPU copy
BUG: 431062
2021-06-07 09:23:06 +02:00
Xaver Hugl
7de0f1f2ad platforms/drm: CPU copy for multi-gpu
Not all GPUs can scan out linear buffers, so if import with a dmabuf
fails manually copy the data into a non-linear gbm buffer instead.

BUG: 432707
2021-05-18 14:54:05 +02:00
Vlad Zahorodnii
0f2f69ad7c Decouple window pixmaps from scene windows
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.
2021-05-18 09:11:24 +00:00
Aleix Pol
b82840d7e0 drm: Don't call virtual methods from a parent class destructor
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.
2021-04-20 13:02:46 +02:00
Xaver Hugl
50f03ac6dc platforms/drm: improve buffer handling with GbmBuffer 2021-04-06 23:18:25 +02:00
Vlad Zahorodnii
2ade92d69b platform: Make OpenGLBackend::scanout take SurfaceItem
This allows removing SurfaceInterface::trackedDamage().
2021-03-31 13:56:55 +00:00
Xaver Hugl
c737fde3da DRM: Use QSharedPointer 2021-03-23 15:47:59 +00:00
Vlad Zahorodnii
93e0265e4e Move source code to src/ directory
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_gbm_backend.h (Browse further)