Commit graph

8 commits

Author SHA1 Message Date
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
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
Fredrik Höglund
96ed29497c kwin: Simplify GLXBackend::initBufferConfigs()
Use glXChooseFBConfig() instead of glXGetFBConfigs(), and prefer
the first usable configuration instead of the last.

Also rename initBufferConfigs() to initFbConfig().
2013-03-17 18:13:36 +01:00
Fredrik Höglund
e393cc9069 kwin: Rename some variables in GLXBackend
ctxbuffer       → ctx
glxbuffer       → glxDrawable
buffer          → drawable
fbcbuffer       → fbconfig
fbcbuffer_db    → fbconfig_db
fbcbuffer_nondb → fbconfig_nondb
2013-03-17 17:53:38 +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
Ralf Jung
96bc979ca8 Fix buffer swap prototypes
BUG: 309647
REVIEW: 107302
2012-11-18 12:50:31 +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
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