Commit graph

286 commits

Author SHA1 Message Date
Vlad Zahorodnii
2fe102768a Remove QPainterBackend::needsFullRepaint()
A better alternative is to return the damage region in the beginFrame()
function. This way, the render backend can force full screen repaints or
indicate what parts of the buffer needs to be repainted (for buffer age)
2021-07-24 14:54:17 +03:00
Vlad Zahorodnii
4abbb6f0d6 Make OpenGLBackend and QPainterBackend QObjects
Almost all their subclasses are QObjects. This simplifies the class
hierarchy by making OpenGLBackend and QPainterBackend qobjects.
2021-07-24 11:30:13 +03:00
Vlad Zahorodnii
d543c0dff6 Remove unused mask param in QPainterBackend::endFrame()
It is unused and it is not a good idea to pass Scene's mask to the
render backend as it results in higher coupling between Platform and
Scene.
2021-07-23 20:42:59 +00:00
Vlad Zahorodnii
85654236d7 Fix build 2021-07-23 18:45:54 +03:00
Vlad Zahorodnii
964c487d4f wayland: Switch to ClientBuffer
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.
2021-07-23 15:33:38 +00:00
Vlad Zahorodnii
f431b6ad96 wayland: Cache last surface-to-buffer matrix
If window quads need to be generated after the wl_surface is destroyed,
the SurfaceItemWayland::mapToBuffer() function will return wrong values.

In order to fix that, we need to store the last surface-to-buffer matrix
in SurfaceItem.
2021-07-22 06:26:00 +00:00
l10n daemon script
f14350e1bb SVN_SILENT made messages (.desktop file) - always resolve ours
In case of conflict in i18n, keep the version of the branch "ours"
To resolve a particular conflict, "git checkout --ours path/to/file.desktop"
2021-07-20 01:17:06 +00:00
Xaver Hugl
97f8bfac5c platforms/drm: where necessary, disconnect CRTCs after VT switch 2021-07-16 17:19:26 +02:00
Xaver Hugl
f9f474d7e4 platforms/drm: fix property updating
A wrong index caused some properties to contain wrong values
2021-07-16 16:34:40 +02:00
Xaver Hugl
afcef2a6f8 platforms/drm: fix crash with secondary GPUs and buffer age
CCBUG: 433107
2021-07-15 11:42:57 +00:00
Aleix Pol
23129c09ce SceneOpenGL2::paintCursor make sure the OpenGL context is current
Instead of painting right away when Cursors::currentCursorChanged is
emitted, mark as dirty and call again when paintCursor is called.

BUG: 439134
2021-07-12 13:15:29 +00:00
Xaver Hugl
2977ae8e37 platforms/drm: don't take the rotation property for granted
Should fix the crash on the pinephone
2021-07-12 14:28:38 +02:00
Xaver Hugl
3c28a78956 Fix build 2021-07-10 23:54:08 +02:00
Xaver Hugl
303132ae0f platforms/drm: update plane properties before updating outputs
Seems like some drivers change the properties in the time it takes to
initialize the scene
2021-07-10 21:18:37 +02:00
Xaver Hugl
b23dfd55ac platforms/drm: optimize cursor setting 2021-07-10 21:18:37 +02:00
Xaver Hugl
5ad0d18476 platforms/drm: update properties on VT switch and failing commits 2021-07-10 21:18:37 +02:00
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
92726372f4 platforms/drm: simplify deleted output handling 2021-07-10 20:13:01 +02:00
Xaver Hugl
c89961a4e2 platforms/drm: save modelist in DrmConnector 2021-07-10 20:13:01 +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
Aleix Pol
eb62dbb9c5 Allow the KScreenEffect to work on Wayland
Makes it possible for wayland systems to show a dimming effect when a
display dpms is off.
2021-07-09 12:39:42 +02:00
Aleix Pol
1012adeaf7 Add support to DPMS to the Wayland Backend
Moves the DpmsInputEventFilter to libkwin, so that it can be used by
other backends other than DRM.
This mostly helps develop features around DPMS.
2021-07-09 02:41:26 +02:00
Xaver Hugl
caa8c8fd45 platforms/drm: always populate atomic req with connector props
If we don't then overscan and underscan are never applied
2021-07-08 16:14:25 +00:00
Xaver Hugl
4d8ae93f06 platforms/drm: fix underscan
The enums belong to "underscan", not to "underscan hborder".
The aspect ratio also needed correction
2021-07-08 16:14:25 +00:00
Vlad Zahorodnii
4ebe5d32b4 scene: Introduce z-property
This allows placing child items below their parent item by setting
negative Z values.
2021-07-08 06:55:38 +00:00
Xaver Hugl
a1847f77f1 platforms/drm: only show cursor on dpms on if not hidden
While always calling showCursor isn't a problem for when there's no
pointing device as the cursor image is empty in that case, it can
cause a temporarily stuck cursor image when it's supposed to be
hidden because of touch input
2021-07-07 21:05:49 +02:00
Xaver Hugl
925ff96401 platforms/drm: support underscan 2021-07-07 15:03:39 +02:00
Vlad Zahorodnii
95adc883aa scenes/opengl: Use GL_LINEAR also on X11
We've been using GL_LINEAR on Wayland for a couple of years, and it has
caused us no issues. For the consistency sake, let's do the same on X11.
2021-07-06 12:34:59 +00:00
Aleix Pol
d706d98e86 cursor: remove unused attribute 2021-07-05 13:23:03 +00:00
Erik Kurzinger
770875a76e platforms/drm: check wl_eglstream buffers before attaching
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.
2021-07-05 11:13:24 +00:00
Vlad Zahorodnii
a1c6e2584a x11: Re-use Qt's EGLDisplay
This is to ensure that both kwin and Qt use the same EGLDisplay. Note
that the native context handle can have no display, however it's very
unlikely to happen.
2021-07-05 09:14:09 +00:00
Vlad Zahorodnii
9f6b5ea44f x11: Call eglGetPlatformDisplayEXT() without attrs
There are EGL implementations that will refuse to create a context if
the share context belongs to other EGLDisplay. Currently, that's the
case on some platforms.

If eglGetPlatformDisplayEXT() is called with the same parameters, it'll
return the same EGLDisplay. The main motivation behind this change is to
ensure that both kwin and Qt share the same EGLDisplay, QtXCB calls
eglGetPlatformDisplayEXT() without any additional args.

If EGL_PLATFORM_X11_SCREEN_EXT is not specified via attrs, the EGL
implementation will use the default screen, which is the same as
m_x11ScreenNumber.
2021-07-05 09:14:09 +00:00
l10n daemon script
f53cf9d71e SVN_SILENT made messages (.desktop file) - always resolve ours
In case of conflict in i18n, keep the version of the branch "ours"
To resolve a particular conflict, "git checkout --ours path/to/file.desktop"
2021-06-30 01:21:12 +00:00
David Redondo
b4150e3eb5 Fix build 2021-06-29 10:32:06 +02:00
Xaver Hugl
2ecce63d93 platforms/drm: don't crash if drmModeGetConnector fails
I don't think this is the cause of 439208, where it's likely only a
side effect of some other issue; should be guarded against anyways.

CCBUG: 439208
2021-06-28 20:13:36 +00:00
l10n daemon script
a333b87f74 SVN_SILENT made messages (.desktop file) - always resolve ours
In case of conflict in i18n, keep the version of the branch "ours"
To resolve a particular conflict, "git checkout --ours path/to/file.desktop"
2021-06-28 01:30:05 +00:00
Xaver Hugl
6260c03548 platforms/drm: don't create modeset dumb buffer for import gpu
When the EglStreamBackend is used for the secondary GPU we don't need
the modesetting dumb buffer.
2021-06-25 10:08:36 +00:00
Xaver Hugl
7e96f09670 platforms/drm: use correct size for soft rotation 2021-06-25 00:46:32 +02:00
Vlad Zahorodnii
172c541cad x11: Use global share context
This is needed to share window thumbnails between kwin's scene graph and
qtquick.
2021-06-23 17:45:48 +03:00
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
Vlad Zahorodnii
2b8453abb8 platforms/x11: Port away from GLTexture::discard()
Currently, if discard() is called, kwin will crash because
EglPixmapTexture does not override the discard method.

In principle, neither GlxPixmapTexture nor EglPixmapTexture should mess
around with internals of the GLTexture class. It is better to have a
wrapper texture with a bind method, which will re-bind the pixmap to the
opengl texture if necessary.
2021-06-22 08:25:50 +00:00
Vlad Zahorodnii
3b8b87a663 scenes/opengl: Update unstyled EffectFrame texture only when rendering
When the EffectFrame is created, there may not be any opengl context
current.
2021-06-22 09:58:31 +03:00
Xaver Hugl
9194c0c974 platforms/drm: some improvements for logging 2021-06-21 17:57:36 +02:00
Xaver Hugl
7552b53066 partially revert 2742e5b422
It seems like without a surface creation of the scene fails somehow. At
least until the exact problem is solved, update outputs for EglStream
gpus before creating the EglStreamBackend.

BUG: 438363
2021-06-21 14:49:44 +02:00
Xaver Hugl
0223136712 platforms/drm: fix mistake in DrmGbmBuffer
When gbm_bo_get_handle_for_plane isn't supported or doesn't work we'd be
passing the buffer format as its handle to drmModeAddFB(2).
2021-06-20 18:47:10 +02:00
Alexander Lohnau
e170c3be7d
Use K_PLUGIN_CLASS_WITH_JSON instead of K_EXPORT_KPACKAGE_PACKAGE_WITH_JSON
Task: https://phabricator.kde.org/T14542
2021-06-19 07:12:52 +02:00
Xaver Hugl
b33fef02f5 platforms/drm: show cursor when exiting dpms
BUG: 438824
2021-06-18 14:10:22 +00:00
Xaver Hugl
250169ff84 platforms/drm: make context current without outputs in eglstream 2021-06-15 23:21:08 +02:00
Vlad Zahorodnii
2ab70d0674 scenes/opengl: Clean up includes 2021-06-14 16:19:48 +03:00
Vlad Zahorodnii
1c94e1bfc4 scenes/opengl: Move out X11 explicit sync
This moves X11 specific code to a better place, which allows us make
item rendering code less platform specific and easier to change.
2021-06-14 13:14:54 +00:00
Vlad Zahorodnii
38f6494b2c scene/opengl: Remove unused includes 2021-06-14 12:20:37 +03:00
Vlad Zahorodnii
5339b1a9d7 scene: Move item preprocessing to scene
We no longer use window pixmaps to get the shape and the opaque regions,
so preprocess() can be called now only if we are about to paint the item.
2021-06-14 07:56:02 +00:00
Vlad Zahorodnii
49744cfc53 scene: Improve window quad management
At the moment, we handle window quads inefficiently. Window quads from
all items are merged into a single list just to be broken up again.

This change removes window quads from libkwineffects. This allows us to
handle window quads efficiently. Furthermore, we could optimize methods
such as WindowVertex::left() and so on. KWin spends reasonable amount
of time in those methods when many windows have to be composited.

It's a necessary prerequisite for making wl_surface painting code role
agnostic.
2021-06-14 07:56:02 +00:00
Vlad Zahorodnii
a6268595fb scene: Generate quads in item local coordinate space
Window quads need to be in some coordinate space. Since we want items to
be used not only for rendering windows, window-local coordinates do not
suffice.

This change makes scene items generate quads in the item-local coordinate
space.

The model matrix is used to map the quads to the global screen coordinate
system from the item coordinate space.

Since the quads are in the item local coordinate space, the mvp matrix
needs to be updated on every draw call. Given the render data, tracking
the last mvp matrix won't result in less glUniform calls. If this indeed
becomes a serious performance bottleneck, we can explore the possibility
of dumping mvp matrices in a UBO, which have been introduced in OpenGL
3.1.
2021-06-14 07:56:02 +00:00
Vlad Zahorodnii
86bb4e68ef Refactor window quad handling
The scene items depend on the scene windows for caching window quads.
The goal of this change is to move window quads management to item.

Merging window quads in one list and then splitting them is inefficient,
it will be highly desirable if window quads are removed from the public
api so we can optimize window quad management.

With this change, the window quad type becomes irrelevant to render
backends for the most part. Note that the Xrender backend is a bit
nitpicky about window quads, so the shadow item doesn't create generic
"WindowQuadShadow" quads anymore.
2021-06-11 06:03:08 +00:00
Vlad Zahorodnii
de122825fd scenes/qpainter: Remove support for drop-shadows
Drop-shadows with the software render backend impact performance quite
significantly. It also makes it easier to prepare render backends for the
item based design.
2021-06-11 06:03:08 +00:00
Vlad Zahorodnii
a9e4d6d1f7 x11: Initialize m_target of EGL platform surface texture
We need to initialize m_target; otherwise the surface texture won't be
bound to GL_TARGET_2D.
2021-06-11 06:01:00 +00:00
Ömer Fadıl Usta
dc73d622c0 Guard gbm and eglstreams parts for non-gbm or non-eglstreams systems 2021-06-10 20:10:14 +00:00
Vlad Zahorodnii
f280423b92 kwineffects: Remove PaintClipper
PaintClipper worked only with the XRender backend, which is gone now.
2021-06-10 15:58:33 +00:00
Xaver Hugl
40c485f2a6 platforms/drm: fix EglStreamBackend init
BUG: 438363
2021-06-10 13:06:43 +00:00
Xaver Hugl
3d6659b0d7 platforms/drm: on NVidia do pageflips with QPainter
Otherwise it's just gonna display a static black screen

CCBUG: 438363
2021-06-10 11:19:07 +00:00
Aleix Pol
fffd41b32e Only create the viewport as needed
So far, we were creating a model view with the complete scene rendered
(even if we didn't render the windows themselves). This required us to
have a big glPerspective spanning the entire scene and we were just
cropping it as we rendered it into a smaller texture.

This changes our scenes so we have the correct matrix set up at all
times.

Specifically in the case of the Pinephone, this solves the following
issue where we were unable to connect external displays because it
exceeded GL_MAX_VIEWPORT_DIMS:
https://invent.kde.org/teams/plasma-mobile/issues/-/issues/11
2021-06-10 10:06:35 +02:00
Vlad Zahorodnii
a06690021d Remove OpenGL2Compositing enum
OpenGLCompositing and OpenGL2Compositing enums mean de-facto the same
thing, it's confusing to have them both.
2021-06-09 15:24:22 +00:00
Vlad Zahorodnii
811beb94e0 Remove Xrender backend
The Xrender backend was added at the time when OpenGL drivers were not
particularly stable. Nowadays though, it's a totally different situation.

The OpenGL render backend has been the default one for many years. It's
quite stable, and it allows implementing many advanced features that
other render backends don't.

Many features are not tested with it during the development cycle; the
only time when it is noticed is when changes in other parts of kwin break
the build in the xrender backend. Effectively, the xrender backend is
unmaintained nowadays.

Given that the xrender backend is effectively unmaintained and our focus
being shifted towards wayland, this change drops the xrender backend in
favor of the opengl backend.

Besides being de-facto unmaintained, another issue is that QtQuick does
not support and most likely will never support the Xrender API. This
poses a problem as we want thumbnail items to be natively integrated in
the qtquick scene graph.
2021-06-09 11:21:57 +03:00
Xaver Hugl
4ee3f69dd5 platforms/drm: only allocate two dumb buffers for the swapchain 2021-06-08 21:11:39 +02:00
Vlad Zahorodnii
5929147ee1 Remove unused include 2021-06-08 15:58:21 +00:00
Xaver Hugl
19f92d731a platforms/drm: fix modifiers detection
CCBUG: 437893
2021-06-08 16:38:52 +02:00
Vlad Zahorodnii
1b2c7b248b Run clazy with qt-keywords fixit
In C++20, there will be emit() class member, which can conflict with the
emit keyword. Given that, there are plans to enable QT_NO_KEYWORDS by
default in the future.

See also
https://lists.qt-project.org/pipermail/development/2020-February/038812.html
2021-06-08 10:49:42 +03:00
Alexander Lohnau
9c689d7ddb plugins: Port away from deprecated version checks
Task: https://phabricator.kde.org/T14302
2021-06-07 15:01:19 +00:00
Xaver Hugl
3c10398104 screencast: only use glGetTextureImage where supported 2021-06-07 14:11:07 +02:00
Xaver Hugl
0208f78336 platforms/drm: make context current for direct scanout 2021-06-07 13:45:50 +02:00
Xaver Hugl
cfd7af0179 platforms/drm: support NVidia as secondary GPU with CPU copy
BUG: 431062
2021-06-07 09:23:06 +02:00
Ömer Fadıl Usta
8fc3b024be Update dumb_swapchain.cpp 2021-06-05 04:59:02 +00:00
Vlad Zahorodnii
5498b37938 scenes/opengl: Delegate viewport setup to backend
Only the backend knows what the right viewport rect is. Furthermore,
setting up the viewport before rendering is less error-prone.
2021-06-04 16:18:34 +03:00
Vlad Zahorodnii
8b3e999fbf scenes/opengl: Properly destroy backend if initialization fails
SceneOpenGL takes the ownership of the backend. So, if the scene fails
to initialize, the backend will be deleted twice.
2021-06-04 07:39:51 +00:00
Ömer Fadıl Usta
6c97cd118d fix include 2021-06-02 17:41:10 +00:00
Xaver Hugl
b88b6f3bc3 platforms/drm: log when direct scanout starts and stops 2021-06-01 13:02:13 +02:00
Aleix Pol
aba3335ea6 Fix weird decoration glitch when using a scaled display
We used to get a weird line around the window decoration because the
clamping would hit the outside of the rendered decoration.
To make sure we fall inside take the displayPixelRatio into account.
Also on non-integer scales, make sure we are actually falling inside.
2021-05-31 13:01:25 +00:00
Xaver Hugl
7bf79090cf platforms/drm: add outputs on EglGbmBackend initialisation
BUG: 437761
2021-05-31 13:15:16 +02:00
Vlad Zahorodnii
33bb146861 scenes/opengl: Remove unused render node leaf type 2021-05-31 09:35:52 +03:00
Vlad Zahorodnii
048c732a4e scenes/opengl: Remove half-pixel correction workaround
It was needed to work around visual glitches in the wobbly windows
effect. Since the wobbly windows effect renders the animated window into
an offscreen texture, we don't need this workaround anymore.

Furthermore, rather than using half-pixel correction, it is more
desirable to use an offscreen texture as it results in simpler design.
Performance-wise, it's not that bad that we need to start looking for
other ways to get rid of the seams between window contents and deco.
2021-05-31 05:27:22 +00:00
Nicolas Fella
f910b0de97 Use version-less qt DBus macros
They work with both Qt5 and Qt6
2021-05-31 01:00:35 +02:00
Xaver Hugl
2742e5b422 Rearrange wayland startup sequence
The backend can now optionally wait for the scene to be created before
it updates its outputs, which is necessary for better atomic tests in
the DRM backend.
2021-05-27 13:41:40 +00:00
Aleix Pol
644dcbe173 screencasting: do not attempt to copy a null texture
It seldom happens, but it does happen.
2021-05-26 12:56:59 +00:00
Vlad Zahorodnii
870c1e5557 scenes/qpainter: Clean up includes
Wayland-specific code in the qpainter renderer was removed long time ago.
2021-05-26 09:36:20 +03:00
Vlad Zahorodnii
f46c7bae8d Move decoration renderer to decoration item
Currently, the implementation of the DecoratedClient and the decoration
renderer are strongly coupled. This poses a problem with the item based
design as the ultimate goal is to have scene items construct paint nodes
which are then fed to the renderer. The DecorationItem has to have
control over the decoration texture. Another issue is that the scene
cannot smoothly cross-fade between two window states if the decoration
is removed, e.g. from fullscreen mode to normal and vice versa.

This change moves the decoration renderer to the decoration item. With
the introduction of a generic scene texture atlas, we hope to get rid of
the decoration renderer altogether.
2021-05-26 06:35:03 +00:00
Vlad Zahorodnii
7f32594692 Port decoration renderers to Decoration::damaged signal 2021-05-26 06:35:03 +00:00
David Edmundson
600c1e0a54 platforms/drm: Make context current before EGLStreams calls
attachStreamConsumer and resetOutput are not called as part of the scene
render and as such the context might not be set.

All credit goes to Simon Spinner for his investigation.

BUG: 437573
2021-05-24 13:51:18 +00:00
Vlad Zahorodnii
1a464530bd scenes/xrender: Remove SceneXRenderShadow::buildQuads()
It's effectively the same as Shadow::buildQuads().
2021-05-24 06:22:28 +00:00
David Edmundson
af66f39f19 Support High DPI Aurorae decorations
With high DPI we can't use the image size as a logical size directly.

The other change is use of QPainter::drawImage(QRect target, QImage
image, QRect source)

This slightly confusing method uses logical pixels for the target, but
the source rect is in native pixels of the source.

BUG: 422342
2021-05-21 11:26:53 +00:00
Aleix Pol
22f2e3e43c No need to reset the damage for objects that we already know have none 2021-05-20 13:38:30 +00:00
Aleix Pol
848e9e2076 aurorae: Fix warning at startup
Give an opportunity to the settings to get initialized. Otherwise we set
an null object and qml scripts complain.
2021-05-20 13:36:04 +00:00
Vlad Zahorodnii
bc22b9e59e Fix build 2021-05-20 16:25:13 +03:00
Xaver Hugl
793cc5fa25 platforms/drm: replace pointer to egl backend with QPointer
If the egl backend gets deleted this leaves a dangling pointer. In
order to prevent crashes with QPainter or EglStreams also don't try
to create dmabuf textures without a EglGbmBackend.
2021-05-20 14:37:55 +02:00
Vlad Zahorodnii
e4ec955d88 Remove shadow related bits in Scene::Window 2021-05-19 14:13:47 +03:00
Aleix Pol
386814176b drm: Use KScreen's json files to set up the initial output composition
So far we had a composition setup within kwinrc and kscreen. This
produces flickering sometime and makes the state a bit more flimsy.
This patch changes the kwin's behaviour to use the files produced by
kscreen which are anyways available down the line.

THis simplifies our behaviour down to just one format that we write to
and feed from. This also allows us to leverage it further by using this
format for default setups (which consist in the right file in
~/.local/share/kscreen).
2021-05-18 14:18:38 +00:00
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
Aleix Pol
a20a4327f5 screencasting: Make sure we don't stream after we've stopped a stream
When doing some (intense) testing I've seen it crash. This will prevent
it for good.
2021-05-18 11:51:05 +00:00
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