/******************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright 2013 Martin Gräßlin Copyright 2019 Roman Gilg This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . *********************************************************************/ #ifndef KWIN_EGL_WAYLAND_BACKEND_H #define KWIN_EGL_WAYLAND_BACKEND_H #include "abstract_egl_backend.h" // wayland #include class QTemporaryFile; struct wl_buffer; struct wl_shm; namespace KWin { namespace Wayland { class WaylandBackend; class WaylandOutput; class EglWaylandBackend; class EglWaylandOutput : public QObject { Q_OBJECT public: EglWaylandOutput(WaylandOutput *output, QObject *parent = nullptr); ~EglWaylandOutput() override = default; bool init(EglWaylandBackend *backend); void updateSize(const QSize &size); private: WaylandOutput *m_waylandOutput; wl_egl_window *m_overlay = nullptr; EGLSurface m_eglSurface = EGL_NO_SURFACE; int m_bufferAge = 0; /** * @brief The damage history for the past 10 frames. */ QVector m_damageHistory; friend class EglWaylandBackend; }; /** * @brief OpenGL Backend using Egl on a Wayland surface. * * This Backend is the basis for a session compositor running on top of a Wayland system compositor. * It creates a Surface as large as the screen and maps it as a fullscreen shell surface on the * system compositor. The OpenGL context is created on the Wayland surface, so for rendering X11 is * not involved. * * Also in repainting the backend is currently still rather limited. Only supported mode is fullscreen * repaints, which is obviously not optimal. Best solution is probably to go for buffer_age extension * and make it the only available solution next to fullscreen repaints. */ class EglWaylandBackend : public AbstractEglBackend { Q_OBJECT public: EglWaylandBackend(WaylandBackend *b); ~EglWaylandBackend() override; void screenGeometryChanged(const QSize &size) override; SceneOpenGLTexturePrivate *createBackendTexture(SceneOpenGLTexture *texture) override; QRegion prepareRenderingFrame() override; QRegion prepareRenderingForScreen(int screenId) override; void endRenderingFrame(const QRegion &renderedRegion, const QRegion &damagedRegion) override; void endRenderingFrameForScreen(int screenId, const QRegion &damage, const QRegion &damagedRegion) override; bool usesOverlayWindow() const override; bool perScreenRendering() const override; void init() override; bool havePlatformBase() const { return m_havePlatformBase; } private: bool initializeEgl(); bool initBufferConfigs(); bool initRenderingContext(); bool createEglWaylandOutput(WaylandOutput *output); void cleanupSurfaces() override; void cleanupOutput(EglWaylandOutput *output); bool makeContextCurrent(EglWaylandOutput *output); void present() override; void presentOnSurface(EglWaylandOutput *output); WaylandBackend *m_backend; QVector m_outputs; bool m_havePlatformBase; bool m_swapping = false; friend class EglWaylandTexture; }; /** * @brief Texture using an EGLImageKHR. */ class EglWaylandTexture : public AbstractEglTexture { public: ~EglWaylandTexture() override; private: friend class EglWaylandBackend; EglWaylandTexture(SceneOpenGLTexture *texture, EglWaylandBackend *backend); }; } } #endif