/******************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2015 Martin Gräßlin 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_GBM_BACKEND_H #define KWIN_EGL_GBM_BACKEND_H #include "abstract_egl_backend.h" #include "scene_opengl.h" struct gbm_device; struct gbm_surface; namespace KWin { class DrmBackend; class DrmBuffer; /** * @brief OpenGL Backend using Egl on a GBM surface. **/ class EglGbmBackend : public QObject, public AbstractEglBackend { Q_OBJECT public: EglGbmBackend(DrmBackend *b); virtual ~EglGbmBackend(); void screenGeometryChanged(const QSize &size) override; SceneOpenGL::TexturePrivate *createBackendTexture(SceneOpenGL::Texture *texture) override; QRegion prepareRenderingFrame() override; void endRenderingFrame(const QRegion &renderedRegion, const QRegion &damagedRegion) override; bool usesOverlayWindow() const override; protected: void present() override; private: void init(); bool initializeEgl(); bool initBufferConfigs(); bool initRenderingContext(); bool makeContextCurrent(); DrmBackend *m_backend; gbm_device *m_device = nullptr; gbm_surface *m_gbmSurface = nullptr; DrmBuffer *m_frontBuffer = nullptr; int m_bufferAge = 0; friend class EglGbmTexture; }; /** * @brief Texture using an EGLImageKHR. **/ class EglGbmTexture : public AbstractEglTexture { public: virtual ~EglGbmTexture(); private: friend class EglGbmBackend; EglGbmTexture(SceneOpenGL::Texture *texture, EglGbmBackend *backend); }; } // namespace #endif