/******************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright 2019 Roman Gilg Copyright 2013 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 . *********************************************************************/ #define WL_EGL_PLATFORM 1 #include "egl_wayland_backend.h" #include "wayland_backend.h" #include "wayland_output.h" #include "composite.h" #include "logging.h" #include "options.h" #include "wayland_server.h" #include "screens.h" // kwin libs #include // KDE #include #include #include // Qt #include namespace KWin { namespace Wayland { EglWaylandOutput::EglWaylandOutput(WaylandOutput *output, QObject *parent) : QObject(parent) , m_waylandOutput(output) { } bool EglWaylandOutput::init(EglWaylandBackend *backend) { auto surface = m_waylandOutput->surface(); const QSize &size = m_waylandOutput->geometry().size(); auto overlay = wl_egl_window_create(*surface, size.width(), size.height()); if (!overlay) { qCCritical(KWIN_WAYLAND_BACKEND) << "Creating Wayland Egl window failed"; return false; } m_overlay = overlay; EGLSurface eglSurface = EGL_NO_SURFACE; if (backend->havePlatformBase()) { eglSurface = eglCreatePlatformWindowSurfaceEXT(backend->eglDisplay(), backend->config(), (void *) overlay, nullptr); } else { eglSurface = eglCreateWindowSurface(backend->eglDisplay(), backend->config(), overlay, nullptr); } if (eglSurface == EGL_NO_SURFACE) { qCCritical(KWIN_WAYLAND_BACKEND) << "Create Window Surface failed"; return false; } m_eglSurface = eglSurface; connect(m_waylandOutput, &WaylandOutput::sizeChanged, this, &EglWaylandOutput::updateSize); connect(m_waylandOutput, &WaylandOutput::modeChanged, this, &EglWaylandOutput::updateMode); return true; } void EglWaylandOutput::updateSize(const QSize &size) { wl_egl_window_resize(m_overlay, size.width(), size.height(), 0, 0); } void EglWaylandOutput::updateMode() { updateSize(m_waylandOutput->pixelSize()); } EglWaylandBackend::EglWaylandBackend(WaylandBackend *b) : AbstractEglBackend() , m_backend(b) { if (!m_backend) { setFailed("Wayland Backend has not been created"); return; } qCDebug(KWIN_WAYLAND_BACKEND) << "Connected to Wayland display?" << (m_backend->display() ? "yes" : "no" ); if (!m_backend->display()) { setFailed("Could not connect to Wayland compositor"); return; } // Egl is always direct rendering setIsDirectRendering(true); connect(m_backend, &WaylandBackend::outputAdded, this, &EglWaylandBackend::createEglWaylandOutput); connect(m_backend, &WaylandBackend::outputRemoved, this, [this] (WaylandOutput *output) { auto it = std::find_if(m_outputs.begin(), m_outputs.end(), [output] (const EglWaylandOutput *o) { return o->m_waylandOutput == output; } ); if (it == m_outputs.end()) { return; } cleanupOutput(*it); m_outputs.erase(it); } ); } EglWaylandBackend::~EglWaylandBackend() { cleanup(); } void EglWaylandBackend::cleanupSurfaces() { for (auto o : m_outputs) { cleanupOutput(o); } m_outputs.clear(); } bool EglWaylandBackend::createEglWaylandOutput(WaylandOutput *waylandOutput) { auto *output = new EglWaylandOutput(waylandOutput, this); if (!output->init(this)) { return false; } m_outputs << output; return true; } void EglWaylandBackend::cleanupOutput(EglWaylandOutput *output) { wl_egl_window_destroy(output->m_overlay); } bool EglWaylandBackend::initializeEgl() { initClientExtensions(); EGLDisplay display = m_backend->sceneEglDisplay(); // Use eglGetPlatformDisplayEXT() to get the display pointer // if the implementation supports it. if (display == EGL_NO_DISPLAY) { m_havePlatformBase = hasClientExtension(QByteArrayLiteral("EGL_EXT_platform_base")); if (m_havePlatformBase) { // Make sure that the wayland platform is supported if (!hasClientExtension(QByteArrayLiteral("EGL_EXT_platform_wayland"))) return false; display = eglGetPlatformDisplayEXT(EGL_PLATFORM_WAYLAND_EXT, m_backend->display(), nullptr); } else { display = eglGetDisplay(m_backend->display()); } } if (display == EGL_NO_DISPLAY) return false; setEglDisplay(display); return initEglAPI(); } void EglWaylandBackend::init() { if (!initializeEgl()) { setFailed("Could not initialize egl"); return; } if (!initRenderingContext()) { setFailed("Could not initialize rendering context"); return; } initKWinGL(); initBufferAge(); initWayland(); } bool EglWaylandBackend::initRenderingContext() { initBufferConfigs(); if (!createContext()) { return false; } auto waylandOutputs = m_backend->waylandOutputs(); // we only allow to start with at least one output if (waylandOutputs.isEmpty()) { return false; } for (auto *out : waylandOutputs) { if (!createEglWaylandOutput(out)) { return false; } } if (m_outputs.isEmpty()) { qCCritical(KWIN_WAYLAND_BACKEND) << "Create Window Surfaces failed"; return false; } auto *firstOutput = m_outputs.first(); // set our first surface as the one for the abstract backend, just to make it happy setSurface(firstOutput->m_eglSurface); return makeContextCurrent(firstOutput); } bool EglWaylandBackend::makeContextCurrent(EglWaylandOutput *output) { const EGLSurface eglSurface = output->m_eglSurface; if (eglSurface == EGL_NO_SURFACE) { return false; } if (eglMakeCurrent(eglDisplay(), eglSurface, eglSurface, context()) == EGL_FALSE) { qCCritical(KWIN_WAYLAND_BACKEND) << "Make Context Current failed"; return false; } EGLint error = eglGetError(); if (error != EGL_SUCCESS) { qCWarning(KWIN_WAYLAND_BACKEND) << "Error occurred while creating context " << error; return false; } const QRect &v = output->m_waylandOutput->geometry(); qreal scale = output->m_waylandOutput->scale(); const QSize overall = screens()->size(); glViewport(-v.x() * scale, (v.height() - overall.height() + v.y()) * scale, overall.width() * scale, overall.height() * scale); return true; } bool EglWaylandBackend::initBufferConfigs() { const EGLint config_attribs[] = { EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_RED_SIZE, 1, EGL_GREEN_SIZE, 1, EGL_BLUE_SIZE, 1, EGL_ALPHA_SIZE, 0, EGL_RENDERABLE_TYPE, isOpenGLES() ? EGL_OPENGL_ES2_BIT : EGL_OPENGL_BIT, EGL_CONFIG_CAVEAT, EGL_NONE, EGL_NONE, }; EGLint count; EGLConfig configs[1024]; if (eglChooseConfig(eglDisplay(), config_attribs, configs, 1, &count) == EGL_FALSE) { qCCritical(KWIN_WAYLAND_BACKEND) << "choose config failed"; return false; } if (count != 1) { qCCritical(KWIN_WAYLAND_BACKEND) << "choose config did not return a config" << count; return false; } setConfig(configs[0]); return true; } void EglWaylandBackend::present() { for (auto *output: qAsConst(m_outputs)) { makeContextCurrent(output); presentOnSurface(output); } } void EglWaylandBackend::presentOnSurface(EglWaylandOutput *output) { output->m_waylandOutput->surface()->setupFrameCallback(); if (!m_swapping) { m_swapping = true; Compositor::self()->aboutToSwapBuffers(); } if (supportsBufferAge()) { eglSwapBuffers(eglDisplay(), output->m_eglSurface); eglQuerySurface(eglDisplay(), output->m_eglSurface, EGL_BUFFER_AGE_EXT, &output->m_bufferAge); } else { eglSwapBuffers(eglDisplay(), output->m_eglSurface); } } void EglWaylandBackend::screenGeometryChanged(const QSize &size) { Q_UNUSED(size) // no backend specific code needed // TODO: base implementation in OpenGLBackend // The back buffer contents are now undefined for (auto *output : qAsConst(m_outputs)) { output->m_bufferAge = 0; } } SceneOpenGLTexturePrivate *EglWaylandBackend::createBackendTexture(SceneOpenGLTexture *texture) { return new EglWaylandTexture(texture, this); } QRegion EglWaylandBackend::prepareRenderingFrame() { eglWaitNative(EGL_CORE_NATIVE_ENGINE); startRenderTimer(); m_swapping = false; return QRegion(); } QRegion EglWaylandBackend::prepareRenderingForScreen(int screenId) { auto *output = m_outputs.at(screenId); makeContextCurrent(output); if (supportsBufferAge()) { QRegion region; // Note: An age of zero means the buffer contents are undefined if (output->m_bufferAge > 0 && output->m_bufferAge <= output->m_damageHistory.count()) { for (int i = 0; i < output->m_bufferAge - 1; i++) region |= output->m_damageHistory[i]; } else { region = output->m_waylandOutput->geometry(); } return region; } return QRegion(); } void EglWaylandBackend::endRenderingFrame(const QRegion &renderedRegion, const QRegion &damagedRegion) { Q_UNUSED(renderedRegion) Q_UNUSED(damagedRegion) } void EglWaylandBackend::endRenderingFrameForScreen(int screenId, const QRegion &renderedRegion, const QRegion &damagedRegion) { EglWaylandOutput *output = m_outputs[screenId]; if (damagedRegion.intersected(output->m_waylandOutput->geometry()).isEmpty() && screenId == 0) { // If the damaged region of a window is fully occluded, the only // rendering done, if any, will have been to repair a reused back // buffer, making it identical to the front buffer. // // In this case we won't post the back buffer. Instead we'll just // set the buffer age to 1, so the repaired regions won't be // rendered again in the next frame. if (!renderedRegion.intersected(output->m_waylandOutput->geometry()).isEmpty()) { glFlush(); } for (auto *o : qAsConst(m_outputs)) { o->m_bufferAge = 1; } return; } presentOnSurface(output); // Save the damaged region to history // Note: damage history is only collected for the first screen. See EglGbmBackend // for mor information regarding this limitation. if (supportsBufferAge() && screenId == 0) { if (output->m_damageHistory.count() > 10) { output->m_damageHistory.removeLast(); } output->m_damageHistory.prepend(damagedRegion.intersected(output->m_waylandOutput->geometry())); } } bool EglWaylandBackend::usesOverlayWindow() const { return false; } bool EglWaylandBackend::perScreenRendering() const { return true; } /************************************************ * EglTexture ************************************************/ EglWaylandTexture::EglWaylandTexture(KWin::SceneOpenGLTexture *texture, KWin::Wayland::EglWaylandBackend *backend) : AbstractEglTexture(texture, backend) { } EglWaylandTexture::~EglWaylandTexture() = default; } }