c3c87ed8fa
Currently, when screencasting a window, kwin may render a window into a temporary offscreen texture, copy that offscreen texture to the dma-buf render target, and discard the offscreen texture. Allocating and deallocating offscreen textures is inefficient. Another issue is that the screencast plugin uses Scene::Window::windowTexture(). It's a blocker for killing scene windows. This change introduces a base ScreenCastSource type. It allows us to move away from Scene::Window::windowTexture() and make the dma-buf code path efficient with applications such as Firefox that utilize sub-surfaces. With the ScreenCastSource, kwin can also provide screen cast frames with arbitrary device pixel ratio.
32 lines
653 B
C++
32 lines
653 B
C++
/*
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SPDX-FileCopyrightText: 2020 Aleix Pol Gonzalez <aleixpol@kde.org>
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SPDX-License-Identifier: LGPL-2.0-or-later
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*/
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#pragma once
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#include "kwin_export.h"
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#include <QScopedPointer>
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namespace KWin
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{
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class GLRenderTarget;
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class GLTexture;
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class KWIN_EXPORT DmaBufTexture
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{
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public:
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explicit DmaBufTexture(KWin::GLTexture* texture);
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virtual ~DmaBufTexture();
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virtual quint32 stride() const = 0;
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virtual int fd() const = 0;
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KWin::GLTexture *texture() const;
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KWin::GLRenderTarget* framebuffer() const;
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protected:
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QScopedPointer<KWin::GLTexture> m_texture;
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QScopedPointer<KWin::GLRenderTarget> m_framebuffer;
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};
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}
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