kwin/plugins/platforms/virtual/egl_gbm_backend.h
Vlad Zahorodnii 1fb9f6f13a Switch to SPDX license markers
The main advantage of SPDX license identifiers over the traditional
license headers is that it's more difficult to overlook inappropriate
licenses for kwin, for example GPL 3. We also don't have to copy a
lot of boilerplate text.

In order to create this change, I ran licensedigger -r -c from the
toplevel source directory.
2020-08-07 19:57:56 +00:00

63 lines
1.6 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
SPDX-FileCopyrightText: 2015 Martin Gräßlin <mgraesslin@kde.org>
SPDX-License-Identifier: GPL-2.0-or-later
*********************************************************************/
#ifndef KWIN_EGL_GBM_BACKEND_H
#define KWIN_EGL_GBM_BACKEND_H
#include "abstract_egl_backend.h"
namespace KWin
{
class VirtualBackend;
class GLTexture;
class GLRenderTarget;
/**
* @brief OpenGL Backend using Egl on a GBM surface.
*/
class EglGbmBackend : public AbstractEglBackend
{
public:
EglGbmBackend(VirtualBackend *b);
~EglGbmBackend() override;
void screenGeometryChanged(const QSize &size) override;
SceneOpenGLTexturePrivate *createBackendTexture(SceneOpenGLTexture *texture) override;
QRegion prepareRenderingFrame() override;
void endRenderingFrame(const QRegion &renderedRegion, const QRegion &damagedRegion) override;
bool usesOverlayWindow() const override;
void init() override;
protected:
void present() override;
private:
bool initializeEgl();
bool initBufferConfigs();
bool initRenderingContext();
VirtualBackend *m_backend;
GLTexture *m_backBuffer = nullptr;
GLRenderTarget *m_fbo = nullptr;
int m_frameCounter = 0;
friend class EglGbmTexture;
};
/**
* @brief Texture using an EGLImageKHR.
*/
class EglGbmTexture : public AbstractEglTexture
{
public:
~EglGbmTexture() override;
private:
friend class EglGbmBackend;
EglGbmTexture(SceneOpenGLTexture *texture, EglGbmBackend *backend);
};
} // namespace
#endif