8681a69f47
Whether an overlay window is used for compositing can be determined by checking the return value of overlayWindow().
117 lines
3.1 KiB
C++
117 lines
3.1 KiB
C++
/*
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KWin - the KDE window manager
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This file is part of the KDE project.
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SPDX-FileCopyrightText: 2013 Martin Gräßlin <mgraesslin@kde.org>
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SPDX-FileCopyrightText: 2019 Roman Gilg <subdiff@gmail.com>
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SPDX-License-Identifier: GPL-2.0-or-later
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*/
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#ifndef KWIN_EGL_WAYLAND_BACKEND_H
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#define KWIN_EGL_WAYLAND_BACKEND_H
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#include "abstract_egl_backend.h"
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// wayland
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#include <wayland-egl.h>
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class QTemporaryFile;
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struct wl_buffer;
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struct wl_shm;
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namespace KWin
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{
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namespace Wayland
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{
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class WaylandBackend;
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class WaylandOutput;
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class EglWaylandBackend;
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class EglWaylandOutput : public QObject
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{
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Q_OBJECT
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public:
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EglWaylandOutput(WaylandOutput *output, QObject *parent = nullptr);
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~EglWaylandOutput() override = default;
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bool init(EglWaylandBackend *backend);
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void updateSize();
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private:
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WaylandOutput *m_waylandOutput;
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wl_egl_window *m_overlay = nullptr;
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EGLSurface m_eglSurface = EGL_NO_SURFACE;
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int m_bufferAge = 0;
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/**
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* @brief The damage history for the past 10 frames.
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*/
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QVector<QRegion> m_damageHistory;
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friend class EglWaylandBackend;
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};
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/**
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* @brief OpenGL Backend using Egl on a Wayland surface.
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*
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* This Backend is the basis for a session compositor running on top of a Wayland system compositor.
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* It creates a Surface as large as the screen and maps it as a fullscreen shell surface on the
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* system compositor. The OpenGL context is created on the Wayland surface, so for rendering X11 is
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* not involved.
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*
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* Also in repainting the backend is currently still rather limited. Only supported mode is fullscreen
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* repaints, which is obviously not optimal. Best solution is probably to go for buffer_age extension
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* and make it the only available solution next to fullscreen repaints.
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*/
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class EglWaylandBackend : public AbstractEglBackend
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{
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Q_OBJECT
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public:
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EglWaylandBackend(WaylandBackend *b);
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~EglWaylandBackend() override;
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void screenGeometryChanged(const QSize &size) override;
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SceneOpenGLTexturePrivate *createBackendTexture(SceneOpenGLTexture *texture) override;
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QRegion beginFrame(int screenId) override;
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void endFrame(int screenId, const QRegion &damage, const QRegion &damagedRegion) override;
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void init() override;
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bool havePlatformBase() const {
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return m_havePlatformBase;
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}
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void aboutToStartPainting(int screenId, const QRegion &damage) override;
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private:
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bool initializeEgl();
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bool initBufferConfigs();
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bool initRenderingContext();
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bool createEglWaylandOutput(AbstractOutput *output);
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void cleanupSurfaces() override;
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void cleanupOutput(EglWaylandOutput *output);
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bool makeContextCurrent(EglWaylandOutput *output);
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void presentOnSurface(EglWaylandOutput *output, const QRegion &damagedRegion);
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WaylandBackend *m_backend;
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QVector<EglWaylandOutput*> m_outputs;
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bool m_havePlatformBase;
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friend class EglWaylandTexture;
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};
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/**
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* @brief Texture using an EGLImageKHR.
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*/
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class EglWaylandTexture : public AbstractEglTexture
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{
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public:
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~EglWaylandTexture() override;
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private:
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friend class EglWaylandBackend;
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EglWaylandTexture(SceneOpenGLTexture *texture, EglWaylandBackend *backend);
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};
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}
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}
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#endif
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