8ff01fa60c
Summary: The previous code uses a fixed version of GSLS which does not match our suported GL targets. We need both, using kwin's existing MapTexture framework we can achieve the same thing in a better way with less code. Test Plan: Had some slight issues with the rotation, but everything appeared the same as when I applied the patchset with the custom shader. Reviewers: #kwin, zzag Reviewed By: #kwin, zzag Subscribers: kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D26371
123 lines
3.7 KiB
C++
123 lines
3.7 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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Copyright (C) 2015 Martin Gräßlin <mgraesslin@kde.org>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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#ifndef KWIN_EGL_GBM_BACKEND_H
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#define KWIN_EGL_GBM_BACKEND_H
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#include "abstract_egl_backend.h"
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#include "remoteaccess_manager.h"
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#include <memory>
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struct gbm_surface;
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namespace KWin
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{
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class DrmBackend;
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class DrmBuffer;
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class DrmOutput;
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class GbmSurface;
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/**
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* @brief OpenGL Backend using Egl on a GBM surface.
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*/
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class EglGbmBackend : public AbstractEglBackend
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{
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Q_OBJECT
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public:
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EglGbmBackend(DrmBackend *drmBackend);
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~EglGbmBackend() 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 prepareRenderingFrame() override;
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void endRenderingFrame(const QRegion &renderedRegion, const QRegion &damagedRegion) override;
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void endRenderingFrameForScreen(int screenId, const QRegion &damage, const QRegion &damagedRegion) override;
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bool usesOverlayWindow() const override;
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bool perScreenRendering() const override;
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QRegion prepareRenderingForScreen(int screenId) override;
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void init() override;
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protected:
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void present() override;
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void cleanupSurfaces() 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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void initRemotePresent();
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struct Output {
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DrmOutput *output = nullptr;
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DrmBuffer *buffer = nullptr;
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std::shared_ptr<GbmSurface> gbmSurface;
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EGLSurface eglSurface = EGL_NO_SURFACE;
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int 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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QList<QRegion> damageHistory;
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struct {
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GLuint framebuffer = 0;
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GLuint texture = 0;
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std::shared_ptr<GLVertexBuffer> vbo;
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} render;
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};
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void createOutput(DrmOutput *drmOutput);
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bool resetOutput(Output &output, DrmOutput *drmOutput);
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std::shared_ptr<GbmSurface> createGbmSurface(const QSize &size) const;
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EGLSurface createEglSurface(std::shared_ptr<GbmSurface> gbmSurface) const;
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bool makeContextCurrent(const Output &output) const;
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void setViewport(const Output &output) const;
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bool resetFramebuffer(Output &output);
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void initRenderTarget(Output &output);
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void prepareRenderFramebuffer(const Output &output) const;
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void renderFramebufferToSurface(Output &output);
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void presentOnOutput(Output &output);
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void removeOutput(DrmOutput *drmOutput);
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void cleanupOutput(Output &output);
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void cleanupFramebuffer(Output &output);
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DrmBackend *m_backend;
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QVector<Output> m_outputs;
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QScopedPointer<RemoteAccessManager> m_remoteaccessManager;
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friend class EglGbmTexture;
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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 EglGbmTexture : public AbstractEglTexture
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{
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public:
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~EglGbmTexture() override;
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private:
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friend class EglGbmBackend;
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EglGbmTexture(SceneOpenGLTexture *texture, EglGbmBackend *backend);
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};
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} // namespace
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#endif
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