kwin/plugins/platforms/drm/egl_gbm_backend.h
David Edmundson 8ff01fa60c [platforms/drm] Rewrite rotation rendering to use MapTexture
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
2020-02-28 12:22:42 +00:00

123 lines
3.7 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2015 Martin Gräßlin <mgraesslin@kde.org>
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 <http://www.gnu.org/licenses/>.
*********************************************************************/
#ifndef KWIN_EGL_GBM_BACKEND_H
#define KWIN_EGL_GBM_BACKEND_H
#include "abstract_egl_backend.h"
#include "remoteaccess_manager.h"
#include <memory>
struct gbm_surface;
namespace KWin
{
class DrmBackend;
class DrmBuffer;
class DrmOutput;
class GbmSurface;
/**
* @brief OpenGL Backend using Egl on a GBM surface.
*/
class EglGbmBackend : public AbstractEglBackend
{
Q_OBJECT
public:
EglGbmBackend(DrmBackend *drmBackend);
~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;
void endRenderingFrameForScreen(int screenId, const QRegion &damage, const QRegion &damagedRegion) override;
bool usesOverlayWindow() const override;
bool perScreenRendering() const override;
QRegion prepareRenderingForScreen(int screenId) override;
void init() override;
protected:
void present() override;
void cleanupSurfaces() override;
private:
bool initializeEgl();
bool initBufferConfigs();
bool initRenderingContext();
void initRemotePresent();
struct Output {
DrmOutput *output = nullptr;
DrmBuffer *buffer = nullptr;
std::shared_ptr<GbmSurface> gbmSurface;
EGLSurface eglSurface = EGL_NO_SURFACE;
int bufferAge = 0;
/**
* @brief The damage history for the past 10 frames.
*/
QList<QRegion> damageHistory;
struct {
GLuint framebuffer = 0;
GLuint texture = 0;
std::shared_ptr<GLVertexBuffer> vbo;
} render;
};
void createOutput(DrmOutput *drmOutput);
bool resetOutput(Output &output, DrmOutput *drmOutput);
std::shared_ptr<GbmSurface> createGbmSurface(const QSize &size) const;
EGLSurface createEglSurface(std::shared_ptr<GbmSurface> gbmSurface) const;
bool makeContextCurrent(const Output &output) const;
void setViewport(const Output &output) const;
bool resetFramebuffer(Output &output);
void initRenderTarget(Output &output);
void prepareRenderFramebuffer(const Output &output) const;
void renderFramebufferToSurface(Output &output);
void presentOnOutput(Output &output);
void removeOutput(DrmOutput *drmOutput);
void cleanupOutput(Output &output);
void cleanupFramebuffer(Output &output);
DrmBackend *m_backend;
QVector<Output> m_outputs;
QScopedPointer<RemoteAccessManager> m_remoteaccessManager;
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