kwin/egl_wayland_backend.h
Martin Gräßlin b28effff23 A Scene doesn't need to use an X11 Overlay Window
Only the X based Scenes need an overlay window, so the Compositor doesn't
need to check for it in the Wayland case.

OverlayWindow is moved from OpenGLBackend to the sub classes which need
to provide it.
2014-01-08 09:22:40 +01:00

123 lines
4 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2013 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_WAYLAND_BACKEND_H
#define KWIN_EGL_WAYLAND_BACKEND_H
#include "scene_opengl.h"
// wayland
#include <wayland-egl.h>
class QTemporaryFile;
struct wl_buffer;
struct wl_shm;
namespace KWin
{
namespace Wayland {
class WaylandBackend;
}
namespace Xcb {
class Shm;
}
/**
* @brief OpenGL Backend using Egl on a Wayland surface.
*
* This Backend is the basis for a session compositor running on top of a Wayland system compositor.
* It creates a Surface as large as the screen and maps it as a fullscreen shell surface on the
* system compositor. The OpenGL context is created on the Wayland surface, so for rendering X11 is
* not involved.
*
* At the moment the backend is still rather limited. For getting textures from pixmap it uses the
* XShm library. This is currently a hack and only as proof of concept till we support texture from
* Wayland buffers. From then on we should use XWayland for texture mapping.
*
* Also in repainting the backend is currently still rather limited. Only supported mode is fullscreen
* repaints, which is obviously not optimal. Best solution is probably to go for buffer_age extension
* and make it the only available solution next to fullscreen repaints.
**/
class EglWaylandBackend : public QObject, public OpenGLBackend
{
Q_OBJECT
public:
EglWaylandBackend();
virtual ~EglWaylandBackend();
virtual void screenGeometryChanged(const QSize &size);
virtual SceneOpenGL::TexturePrivate *createBackendTexture(SceneOpenGL::Texture *texture);
virtual QRegion prepareRenderingFrame();
virtual void endRenderingFrame(const QRegion &renderedRegion, const QRegion &damagedRegion);
virtual bool makeCurrent() override;
virtual void doneCurrent() override;
virtual bool isLastFrameRendered() const override;
Xcb::Shm *shm();
void lastFrameRendered();
virtual bool usesOverlayWindow() const override;
protected:
virtual void present();
private Q_SLOTS:
void overlaySizeChanged(const QSize &size);
private:
void init();
bool initializeEgl();
bool initBufferConfigs();
bool initRenderingContext();
bool makeContextCurrent();
EGLDisplay m_display;
EGLConfig m_config;
EGLSurface m_surface;
EGLContext m_context;
int m_bufferAge;
Wayland::WaylandBackend *m_wayland;
wl_egl_window *m_overlay;
QScopedPointer<Xcb::Shm> m_shm;
bool m_lastFrameRendered;
friend class EglWaylandTexture;
};
/**
* @brief Texture using an EGLImageKHR.
**/
class EglWaylandTexture : public SceneOpenGL::TexturePrivate
{
public:
virtual ~EglWaylandTexture();
virtual void findTarget();
virtual bool loadTexture(const Pixmap& pix, const QSize& size, int depth);
virtual OpenGLBackend *backend();
virtual bool update(const QRegion &damage);
private:
friend class EglWaylandBackend;
EglWaylandTexture(SceneOpenGL::Texture *texture, EglWaylandBackend *backend);
SceneOpenGL::Texture *q;
EglWaylandBackend *m_backend;
/**
* The Pixmap of the window content. Get's updated in loadTexture.
*/
xcb_pixmap_t m_referencedPixmap;
};
} // namespace
#endif // KWIN_EGL_ON_X_BACKEND_H