b28effff23
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.
86 lines
2.6 KiB
C++
86 lines
2.6 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) 2012 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_ON_X_BACKEND_H
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#define KWIN_EGL_ON_X_BACKEND_H
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#include "scene_opengl.h"
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namespace KWin
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{
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/**
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* @brief OpenGL Backend using Egl windowing system over an X overlay window.
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**/
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class EglOnXBackend : public OpenGLBackend
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{
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public:
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EglOnXBackend();
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virtual ~EglOnXBackend();
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virtual void screenGeometryChanged(const QSize &size);
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virtual SceneOpenGL::TexturePrivate *createBackendTexture(SceneOpenGL::Texture *texture);
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virtual QRegion prepareRenderingFrame();
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virtual void endRenderingFrame(const QRegion &damage, const QRegion &damagedRegion);
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virtual bool makeCurrent() override;
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virtual void doneCurrent() override;
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virtual OverlayWindow* overlayWindow() override;
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virtual bool usesOverlayWindow() const override;
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protected:
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virtual void present();
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private:
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void init();
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bool initBufferConfigs();
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bool initRenderingContext();
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/**
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* @brief The OverlayWindow used by this Backend.
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**/
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OverlayWindow *m_overlayWindow;
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EGLDisplay dpy;
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EGLConfig config;
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EGLSurface surface;
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EGLContext ctx;
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int surfaceHasSubPost;
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int m_bufferAge;
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friend class EglTexture;
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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 EglTexture : public SceneOpenGL::TexturePrivate
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{
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public:
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virtual ~EglTexture();
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virtual void onDamage();
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virtual void findTarget();
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virtual bool loadTexture(const Pixmap& pix, const QSize& size, int depth);
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virtual OpenGLBackend *backend();
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private:
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friend class EglOnXBackend;
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EglTexture(SceneOpenGL::Texture *texture, EglOnXBackend *backend);
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SceneOpenGL::Texture *q;
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EglOnXBackend *m_backend;
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EGLImageKHR m_image;
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};
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} // namespace
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#endif // KWIN_EGL_ON_X_BACKEND_H
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