Due to being a compositor, kwin has to conform to some certain interfaces. It means a lot of virtual functions and function tables to integrate with C APIs. Naturally, we not always want to use every argument in such functions. Since we get -Wunused-parameter from -Wall, we have to plumb those unused arguments in order to suppress compiler warnings at the moment. However, I don't think that extra work is worth it. We cannot change or alter prototypes in any way to fix the warning the desired way. Q_UNUSED and similar macros are not good indicators of whether an argument is used too, we tend to overlook putting or removing those macros. I've also noticed that Q_UNUSED are not used to guide us with the removal no longer needed parameters. Therefore, I think it's worth adding -Wno-unused-parameter compiler option to stop the compiler producing warnings about unused parameters. It changes nothing except that we don't need to put Q_UNUSED anymore, which can be really cumbersome sometimes. Note that it doesn't affect unused variables, you'll still get a -Wunused-variable compiler warning if a variable is unused.
626 lines
18 KiB
C++
626 lines
18 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: 2006 Lubos Lunak <l.lunak@kde.org>
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SPDX-License-Identifier: GPL-2.0-or-later
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*/
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/*
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Design:
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When compositing is turned on, XComposite extension is used to redirect
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drawing of windows to pixmaps and XDamage extension is used to get informed
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about damage (changes) to window contents. This code is mostly in composite.cpp .
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Compositor::performCompositing() starts one painting pass. Painting is done
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by painting the screen, which in turn paints every window. Painting can be affected
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using effects, which are chained. E.g. painting a screen means that actually
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paintScreen() of the first effect is called, which possibly does modifications
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and calls next effect's paintScreen() and so on, until Scene::finalPaintScreen()
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is called.
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There are 3 phases of every paint (not necessarily done together):
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The pre-paint phase, the paint phase and the post-paint phase.
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The pre-paint phase is used to find out about how the painting will be actually
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done (i.e. what the effects will do). For example when only a part of the screen
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needs to be updated and no effect will do any transformation it is possible to use
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an optimized paint function. How the painting will be done is controlled
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by the mask argument, see PAINT_WINDOW_* and PAINT_SCREEN_* flags in scene.h .
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For example an effect that decides to paint a normal windows as translucent
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will need to modify the mask in its prePaintWindow() to include
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the PAINT_WINDOW_TRANSLUCENT flag. The paintWindow() function will then get
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the mask with this flag turned on and will also paint using transparency.
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The paint pass does the actual painting, based on the information collected
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using the pre-paint pass. After running through the effects' paintScreen()
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either paintGenericScreen() or optimized paintSimpleScreen() are called.
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Those call paintWindow() on windows (not necessarily all), possibly using
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clipping to optimize performance and calling paintWindow() first with only
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PAINT_WINDOW_OPAQUE to paint the opaque parts and then later
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with PAINT_WINDOW_TRANSLUCENT to paint the transparent parts. Function
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paintWindow() again goes through effects' paintWindow() until
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finalPaintWindow() is called, which calls the window's performPaint() to
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do the actual painting.
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The post-paint can be used for cleanups and is also used for scheduling
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repaints during the next painting pass for animations. Effects wanting to
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repaint certain parts can manually damage them during post-paint and repaint
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of these parts will be done during the next paint pass.
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*/
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#include "scene.h"
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#include "composite.h"
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#include "core/output.h"
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#include "core/renderlayer.h"
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#include "core/renderloop.h"
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#include "deleted.h"
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#include "effects.h"
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#include "internalwindow.h"
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#include "shadow.h"
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#include "shadowitem.h"
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#include "surfaceitem.h"
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#include "unmanaged.h"
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#include "wayland/surface_interface.h"
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#include "wayland_server.h"
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#include "waylandwindow.h"
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#include "windowitem.h"
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#include "workspace.h"
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#include "x11window.h"
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#include <QtMath>
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namespace KWin
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{
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SceneDelegate::SceneDelegate(Scene *scene, QObject *parent)
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: RenderLayerDelegate(parent)
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, m_scene(scene)
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{
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m_scene->addDelegate(this);
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}
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SceneDelegate::SceneDelegate(Scene *scene, Output *output, QObject *parent)
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: RenderLayerDelegate(parent)
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, m_scene(scene)
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, m_output(output)
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{
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m_scene->addDelegate(this);
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}
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SceneDelegate::~SceneDelegate()
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{
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m_scene->removeDelegate(this);
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}
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QRegion SceneDelegate::repaints() const
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{
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return m_scene->damage().translated(-viewport().topLeft());
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}
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SurfaceItem *SceneDelegate::scanoutCandidate() const
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{
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return m_scene->scanoutCandidate();
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}
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void SceneDelegate::prePaint()
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{
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m_scene->prePaint(m_output);
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}
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void SceneDelegate::postPaint()
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{
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m_scene->postPaint();
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}
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void SceneDelegate::paint(RenderTarget *renderTarget, const QRegion ®ion)
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{
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m_scene->paint(renderTarget, region.translated(viewport().topLeft()));
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}
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QRect SceneDelegate::viewport() const
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{
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return m_output ? m_output->geometry() : m_scene->geometry();
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}
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//****************************************
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// Scene
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//****************************************
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Scene::Scene() = default;
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Scene::~Scene()
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{
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}
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void Scene::initialize()
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{
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connect(workspace(), &Workspace::stackingOrderChanged, this, &Scene::addRepaintFull);
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setGeometry(workspace()->geometry());
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connect(workspace(), &Workspace::geometryChanged, this, [this]() {
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setGeometry(workspace()->geometry());
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});
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}
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void Scene::addRepaintFull()
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{
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addRepaint(geometry());
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}
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void Scene::addRepaint(int x, int y, int width, int height)
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{
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addRepaint(QRegion(x, y, width, height));
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}
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void Scene::addRepaint(const QRegion ®ion)
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{
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for (const auto &delegate : std::as_const(m_delegates)) {
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const QRect viewport = delegate->viewport();
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QRegion dirtyRegion = region & viewport;
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dirtyRegion.translate(-viewport.topLeft());
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if (!dirtyRegion.isEmpty()) {
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delegate->layer()->addRepaint(dirtyRegion);
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}
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}
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}
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QRegion Scene::damage() const
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{
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return m_paintContext.damage;
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}
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QRect Scene::geometry() const
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{
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return m_geometry;
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}
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void Scene::setGeometry(const QRect &rect)
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{
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if (m_geometry != rect) {
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m_geometry = rect;
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addRepaintFull();
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}
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}
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QList<SceneDelegate *> Scene::delegates() const
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{
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return m_delegates;
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}
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void Scene::addDelegate(SceneDelegate *delegate)
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{
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m_delegates.append(delegate);
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}
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void Scene::removeDelegate(SceneDelegate *delegate)
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{
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m_delegates.removeOne(delegate);
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}
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static SurfaceItem *findTopMostSurface(SurfaceItem *item)
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{
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const QList<Item *> children = item->childItems();
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if (children.isEmpty()) {
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return item;
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} else {
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return findTopMostSurface(static_cast<SurfaceItem *>(children.constLast()));
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}
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}
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SurfaceItem *Scene::scanoutCandidate() const
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{
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if (!waylandServer()) {
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return nullptr;
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}
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SurfaceItem *candidate = nullptr;
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if (!static_cast<EffectsHandlerImpl *>(effects)->blocksDirectScanout()) {
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for (int i = stacking_order.count() - 1; i >= 0; i--) {
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WindowItem *windowItem = stacking_order[i];
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Window *window = windowItem->window();
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if (window->isOnOutput(painted_screen) && window->opacity() > 0) {
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if (!window->isClient() || !window->isFullScreen() || window->opacity() != 1.0) {
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break;
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}
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if (!windowItem->surfaceItem()) {
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break;
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}
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SurfaceItem *topMost = findTopMostSurface(windowItem->surfaceItem());
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auto pixmap = topMost->pixmap();
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if (!pixmap) {
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break;
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}
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pixmap->update();
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// the subsurface has to be able to cover the whole window
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if (topMost->position() != QPoint(0, 0)) {
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break;
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}
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// and it has to be completely opaque
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if (pixmap->hasAlphaChannel() && !topMost->opaque().contains(QRect(0, 0, window->width(), window->height()))) {
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break;
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}
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candidate = topMost;
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break;
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}
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}
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}
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return candidate;
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}
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void Scene::prePaint(Output *output)
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{
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createStackingOrder();
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if (kwinApp()->operationMode() == Application::OperationModeX11) {
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painted_screen = workspace()->outputs().constFirst();
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setRenderTargetRect(geometry());
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setRenderTargetScale(1);
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} else {
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painted_screen = output;
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setRenderTargetRect(painted_screen->geometry());
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setRenderTargetScale(painted_screen->scale());
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}
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const RenderLoop *renderLoop = painted_screen->renderLoop();
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const std::chrono::milliseconds presentTime =
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std::chrono::duration_cast<std::chrono::milliseconds>(renderLoop->nextPresentationTimestamp());
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if (Q_UNLIKELY(presentTime < m_expectedPresentTimestamp)) {
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qCDebug(KWIN_CORE,
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"Provided presentation timestamp is invalid: %lld (current: %lld)",
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static_cast<long long>(presentTime.count()),
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static_cast<long long>(m_expectedPresentTimestamp.count()));
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} else {
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m_expectedPresentTimestamp = presentTime;
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}
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// preparation step
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auto effectsImpl = static_cast<EffectsHandlerImpl *>(effects);
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effectsImpl->startPaint();
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ScreenPrePaintData prePaintData;
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prePaintData.mask = 0;
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prePaintData.screen = EffectScreenImpl::get(painted_screen);
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effects->makeOpenGLContextCurrent();
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Q_EMIT preFrameRender();
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effects->prePaintScreen(prePaintData, m_expectedPresentTimestamp);
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m_paintContext.damage = prePaintData.paint;
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m_paintContext.mask = prePaintData.mask;
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m_paintContext.phase2Data.clear();
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if (m_paintContext.mask & (PAINT_SCREEN_TRANSFORMED | PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS)) {
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preparePaintGenericScreen();
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} else {
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preparePaintSimpleScreen();
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}
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}
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static void resetRepaintsHelper(Item *item, Output *output)
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{
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item->resetRepaints(output);
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const auto childItems = item->childItems();
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for (Item *childItem : childItems) {
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resetRepaintsHelper(childItem, output);
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}
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}
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static void accumulateRepaints(Item *item, Output *output, QRegion *repaints)
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{
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*repaints += item->repaints(output);
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item->resetRepaints(output);
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const auto childItems = item->childItems();
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for (Item *childItem : childItems) {
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accumulateRepaints(childItem, output, repaints);
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}
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}
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void Scene::preparePaintGenericScreen()
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{
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for (WindowItem *windowItem : std::as_const(stacking_order)) {
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resetRepaintsHelper(windowItem, painted_screen);
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WindowPrePaintData data;
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data.mask = m_paintContext.mask;
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data.paint = infiniteRegion(); // no clipping, so doesn't really matter
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effects->prePaintWindow(windowItem->window()->effectWindow(), data, m_expectedPresentTimestamp);
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m_paintContext.phase2Data.append(Phase2Data{
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.item = windowItem,
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.region = infiniteRegion(),
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.opaque = data.opaque,
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.mask = data.mask,
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});
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}
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m_paintContext.damage = renderTargetRect();
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}
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void Scene::preparePaintSimpleScreen()
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{
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for (WindowItem *windowItem : std::as_const(stacking_order)) {
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Window *window = windowItem->window();
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WindowPrePaintData data;
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data.mask = m_paintContext.mask;
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accumulateRepaints(windowItem, painted_screen, &data.paint);
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// Clip out the decoration for opaque windows; the decoration is drawn in the second pass.
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if (window->opacity() == 1.0) {
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const SurfaceItem *surfaceItem = windowItem->surfaceItem();
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if (Q_LIKELY(surfaceItem)) {
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data.opaque = surfaceItem->mapToGlobal(surfaceItem->opaque());
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}
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const DecorationItem *decorationItem = windowItem->decorationItem();
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if (decorationItem) {
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data.opaque |= decorationItem->mapToGlobal(decorationItem->opaque());
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}
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}
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effects->prePaintWindow(window->effectWindow(), data, m_expectedPresentTimestamp);
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m_paintContext.phase2Data.append(Phase2Data{
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.item = windowItem,
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.region = data.paint,
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.opaque = data.opaque,
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.mask = data.mask,
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});
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}
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// Perform an occlusion cull pass, remove surface damage occluded by opaque windows.
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QRegion opaque;
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for (int i = m_paintContext.phase2Data.size() - 1; i >= 0; --i) {
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const auto &paintData = m_paintContext.phase2Data.at(i);
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m_paintContext.damage += paintData.region - opaque;
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if (!(paintData.mask & (PAINT_WINDOW_TRANSLUCENT | PAINT_WINDOW_TRANSFORMED))) {
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opaque += paintData.opaque;
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}
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}
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}
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void Scene::postPaint()
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{
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for (WindowItem *w : std::as_const(stacking_order)) {
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effects->postPaintWindow(w->window()->effectWindow());
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}
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effects->postPaintScreen();
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if (waylandServer()) {
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const std::chrono::milliseconds frameTime =
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std::chrono::duration_cast<std::chrono::milliseconds>(painted_screen->renderLoop()->lastPresentationTimestamp());
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for (WindowItem *windowItem : std::as_const(stacking_order)) {
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Window *window = windowItem->window();
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if (!window->isOnOutput(painted_screen)) {
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continue;
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}
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if (auto surface = window->surface()) {
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surface->frameRendered(frameTime.count());
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}
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}
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}
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clearStackingOrder();
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}
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static QMatrix4x4 createProjectionMatrix(const QRect &rect, qreal scale)
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{
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QMatrix4x4 ret;
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ret.ortho(QRectF(rect.left() * scale, rect.top() * scale, rect.width() * scale, rect.height() * scale));
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return ret;
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}
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QMatrix4x4 Scene::renderTargetProjectionMatrix() const
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{
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return m_renderTargetProjectionMatrix;
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}
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QRect Scene::renderTargetRect() const
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{
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return m_renderTargetRect;
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}
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void Scene::setRenderTargetRect(const QRect &rect)
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{
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if (rect == m_renderTargetRect) {
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return;
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}
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m_renderTargetRect = rect;
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m_renderTargetProjectionMatrix = createProjectionMatrix(rect, m_renderTargetScale);
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}
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qreal Scene::renderTargetScale() const
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{
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return m_renderTargetScale;
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}
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void Scene::setRenderTargetScale(qreal scale)
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{
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if (qFuzzyCompare(scale, m_renderTargetScale)) {
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return;
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}
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m_renderTargetScale = scale;
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m_renderTargetProjectionMatrix = createProjectionMatrix(m_renderTargetRect, scale);
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}
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QRegion Scene::mapToRenderTarget(const QRegion ®ion) const
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{
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QRegion result;
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for (const QRect &rect : region) {
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result += QRect((rect.x() - m_renderTargetRect.x()) * m_renderTargetScale,
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(rect.y() - m_renderTargetRect.y()) * m_renderTargetScale,
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rect.width() * m_renderTargetScale,
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rect.height() * m_renderTargetScale);
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}
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return result;
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}
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void Scene::paintScreen(const QRegion ®ion)
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{
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ScreenPaintData data(m_renderTargetProjectionMatrix, EffectScreenImpl::get(painted_screen));
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effects->paintScreen(m_paintContext.mask, region, data);
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m_paintScreenCount = 0;
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Q_EMIT frameRendered();
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}
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// the function that'll be eventually called by paintScreen() above
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void Scene::finalPaintScreen(int mask, const QRegion ®ion, ScreenPaintData &data)
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{
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m_paintScreenCount++;
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if (mask & (PAINT_SCREEN_TRANSFORMED | PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS)) {
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paintGenericScreen(mask, data);
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} else {
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paintSimpleScreen(mask, region);
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}
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}
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// The generic painting code that can handle even transformations.
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// It simply paints bottom-to-top.
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void Scene::paintGenericScreen(int, const ScreenPaintData &)
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{
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if (m_paintContext.mask & PAINT_SCREEN_BACKGROUND_FIRST) {
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if (m_paintScreenCount == 1) {
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paintBackground(infiniteRegion());
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}
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} else {
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paintBackground(infiniteRegion());
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}
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for (const Phase2Data &paintData : std::as_const(m_paintContext.phase2Data)) {
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paintWindow(paintData.item, paintData.mask, paintData.region);
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}
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}
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// The optimized case without any transformations at all.
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// It can paint only the requested region and can use clipping
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// to reduce painting and improve performance.
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void Scene::paintSimpleScreen(int, const QRegion ®ion)
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{
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// This is the occlusion culling pass
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QRegion visible = region;
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for (int i = m_paintContext.phase2Data.size() - 1; i >= 0; --i) {
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Phase2Data *data = &m_paintContext.phase2Data[i];
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data->region = visible;
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if (!(data->mask & PAINT_WINDOW_TRANSFORMED)) {
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data->region &= data->item->mapToGlobal(data->item->boundingRect()).toAlignedRect();
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if (!(data->mask & PAINT_WINDOW_TRANSLUCENT)) {
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visible -= data->opaque;
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}
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}
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}
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paintBackground(visible);
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|
for (const Phase2Data &paintData : std::as_const(m_paintContext.phase2Data)) {
|
|
paintWindow(paintData.item, paintData.mask, paintData.region);
|
|
}
|
|
}
|
|
|
|
void Scene::createStackingOrder()
|
|
{
|
|
// Create a list of all windows in the stacking order
|
|
QList<Window *> windows = workspace()->stackingOrder();
|
|
|
|
// Move elevated windows to the top of the stacking order
|
|
const QList<EffectWindow *> elevatedList = static_cast<EffectsHandlerImpl *>(effects)->elevatedWindows();
|
|
for (EffectWindow *c : elevatedList) {
|
|
Window *t = static_cast<EffectWindowImpl *>(c)->window();
|
|
windows.removeAll(t);
|
|
windows.append(t);
|
|
}
|
|
|
|
// Skip windows that are not yet ready for being painted and if screen is locked skip windows
|
|
// that are neither lockscreen nor inputmethod windows.
|
|
//
|
|
// TODO? This cannot be used so carelessly - needs protections against broken clients, the
|
|
// window should not get focus before it's displayed, handle unredirected windows properly and
|
|
// so on.
|
|
for (Window *window : std::as_const(windows)) {
|
|
if (!window->readyForPainting()) {
|
|
continue;
|
|
}
|
|
if (!window->windowItem()->isVisible()) {
|
|
continue;
|
|
}
|
|
stacking_order.append(window->windowItem());
|
|
}
|
|
}
|
|
|
|
void Scene::clearStackingOrder()
|
|
{
|
|
stacking_order.clear();
|
|
}
|
|
|
|
void Scene::paintWindow(WindowItem *item, int mask, const QRegion ®ion)
|
|
{
|
|
if (region.isEmpty()) { // completely clipped
|
|
return;
|
|
}
|
|
|
|
WindowPaintData data(renderTargetProjectionMatrix());
|
|
effects->paintWindow(item->window()->effectWindow(), mask, region, data);
|
|
}
|
|
|
|
// the function that'll be eventually called by paintWindow() above
|
|
void Scene::finalPaintWindow(EffectWindowImpl *w, int mask, const QRegion ®ion, WindowPaintData &data)
|
|
{
|
|
effects->drawWindow(w, mask, region, data);
|
|
}
|
|
|
|
// will be eventually called from drawWindow()
|
|
void Scene::finalDrawWindow(EffectWindowImpl *w, int mask, const QRegion ®ion, WindowPaintData &data)
|
|
{
|
|
render(w->windowItem(), mask, region, data);
|
|
}
|
|
|
|
bool Scene::makeOpenGLContextCurrent()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
void Scene::doneOpenGLContextCurrent()
|
|
{
|
|
}
|
|
|
|
bool Scene::supportsNativeFence() const
|
|
{
|
|
return false;
|
|
}
|
|
|
|
QPainter *Scene::scenePainter() const
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
QVector<QByteArray> Scene::openGLPlatformInterfaceExtensions() const
|
|
{
|
|
return QVector<QByteArray>{};
|
|
}
|
|
|
|
std::unique_ptr<SurfaceTexture> Scene::createSurfaceTextureInternal(SurfacePixmapInternal *pixmap)
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
std::unique_ptr<SurfaceTexture> Scene::createSurfaceTextureX11(SurfacePixmapX11 *pixmap)
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
std::unique_ptr<SurfaceTexture> Scene::createSurfaceTextureWayland(SurfacePixmapWayland *pixmap)
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
} // namespace
|