kwin/plugins/platforms/virtual/egl_gbm_backend.h
Martin Gräßlin 56ce6689fd [platforms/virtual] Use rendernode or vgem device if available for egl
Summary:
The egl implementation for the virtual platform tries to use a render
node if available. If there is no render node it looks for a virtual
(kernel driver vgem) device, which unfortunately does not create a
render node in mainline kernel (there are patches in ChromiumOS).

For this the Udev wrapper is extended to search for renderNode devices
and for virtual dri devices.

If either render node or vgem dri device is found, it is tried to be
opened (without logind escalation) and on success a gbm device is
created on it. If any step of this fails the so far default behavior
of default device is tried for creating the EGLDisplay.

All of this is compile optional, so that the virtual platform does not
hard depend on udev and/or gbm.

Test Plan:
Auto tests which need OpenGL executed and verified that they
use the render node or vgem device.

Reviewers: #kwin, #plasma_on_wayland

Subscribers: plasma-devel, kwin

Tags: #plasma_on_wayland, #kwin

Differential Revision: https://phabricator.kde.org/D2216
2016-07-21 09:13:57 +02:00

86 lines
2.4 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 "scene_opengl.h"
#include <config-kwin.h>
#if HAVE_GBM
struct gbm_device;
#endif
namespace KWin
{
class VirtualBackend;
class GLTexture;
class GLRenderTarget;
/**
* @brief OpenGL Backend using Egl on a GBM surface.
**/
class EglGbmBackend : public QObject, public AbstractEglBackend
{
Q_OBJECT
public:
EglGbmBackend(VirtualBackend *b);
virtual ~EglGbmBackend();
void screenGeometryChanged(const QSize &size) override;
SceneOpenGL::TexturePrivate *createBackendTexture(SceneOpenGL::Texture *texture) override;
QRegion prepareRenderingFrame() override;
void endRenderingFrame(const QRegion &renderedRegion, const QRegion &damagedRegion) override;
bool usesOverlayWindow() const override;
void init() override;
protected:
void present() override;
private:
bool initializeEgl();
bool initBufferConfigs();
bool initRenderingContext();
void initGbmDevice();
VirtualBackend *m_backend;
GLTexture *m_backBuffer = nullptr;
GLRenderTarget *m_fbo = nullptr;
int m_frameCounter = 0;
#if HAVE_GBM
gbm_device *m_device = nullptr;
#endif
int m_drmFd = -1;
friend class EglGbmTexture;
};
/**
* @brief Texture using an EGLImageKHR.
**/
class EglGbmTexture : public AbstractEglTexture
{
public:
virtual ~EglGbmTexture();
private:
friend class EglGbmBackend;
EglGbmTexture(SceneOpenGL::Texture *texture, EglGbmBackend *backend);
};
} // namespace
#endif