0ceff5fd24
The compositing timing algorithm assumes that glXSwapBuffers() and eglSwapBuffers() block. While this was true long time ago with NVIDIA drivers, nowadays, it's not the case. The NVIDIA driver queues several buffers in advance and if the application runs out of them, it will block. With Mesa driver, swapping buffer was never blocking. This change makes the render backends swap buffers right after ending a compositing cycle. This may potentially block, but it shouldn't be an issue with modern drivers. In case it gets proven, we can move glXSwapBuffers() and eglSwapBuffers() in a separate thread. Note that this change breaks the compositing timing algorithm, but it's already sort of broken with Mesa drivers.
60 lines
1.5 KiB
C++
60 lines
1.5 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: 2015 Martin Gräßlin <mgraesslin@kde.org>
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SPDX-License-Identifier: GPL-2.0-or-later
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*/
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#ifndef KWIN_EGL_GBM_BACKEND_H
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#define KWIN_EGL_GBM_BACKEND_H
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#include "abstract_egl_backend.h"
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namespace KWin
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{
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class VirtualBackend;
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class GLTexture;
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class GLRenderTarget;
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/**
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* @brief OpenGL Backend using Egl on a GBM surface.
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*/
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class EglGbmBackend : public AbstractEglBackend
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{
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public:
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EglGbmBackend(VirtualBackend *b);
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~EglGbmBackend() override;
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void screenGeometryChanged(const QSize &size) override;
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SceneOpenGLTexturePrivate *createBackendTexture(SceneOpenGLTexture *texture) override;
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QRegion beginFrame(int screenId) override;
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void endFrame(int screenId, const QRegion &renderedRegion, const QRegion &damagedRegion) override;
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bool usesOverlayWindow() const override;
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void init() override;
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private:
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bool initializeEgl();
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bool initBufferConfigs();
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bool initRenderingContext();
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VirtualBackend *m_backend;
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GLTexture *m_backBuffer = nullptr;
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GLRenderTarget *m_fbo = nullptr;
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int m_frameCounter = 0;
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friend class EglGbmTexture;
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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 EglGbmTexture : public AbstractEglTexture
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{
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public:
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~EglGbmTexture() override;
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private:
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friend class EglGbmBackend;
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EglGbmTexture(SceneOpenGLTexture *texture, EglGbmBackend *backend);
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};
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} // namespace
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#endif
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