eeeac04974
Summary: Notify the driver about the parts of the screen that will be repainted. In some cases this can be benefitial. This is especially useful on lima and panfrost devices (e.g. pinephone, pinebook, pinebook pro). Test Plan: Tested on a pinebook pro with a late mesa version. Basically I implemented it, then it didn't work and I fixed it. Maybe next step we want to look into our damage algorithm.
349 lines
10 KiB
C++
349 lines
10 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-FileCopyrightText: 2009, 2010, 2011 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_SCENE_OPENGL_BACKEND_H
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#define KWIN_SCENE_OPENGL_BACKEND_H
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#include <QElapsedTimer>
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#include <QRegion>
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#include <kwin_export.h>
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namespace KWin
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{
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class AbstractOutput;
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class OpenGLBackend;
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class OverlayWindow;
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class SceneOpenGL;
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class SceneOpenGLTexture;
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class SceneOpenGLTexturePrivate;
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class WindowPixmap;
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class GLTexture;
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/**
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* @brief The OpenGLBackend creates and holds the OpenGL context and is responsible for Texture from Pixmap.
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*
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* The OpenGLBackend is an abstract base class used by the SceneOpenGL to abstract away the differences
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* between various OpenGL windowing systems such as GLX and EGL.
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*
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* A concrete implementation has to create and release the OpenGL context in a way so that the
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* SceneOpenGL does not have to care about it.
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*
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* In addition a major task for this class is to generate the SceneOpenGLTexturePrivate which is
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* able to perform the texture from pixmap operation in the given backend.
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*
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* @author Martin Gräßlin <mgraesslin@kde.org>
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*/
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class KWIN_EXPORT OpenGLBackend
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{
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public:
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OpenGLBackend();
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virtual ~OpenGLBackend();
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virtual void init() = 0;
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/**
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* @return Time passes since start of rendering current frame.
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* @see startRenderTimer
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*/
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qint64 renderTime() {
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return m_renderTimer.nsecsElapsed();
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}
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virtual void screenGeometryChanged(const QSize &size) = 0;
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virtual SceneOpenGLTexturePrivate *createBackendTexture(SceneOpenGLTexture *texture) = 0;
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/**
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* @brief Backend specific code to prepare the rendering of a frame including flushing the
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* previously rendered frame to the screen if the backend works this way.
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*
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* @return A region that if not empty will be repainted in addition to the damaged region
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*/
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virtual QRegion prepareRenderingFrame() = 0;
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/**
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* Notifies about starting to paint.
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*
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* @p damage contains the reported damage as suggested by windows and effects on prepaint calls.
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*/
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virtual void aboutToStartPainting(const QRegion &damage);
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/**
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* @brief Backend specific code to handle the end of rendering a frame.
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*
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* @param renderedRegion The possibly larger region that has been rendered
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* @param damagedRegion The damaged region that should be posted
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*/
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virtual void endRenderingFrame(const QRegion &damage, const QRegion &damagedRegion) = 0;
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virtual void endRenderingFrameForScreen(int screenId, const QRegion &damage, const QRegion &damagedRegion);
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virtual bool makeCurrent() = 0;
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virtual void doneCurrent() = 0;
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virtual bool usesOverlayWindow() const = 0;
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/**
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* Whether the rendering needs to be split per screen.
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* Default implementation returns @c false.
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*/
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virtual bool perScreenRendering() const;
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virtual QRegion prepareRenderingForScreen(int screenId);
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/**
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* @brief Compositor is going into idle mode, flushes any pending paints.
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*/
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void idle();
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/**
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* @return bool Whether the scene needs to flush a frame.
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*/
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bool hasPendingFlush() const {
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return !m_lastDamage.isEmpty();
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}
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/**
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* @brief Returns the OverlayWindow used by the backend.
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*
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* A backend does not have to use an OverlayWindow, this is mostly for the X world.
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* In case the backend does not use an OverlayWindow it is allowed to return @c null.
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* It's the task of the caller to check whether it is @c null.
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*
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* @return :OverlayWindow*
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*/
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virtual OverlayWindow *overlayWindow() const;
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/**
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* @brief Whether the creation of the Backend failed.
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*
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* The SceneOpenGL should test whether the Backend got constructed correctly. If this method
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* returns @c true, the SceneOpenGL should not try to start the rendering.
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*
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* @return bool @c true if the creation of the Backend failed, @c false otherwise.
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*/
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bool isFailed() const {
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return m_failed;
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}
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/**
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* @brief Whether the Backend provides VSync.
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*
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* Currently only the GLX backend can provide VSync.
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*
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* @return bool @c true if VSync support is available, @c false otherwise
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*/
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bool syncsToVBlank() const {
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return m_syncsToVBlank;
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}
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/**
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* @brief Whether VSync blocks execution until the screen is in the retrace
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*
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* Case for waitVideoSync and non triple buffering buffer swaps
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*
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*/
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bool blocksForRetrace() const {
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return m_blocksForRetrace;
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}
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/**
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* @brief Whether the backend uses direct rendering.
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*
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* Some OpenGLScene modes require direct rendering. E.g. the OpenGL 2 should not be used
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* if direct rendering is not supported by the Scene.
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*
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* @return bool @c true if the GL context is direct, @c false if indirect
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*/
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bool isDirectRendering() const {
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return m_directRendering;
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}
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bool supportsBufferAge() const {
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return m_haveBufferAge;
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}
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bool supportsPartialUpdate() const
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{
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return m_havePartialUpdate;
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}
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bool supportsSwapBuffersWithDamage() const
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{
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return m_haveSwapBuffersWithDamage;
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}
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/**
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* @returns whether the context is surfaceless
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*/
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bool isSurfaceLessContext() const {
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return m_surfaceLessContext;
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}
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/**
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* Returns the damage that has accumulated since a buffer of the given age was presented.
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*/
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QRegion accumulatedDamageHistory(int bufferAge) const;
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/**
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* Saves the given region to damage history.
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*/
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void addToDamageHistory(const QRegion ®ion);
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/**
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* The backend specific extensions (e.g. EGL/GLX extensions).
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*
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* Not the OpenGL (ES) extension!
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*/
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QList<QByteArray> extensions() const {
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return m_extensions;
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}
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/**
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* @returns whether the backend specific extensions contains @p extension.
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*/
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bool hasExtension(const QByteArray &extension) const {
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return m_extensions.contains(extension);
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}
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/**
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* Copy a region of pixels from the current read to the current draw buffer
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*/
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void copyPixels(const QRegion ®ion);
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virtual QSharedPointer<GLTexture> textureForOutput(AbstractOutput *output) const;
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protected:
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/**
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* @brief Backend specific flushing of frame to screen.
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*/
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virtual void present() = 0;
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/**
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* @brief Sets the backend initialization to failed.
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*
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* This method should be called by the concrete subclass in case the initialization failed.
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* The given @p reason is logged as a warning.
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*
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* @param reason The reason why the initialization failed.
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*/
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void setFailed(const QString &reason);
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/**
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* @brief Sets whether the backend provides VSync.
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*
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* Should be called by the concrete subclass once it is determined whether VSync is supported.
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* If the subclass does not call this method, the backend defaults to @c false.
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* @param enabled @c true if VSync support available, @c false otherwise.
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*/
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void setSyncsToVBlank(bool enabled) {
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m_syncsToVBlank = enabled;
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}
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/**
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* @brief Sets whether the VSync iplementation blocks
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*
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* Should be called by the concrete subclass once it is determined how VSync works.
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* If the subclass does not call this method, the backend defaults to @c false.
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* @param enabled @c true if VSync blocks, @c false otherwise.
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*/
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void setBlocksForRetrace(bool enabled) {
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m_blocksForRetrace = enabled;
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}
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/**
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* @brief Sets whether the OpenGL context is direct.
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*
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* Should be called by the concrete subclass once it is determined whether the OpenGL context is
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* direct or indirect.
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* If the subclass does not call this method, the backend defaults to @c false.
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*
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* @param direct @c true if the OpenGL context is direct, @c false if indirect
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*/
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void setIsDirectRendering(bool direct) {
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m_directRendering = direct;
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}
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void setSupportsBufferAge(bool value) {
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m_haveBufferAge = value;
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}
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void setSupportsPartialUpdate(bool value)
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{
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m_havePartialUpdate = value;
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}
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void setSupportsSwapBuffersWithDamage(bool value)
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{
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m_haveSwapBuffersWithDamage = value;
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}
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/**
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* @return const QRegion& Damage of previously rendered frame
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*/
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const QRegion &lastDamage() const {
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return m_lastDamage;
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}
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void setLastDamage(const QRegion &damage) {
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m_lastDamage = damage;
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}
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/**
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* @brief Starts the timer for how long it takes to render the frame.
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*
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* @see renderTime
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*/
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void startRenderTimer() {
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m_renderTimer.start();
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}
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/**
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* @param set whether the context is surface less
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*/
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void setSurfaceLessContext(bool set) {
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m_surfaceLessContext = set;
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}
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/**
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* Sets the platform-specific @p extensions.
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*
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* These are the EGL/GLX extensions, not the OpenGL extensions
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*/
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void setExtensions(const QList<QByteArray> &extensions) {
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m_extensions = extensions;
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}
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private:
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/**
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* @brief Whether VSync is available and used, defaults to @c false.
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*/
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bool m_syncsToVBlank;
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/**
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* @brief Whether present() will block execution until the next vertical retrace @c false.
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*/
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bool m_blocksForRetrace;
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/**
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* @brief Whether direct rendering is used, defaults to @c false.
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*/
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bool m_directRendering;
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/**
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* @brief Whether the backend supports GLX_EXT_buffer_age / EGL_EXT_buffer_age.
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*/
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bool m_haveBufferAge;
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/**
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* @brief Whether the backend supports EGL_KHR_partial_update
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*/
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bool m_havePartialUpdate;
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bool m_haveSwapBuffersWithDamage = false;
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/**
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* @brief Whether the initialization failed, of course default to @c false.
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*/
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bool m_failed;
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/**
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* @brief Damaged region of previously rendered frame.
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*/
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QRegion m_lastDamage;
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/**
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* @brief The damage history for the past 10 frames.
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*/
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QList<QRegion> m_damageHistory;
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/**
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* @brief Timer to measure how long a frame renders.
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*/
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QElapsedTimer m_renderTimer;
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bool m_surfaceLessContext = false;
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QList<QByteArray> m_extensions;
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};
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}
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#endif
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