7c8c1dac0a
For each DrmOutput a gbm_surface and EglSurface is created. When rendering per screen the context is made current on each of the surfaces. Note: viewport handling needs to be improved by e.g. passing through the scene to restore to correct viewport after dropping an FBO. Furthermore it seems like buffer age is not working correctly in this setup (not overly surprising). Dynamic changes are not yet supported.
106 lines
3 KiB
C++
106 lines
3 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) 2015 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_ABSTRACT_EGL_BACKEND_H
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#define KWIN_ABSTRACT_EGL_BACKEND_H
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#include "scene_opengl.h"
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namespace KWin
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{
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class AbstractEglBackend : public OpenGLBackend
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{
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public:
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virtual ~AbstractEglBackend();
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bool makeCurrent() override;
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void doneCurrent() override;
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EGLDisplay eglDisplay() const {
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return m_display;
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}
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protected:
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AbstractEglBackend();
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EGLContext context() const {
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return m_context;
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}
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EGLSurface surface() const {
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return m_surface;
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}
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EGLConfig config() const {
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return m_config;
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}
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void setEglDisplay(const EGLDisplay &display) {
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m_display = display;
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}
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void setContext(const EGLContext &context) {
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m_context = context;
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}
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void setSurface(const EGLSurface &surface) {
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m_surface = surface;
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}
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void setConfig(const EGLConfig &config) {
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m_config = config;
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}
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void cleanup();
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virtual void cleanupSurfaces();
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bool initEglAPI();
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void initKWinGL();
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void initBufferAge();
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void initClientExtensions();
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void initWayland();
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bool hasClientExtension(const QByteArray &ext) const;
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private:
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EGLDisplay m_display = EGL_NO_DISPLAY;
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EGLSurface m_surface = EGL_NO_SURFACE;
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EGLContext m_context = EGL_NO_CONTEXT;
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EGLConfig m_config = nullptr;
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QList<QByteArray> m_clientExtensions;
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};
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class AbstractEglTexture : public SceneOpenGL::TexturePrivate
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{
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public:
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virtual ~AbstractEglTexture();
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bool loadTexture(WindowPixmap *pixmap) override;
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void updateTexture(WindowPixmap *pixmap) override;
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OpenGLBackend *backend() override;
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protected:
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AbstractEglTexture(SceneOpenGL::Texture *texture, AbstractEglBackend *backend);
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EGLImageKHR image() const {
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return m_image;
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}
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private:
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bool loadTexture(xcb_pixmap_t pix, const QSize &size);
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#if HAVE_WAYLAND
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bool loadShmTexture(const QPointer<KWayland::Server::BufferInterface> &buffer);
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bool loadEglTexture(const QPointer<KWayland::Server::BufferInterface> &buffer);
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EGLImageKHR attach(const QPointer<KWayland::Server::BufferInterface> &buffer);
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#endif
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SceneOpenGL::Texture *q;
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AbstractEglBackend *m_backend;
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EGLImageKHR m_image;
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};
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}
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#endif
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