kwin/plugins/platforms/drm/egl_gbm_backend.cpp
Martin Flöser 8ae37c420b Move SceneOpenGL into a dedicated plugin
Summary:
Unfortunately a rather large change which required more refactoring than
initially expected. The main problem was that some parts needed to go
into platformsupport so that the platform plugins can link them. Due to
the rather monolithic nature of scene_opengl.h a few changes were
required:
* SceneOpenGL::Texture -> SceneOpenGLTexture
* SceneOpenGL::TexturePrivate -> SceneOpenGLTexturePrivate
* texture based code into dedicated files
* SwapProfiler code into dedicated files
* SwapProfiler only used in x11 variants
* Safety checks for OpenGL scene moved into the new plugin
* signal declared in SceneOpenGL moved to Scene, so that we don't need
to include SceneOpenGL in composite

Test Plan: Nested OpenGL compositor works

Reviewers: #kwin, #plasma

Subscribers: plasma-devel, kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D7740
2017-09-30 13:12:10 +02:00

353 lines
10 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/>.
*********************************************************************/
#include "egl_gbm_backend.h"
// kwin
#include "composite.h"
#include "drm_backend.h"
#include "drm_output.h"
#include "logging.h"
#include "options.h"
#include "screens.h"
// kwin libs
#include <kwinglplatform.h>
// Qt
#include <QOpenGLContext>
// system
#include <gbm.h>
namespace KWin
{
EglGbmBackend::EglGbmBackend(DrmBackend *b)
: AbstractEglBackend()
, m_backend(b)
{
// Egl is always direct rendering
setIsDirectRendering(true);
setSyncsToVBlank(true);
connect(m_backend, &DrmBackend::outputAdded, this, &EglGbmBackend::createOutput);
connect(m_backend, &DrmBackend::outputRemoved, this,
[this] (DrmOutput *output) {
auto it = std::find_if(m_outputs.begin(), m_outputs.end(),
[output] (const Output &o) {
return o.output == output;
}
);
if (it == m_outputs.end()) {
return;
}
cleanupOutput(*it);
m_outputs.erase(it);
}
);
}
EglGbmBackend::~EglGbmBackend()
{
cleanup();
}
void EglGbmBackend::cleanupSurfaces()
{
for (auto it = m_outputs.constBegin(); it != m_outputs.constEnd(); ++it) {
cleanupOutput(*it);
}
}
void EglGbmBackend::cleanupOutput(const Output &o)
{
o.output->releaseGbm();
if (o.eglSurface != EGL_NO_SURFACE) {
eglDestroySurface(eglDisplay(), o.eglSurface);
}
if (o.gbmSurface) {
gbm_surface_destroy(o.gbmSurface);
}
}
bool EglGbmBackend::initializeEgl()
{
initClientExtensions();
EGLDisplay display = m_backend->sceneEglDisplay();
// Use eglGetPlatformDisplayEXT() to get the display pointer
// if the implementation supports it.
if (display == EGL_NO_DISPLAY) {
if (!hasClientExtension(QByteArrayLiteral("EGL_EXT_platform_base")) ||
!hasClientExtension(QByteArrayLiteral("EGL_MESA_platform_gbm"))) {
setFailed("EGL_EXT_platform_base and/or EGL_MESA_platform_gbm missing");
return false;
}
auto device = gbm_create_device(m_backend->fd());
if (!device) {
setFailed("Could not create gbm device");
return false;
}
m_backend->setGbmDevice(device);
display = eglGetPlatformDisplayEXT(EGL_PLATFORM_GBM_MESA, device, nullptr);
}
if (display == EGL_NO_DISPLAY)
return false;
setEglDisplay(display);
return initEglAPI();
}
void EglGbmBackend::init()
{
if (!initializeEgl()) {
setFailed("Could not initialize egl");
return;
}
if (!initRenderingContext()) {
setFailed("Could not initialize rendering context");
return;
}
initKWinGL();
initBufferAge();
initWayland();
}
bool EglGbmBackend::initRenderingContext()
{
initBufferConfigs();
if (!createContext()) {
return false;
}
const auto outputs = m_backend->outputs();
for (DrmOutput *drmOutput: outputs) {
createOutput(drmOutput);
}
if (m_outputs.isEmpty()) {
qCCritical(KWIN_DRM) << "Create Window Surfaces failed";
return false;
}
// set our first surface as the one for the abstract backend, just to make it happy
setSurface(m_outputs.first().eglSurface);
return makeContextCurrent(m_outputs.first());
}
void EglGbmBackend::createOutput(DrmOutput *drmOutput)
{
Output o;
o.output = drmOutput;
auto size = drmOutput->pixelSize();
o.gbmSurface = gbm_surface_create(m_backend->gbmDevice(), size.width(), size.height(),
GBM_FORMAT_XRGB8888, GBM_BO_USE_SCANOUT | GBM_BO_USE_RENDERING);
if (!o.gbmSurface) {
qCCritical(KWIN_DRM) << "Create gbm surface failed";
return;
}
o.eglSurface = eglCreatePlatformWindowSurfaceEXT(eglDisplay(), config(), (void *)o.gbmSurface, nullptr);
if (o.eglSurface == EGL_NO_SURFACE) {
qCCritical(KWIN_DRM) << "Create Window Surface failed";
gbm_surface_destroy(o.gbmSurface);
return;
}
m_outputs << o;
}
bool EglGbmBackend::makeContextCurrent(const Output &output)
{
const EGLSurface surface = output.eglSurface;
if (surface == EGL_NO_SURFACE) {
return false;
}
if (eglMakeCurrent(eglDisplay(), surface, surface, context()) == EGL_FALSE) {
qCCritical(KWIN_DRM) << "Make Context Current failed";
return false;
}
EGLint error = eglGetError();
if (error != EGL_SUCCESS) {
qCWarning(KWIN_DRM) << "Error occurred while creating context " << error;
return false;
}
// TODO: ensure the viewport is set correctly each time
const QSize &overall = screens()->size();
const QRect &v = output.output->geometry();
// TODO: are the values correct?
qreal scale = output.output->scale();
glViewport(-v.x() * scale, (v.height() - overall.height() - v.y()) * scale,
overall.width() * scale, overall.height() * scale);
return true;
}
bool EglGbmBackend::initBufferConfigs()
{
const EGLint config_attribs[] = {
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RED_SIZE, 1,
EGL_GREEN_SIZE, 1,
EGL_BLUE_SIZE, 1,
EGL_ALPHA_SIZE, 0,
EGL_RENDERABLE_TYPE, isOpenGLES() ? EGL_OPENGL_ES2_BIT : EGL_OPENGL_BIT,
EGL_CONFIG_CAVEAT, EGL_NONE,
EGL_NONE,
};
EGLint count;
EGLConfig configs[1024];
if (eglChooseConfig(eglDisplay(), config_attribs, configs, 1, &count) == EGL_FALSE) {
qCCritical(KWIN_DRM) << "choose config failed";
return false;
}
if (count != 1) {
qCCritical(KWIN_DRM) << "choose config did not return a config" << count;
return false;
}
setConfig(configs[0]);
return true;
}
void EglGbmBackend::present()
{
for (auto &o: m_outputs) {
makeContextCurrent(o);
presentOnOutput(o);
}
}
void EglGbmBackend::presentOnOutput(EglGbmBackend::Output &o)
{
eglSwapBuffers(eglDisplay(), o.eglSurface);
o.buffer = m_backend->createBuffer(o.gbmSurface);
m_backend->present(o.buffer, o.output);
if (supportsBufferAge()) {
eglQuerySurface(eglDisplay(), o.eglSurface, EGL_BUFFER_AGE_EXT, &o.bufferAge);
}
}
void EglGbmBackend::screenGeometryChanged(const QSize &size)
{
Q_UNUSED(size)
// TODO, create new buffer?
}
SceneOpenGLTexturePrivate *EglGbmBackend::createBackendTexture(SceneOpenGLTexture *texture)
{
return new EglGbmTexture(texture, this);
}
QRegion EglGbmBackend::prepareRenderingFrame()
{
startRenderTimer();
return QRegion();
}
QRegion EglGbmBackend::prepareRenderingForScreen(int screenId)
{
const Output &o = m_outputs.at(screenId);
makeContextCurrent(o);
if (supportsBufferAge()) {
QRegion region;
// Note: An age of zero means the buffer contents are undefined
if (o.bufferAge > 0 && o.bufferAge <= o.damageHistory.count()) {
for (int i = 0; i < o.bufferAge - 1; i++)
region |= o.damageHistory[i];
} else {
region = o.output->geometry();
}
return region;
}
return QRegion();
}
void EglGbmBackend::endRenderingFrame(const QRegion &renderedRegion, const QRegion &damagedRegion)
{
Q_UNUSED(renderedRegion)
Q_UNUSED(damagedRegion)
}
void EglGbmBackend::endRenderingFrameForScreen(int screenId, const QRegion &renderedRegion, const QRegion &damagedRegion)
{
Output &o = m_outputs[screenId];
if (damagedRegion.intersected(o.output->geometry()).isEmpty() && screenId == 0) {
// If the damaged region of a window is fully occluded, the only
// rendering done, if any, will have been to repair a reused back
// buffer, making it identical to the front buffer.
//
// In this case we won't post the back buffer. Instead we'll just
// set the buffer age to 1, so the repaired regions won't be
// rendered again in the next frame.
if (!renderedRegion.intersected(o.output->geometry()).isEmpty())
glFlush();
for (auto &o: m_outputs) {
o.bufferAge = 1;
}
return;
}
presentOnOutput(o);
// Save the damaged region to history
// Note: damage history is only collected for the first screen. For any other screen full repaints
// are triggered. This is due to a limitation in Scene::paintGenericScreen which resets the Toplevel's
// repaint. So multiple calls to Scene::paintScreen as it's done in multi-output rendering only
// have correct damage information for the first screen. If we try to track damage nevertheless,
// it creates artifacts. So for the time being we work around the problem by only supporting buffer
// age on the first output. To properly support buffer age on all outputs the rendering needs to
// be refactored in general.
if (supportsBufferAge() && screenId == 0) {
if (o.damageHistory.count() > 10) {
o.damageHistory.removeLast();
}
o.damageHistory.prepend(damagedRegion.intersected(o.output->geometry()));
}
}
bool EglGbmBackend::usesOverlayWindow() const
{
return false;
}
bool EglGbmBackend::perScreenRendering() const
{
return true;
}
/************************************************
* EglTexture
************************************************/
EglGbmTexture::EglGbmTexture(KWin::SceneOpenGLTexture *texture, EglGbmBackend *backend)
: AbstractEglTexture(texture, backend)
{
}
EglGbmTexture::~EglGbmTexture() = default;
} // namespace