6152cc4fa5
The handling for creating and managing the OpenGL context is split out of the SceneOpenGL into the abstract OpenGLBackend and it's two subclasses GlxBackend and EglOnXBackend. The backends take care of creating the OpenGL context on the windowing system, e.g. on glx an OpenGL context on the overlay window is created and in the egl case an EGL context is created. This means that the SceneOpenGL itself does not have to care about the specific underlying infrastructure. Furthermore the backend provides the Textures for the specific texture from pixmap operations. For that in each of the backend files an additional subclass of the TexturePrivate is defined. These subclasses hold the EglImage and GLXPixmap respectively. The backend is able to create such a private texture and for that the ctor of the Texture is changed to take the backend as a parameter and the Scene provides a factory method for creating Textures. To make this work inside Window the Textures are now hold as pointers which seems a better choice anyway as to the member functions pointers are passed.
77 lines
2.2 KiB
C++
77 lines
2.2 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) 2012 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_EGL_ON_X_BACKEND_H
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#define KWIN_EGL_ON_X_BACKEND_H
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#include "scene_opengl.h"
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namespace KWin
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{
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/**
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* @brief OpenGL Backend using Egl windowing system over an X overlay window.
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**/
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class EglOnXBackend : public OpenGLBackend
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{
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public:
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EglOnXBackend();
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virtual ~EglOnXBackend();
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virtual void screenGeometryChanged(const QSize &size);
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virtual SceneOpenGL::TexturePrivate *createBackendTexture(SceneOpenGL::Texture *texture);
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virtual void prepareRenderingFrame();
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virtual void endRenderingFrame(int mask, const QRegion &damage);
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protected:
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virtual void flushBuffer();
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private:
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void init();
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bool initBufferConfigs();
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bool initRenderingContext();
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EGLDisplay dpy;
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EGLConfig config;
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EGLSurface surface;
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EGLContext ctx;
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int surfaceHasSubPost;
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friend class EglTexture;
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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 EglTexture : public SceneOpenGL::TexturePrivate
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{
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public:
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virtual ~EglTexture();
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virtual void onDamage();
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virtual void findTarget();
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virtual bool loadTexture(const Pixmap& pix, const QSize& size, int depth);
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virtual OpenGLBackend *backend();
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private:
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friend class EglOnXBackend;
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EglTexture(SceneOpenGL::Texture *texture, EglOnXBackend *backend);
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SceneOpenGL::Texture *q;
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EglOnXBackend *m_backend;
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EGLImageKHR m_image;
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};
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} // namespace
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#endif // KWIN_EGL_ON_X_BACKEND_H
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