1c7938e43e
But do pass the region in SceneOpenGL::Texture::load() as a const reference. This patch also replaces the Xlib types with their xcb equivalents.
123 lines
4 KiB
C++
123 lines
4 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) 2013 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_WAYLAND_BACKEND_H
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#define KWIN_EGL_WAYLAND_BACKEND_H
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#include "scene_opengl.h"
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// wayland
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#include <wayland-egl.h>
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class QTemporaryFile;
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struct wl_buffer;
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struct wl_shm;
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namespace KWin
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{
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namespace Wayland {
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class WaylandBackend;
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}
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namespace Xcb {
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class Shm;
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}
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/**
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* @brief OpenGL Backend using Egl on a Wayland surface.
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*
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* This Backend is the basis for a session compositor running on top of a Wayland system compositor.
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* It creates a Surface as large as the screen and maps it as a fullscreen shell surface on the
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* system compositor. The OpenGL context is created on the Wayland surface, so for rendering X11 is
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* not involved.
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*
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* At the moment the backend is still rather limited. For getting textures from pixmap it uses the
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* XShm library. This is currently a hack and only as proof of concept till we support texture from
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* Wayland buffers. From then on we should use XWayland for texture mapping.
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*
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* Also in repainting the backend is currently still rather limited. Only supported mode is fullscreen
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* repaints, which is obviously not optimal. Best solution is probably to go for buffer_age extension
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* and make it the only available solution next to fullscreen repaints.
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**/
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class EglWaylandBackend : public QObject, public OpenGLBackend
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{
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Q_OBJECT
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public:
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EglWaylandBackend();
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virtual ~EglWaylandBackend();
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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 QRegion prepareRenderingFrame();
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virtual void endRenderingFrame(const QRegion &renderedRegion, const QRegion &damagedRegion);
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virtual bool makeCurrent() override;
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virtual void doneCurrent() override;
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virtual bool isLastFrameRendered() const override;
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Xcb::Shm *shm();
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void lastFrameRendered();
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virtual bool usesOverlayWindow() const override;
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protected:
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virtual void present();
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private Q_SLOTS:
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void overlaySizeChanged(const QSize &size);
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private:
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void init();
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bool initializeEgl();
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bool initBufferConfigs();
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bool initRenderingContext();
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bool makeContextCurrent();
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EGLDisplay m_display;
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EGLConfig m_config;
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EGLSurface m_surface;
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EGLContext m_context;
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int m_bufferAge;
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Wayland::WaylandBackend *m_wayland;
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wl_egl_window *m_overlay;
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QScopedPointer<Xcb::Shm> m_shm;
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bool m_lastFrameRendered;
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friend class EglWaylandTexture;
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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 EglWaylandTexture : public SceneOpenGL::TexturePrivate
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{
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public:
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virtual ~EglWaylandTexture();
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virtual void findTarget();
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virtual bool loadTexture(xcb_pixmap_t pix, const QSize &size, int depth);
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virtual OpenGLBackend *backend();
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virtual bool update(const QRegion &damage);
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private:
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friend class EglWaylandBackend;
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EglWaylandTexture(SceneOpenGL::Texture *texture, EglWaylandBackend *backend);
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SceneOpenGL::Texture *q;
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EglWaylandBackend *m_backend;
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/**
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* The Pixmap of the window content. Get's updated in loadTexture.
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*/
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xcb_pixmap_t m_referencedPixmap;
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};
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} // namespace
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#endif // KWIN_EGL_ON_X_BACKEND_H
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