kwin/plugins/platforms/wayland/egl_wayland_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

290 lines
8.4 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2013 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/>.
*********************************************************************/
#define WL_EGL_PLATFORM 1
#include "egl_wayland_backend.h"
// kwin
#include "composite.h"
#include "logging.h"
#include "options.h"
#include "wayland_backend.h"
#include "wayland_server.h"
#include <KWayland/Client/surface.h>
// kwin libs
#include <kwinglplatform.h>
// KDE
#include <KWayland/Server/buffer_interface.h>
#include <KWayland/Server/display.h>
// Qt
#include <QOpenGLContext>
namespace KWin
{
EglWaylandBackend::EglWaylandBackend(Wayland::WaylandBackend *b)
: AbstractEglBackend()
, m_bufferAge(0)
, m_wayland(b)
, m_overlay(NULL)
{
if (!m_wayland) {
setFailed("Wayland Backend has not been created");
return;
}
qCDebug(KWIN_WAYLAND_BACKEND) << "Connected to Wayland display?" << (m_wayland->display() ? "yes" : "no" );
if (!m_wayland->display()) {
setFailed("Could not connect to Wayland compositor");
return;
}
connect(m_wayland, SIGNAL(shellSurfaceSizeChanged(QSize)), SLOT(overlaySizeChanged(QSize)));
// Egl is always direct rendering
setIsDirectRendering(true);
}
EglWaylandBackend::~EglWaylandBackend()
{
cleanup();
if (m_overlay) {
wl_egl_window_destroy(m_overlay);
}
}
bool EglWaylandBackend::initializeEgl()
{
initClientExtensions();
EGLDisplay display = m_wayland->sceneEglDisplay();
// Use eglGetPlatformDisplayEXT() to get the display pointer
// if the implementation supports it.
if (display == EGL_NO_DISPLAY) {
m_havePlatformBase = hasClientExtension(QByteArrayLiteral("EGL_EXT_platform_base"));
if (m_havePlatformBase) {
// Make sure that the wayland platform is supported
if (!hasClientExtension(QByteArrayLiteral("EGL_EXT_platform_wayland")))
return false;
display = eglGetPlatformDisplayEXT(EGL_PLATFORM_WAYLAND_EXT, m_wayland->display(), nullptr);
} else {
display = eglGetDisplay(m_wayland->display());
}
}
if (display == EGL_NO_DISPLAY)
return false;
setEglDisplay(display);
return initEglAPI();
}
void EglWaylandBackend::init()
{
if (!initializeEgl()) {
setFailed("Could not initialize egl");
return;
}
if (!initRenderingContext()) {
setFailed("Could not initialize rendering context");
return;
}
initKWinGL();
initBufferAge();
initWayland();
}
bool EglWaylandBackend::initRenderingContext()
{
initBufferConfigs();
if (!createContext()) {
return false;
}
if (!m_wayland->surface()) {
return false;
}
const QSize &size = m_wayland->shellSurfaceSize();
auto s = m_wayland->surface();
connect(s, &KWayland::Client::Surface::frameRendered, Compositor::self(), &Compositor::bufferSwapComplete);
m_overlay = wl_egl_window_create(*s, size.width(), size.height());
if (!m_overlay) {
qCCritical(KWIN_WAYLAND_BACKEND) << "Creating Wayland Egl window failed";
return false;
}
EGLSurface surface = EGL_NO_SURFACE;
if (m_havePlatformBase)
surface = eglCreatePlatformWindowSurfaceEXT(eglDisplay(), config(), (void *) m_overlay, nullptr);
else
surface = eglCreateWindowSurface(eglDisplay(), config(), m_overlay, nullptr);
if (surface == EGL_NO_SURFACE) {
qCCritical(KWIN_WAYLAND_BACKEND) << "Create Window Surface failed";
return false;
}
setSurface(surface);
return makeContextCurrent();
}
bool EglWaylandBackend::makeContextCurrent()
{
if (eglMakeCurrent(eglDisplay(), surface(), surface(), context()) == EGL_FALSE) {
qCCritical(KWIN_WAYLAND_BACKEND) << "Make Context Current failed";
return false;
}
EGLint error = eglGetError();
if (error != EGL_SUCCESS) {
qCWarning(KWIN_WAYLAND_BACKEND) << "Error occurred while creating context " << error;
return false;
}
return true;
}
bool EglWaylandBackend::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_WAYLAND_BACKEND) << "choose config failed";
return false;
}
if (count != 1) {
qCCritical(KWIN_WAYLAND_BACKEND) << "choose config did not return a config" << count;
return false;
}
setConfig(configs[0]);
return true;
}
void EglWaylandBackend::present()
{
m_wayland->surface()->setupFrameCallback();
Compositor::self()->aboutToSwapBuffers();
if (supportsBufferAge()) {
eglSwapBuffers(eglDisplay(), surface());
eglQuerySurface(eglDisplay(), surface(), EGL_BUFFER_AGE_EXT, &m_bufferAge);
setLastDamage(QRegion());
return;
} else {
eglSwapBuffers(eglDisplay(), surface());
setLastDamage(QRegion());
}
}
void EglWaylandBackend::screenGeometryChanged(const QSize &size)
{
Q_UNUSED(size)
// no backend specific code needed
// TODO: base implementation in OpenGLBackend
// The back buffer contents are now undefined
m_bufferAge = 0;
}
SceneOpenGLTexturePrivate *EglWaylandBackend::createBackendTexture(SceneOpenGLTexture *texture)
{
return new EglWaylandTexture(texture, this);
}
QRegion EglWaylandBackend::prepareRenderingFrame()
{
if (!lastDamage().isEmpty())
present();
QRegion repaint;
if (supportsBufferAge())
repaint = accumulatedDamageHistory(m_bufferAge);
eglWaitNative(EGL_CORE_NATIVE_ENGINE);
startRenderTimer();
return repaint;
}
void EglWaylandBackend::endRenderingFrame(const QRegion &renderedRegion, const QRegion &damagedRegion)
{
if (damagedRegion.isEmpty()) {
setLastDamage(QRegion());
// 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.isEmpty())
glFlush();
m_bufferAge = 1;
return;
}
setLastDamage(renderedRegion);
if (!blocksForRetrace()) {
// This also sets lastDamage to empty which prevents the frame from
// being posted again when prepareRenderingFrame() is called.
present();
} else {
// Make sure that the GPU begins processing the command stream
// now and not the next time prepareRenderingFrame() is called.
glFlush();
}
// Save the damaged region to history
if (supportsBufferAge())
addToDamageHistory(damagedRegion);
}
void EglWaylandBackend::overlaySizeChanged(const QSize &size)
{
wl_egl_window_resize(m_overlay, size.width(), size.height(), 0, 0);
}
bool EglWaylandBackend::usesOverlayWindow() const
{
return false;
}
/************************************************
* EglTexture
************************************************/
EglWaylandTexture::EglWaylandTexture(KWin::SceneOpenGLTexture *texture, KWin::EglWaylandBackend *backend)
: AbstractEglTexture(texture, backend)
{
}
EglWaylandTexture::~EglWaylandTexture() = default;
} // namespace