8ae37c420b
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
75 lines
2.2 KiB
C++
75 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) 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_EGL_GBM_BACKEND_H
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#define KWIN_EGL_GBM_BACKEND_H
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#include "abstract_egl_backend.h"
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namespace KWin
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{
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class VirtualBackend;
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class GLTexture;
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class GLRenderTarget;
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/**
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* @brief OpenGL Backend using Egl on a GBM surface.
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**/
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class EglGbmBackend : public AbstractEglBackend
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{
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public:
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EglGbmBackend(VirtualBackend *b);
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virtual ~EglGbmBackend();
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void screenGeometryChanged(const QSize &size) override;
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SceneOpenGLTexturePrivate *createBackendTexture(SceneOpenGLTexture *texture) override;
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QRegion prepareRenderingFrame() override;
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void endRenderingFrame(const QRegion &renderedRegion, const QRegion &damagedRegion) override;
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bool usesOverlayWindow() const override;
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void init() override;
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protected:
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void present() override;
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private:
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bool initializeEgl();
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bool initBufferConfigs();
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bool initRenderingContext();
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void initGbmDevice();
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VirtualBackend *m_backend;
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GLTexture *m_backBuffer = nullptr;
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GLRenderTarget *m_fbo = nullptr;
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int m_frameCounter = 0;
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friend class EglGbmTexture;
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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 EglGbmTexture : public AbstractEglTexture
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{
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public:
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virtual ~EglGbmTexture();
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private:
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friend class EglGbmBackend;
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EglGbmTexture(SceneOpenGLTexture *texture, EglGbmBackend *backend);
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};
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} // namespace
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#endif
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