0ceff5fd24
The compositing timing algorithm assumes that glXSwapBuffers() and eglSwapBuffers() block. While this was true long time ago with NVIDIA drivers, nowadays, it's not the case. The NVIDIA driver queues several buffers in advance and if the application runs out of them, it will block. With Mesa driver, swapping buffer was never blocking. This change makes the render backends swap buffers right after ending a compositing cycle. This may potentially block, but it shouldn't be an issue with modern drivers. In case it gets proven, we can move glXSwapBuffers() and eglSwapBuffers() in a separate thread. Note that this change breaks the compositing timing algorithm, but it's already sort of broken with Mesa drivers.
118 lines
3.2 KiB
C++
118 lines
3.2 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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SPDX-FileCopyrightText: 2013 Martin Gräßlin <mgraesslin@kde.org>
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SPDX-FileCopyrightText: 2019 Roman Gilg <subdiff@gmail.com>
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SPDX-License-Identifier: GPL-2.0-or-later
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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 "abstract_egl_backend.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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{
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class WaylandBackend;
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class WaylandOutput;
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class EglWaylandBackend;
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class EglWaylandOutput : public QObject
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{
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Q_OBJECT
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public:
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EglWaylandOutput(WaylandOutput *output, QObject *parent = nullptr);
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~EglWaylandOutput() override = default;
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bool init(EglWaylandBackend *backend);
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void updateSize();
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private:
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WaylandOutput *m_waylandOutput;
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wl_egl_window *m_overlay = nullptr;
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EGLSurface m_eglSurface = EGL_NO_SURFACE;
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int m_bufferAge = 0;
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/**
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* @brief The damage history for the past 10 frames.
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*/
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QVector<QRegion> m_damageHistory;
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friend class EglWaylandBackend;
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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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* 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 AbstractEglBackend
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{
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Q_OBJECT
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public:
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EglWaylandBackend(WaylandBackend *b);
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~EglWaylandBackend() override;
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void screenGeometryChanged(const QSize &size) override;
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SceneOpenGLTexturePrivate *createBackendTexture(SceneOpenGLTexture *texture) override;
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QRegion beginFrame(int screenId) override;
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void endFrame(int screenId, const QRegion &damage, const QRegion &damagedRegion) override;
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bool usesOverlayWindow() const override;
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void init() override;
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bool havePlatformBase() const {
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return m_havePlatformBase;
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}
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void aboutToStartPainting(int screenId, const QRegion &damage) 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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bool createEglWaylandOutput(AbstractOutput *output);
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void cleanupSurfaces() override;
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void cleanupOutput(EglWaylandOutput *output);
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bool makeContextCurrent(EglWaylandOutput *output);
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void presentOnSurface(EglWaylandOutput *output, const QRegion &damagedRegion);
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WaylandBackend *m_backend;
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QVector<EglWaylandOutput*> m_outputs;
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bool m_havePlatformBase;
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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 AbstractEglTexture
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{
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public:
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~EglWaylandTexture() override;
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private:
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friend class EglWaylandBackend;
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EglWaylandTexture(SceneOpenGLTexture *texture, EglWaylandBackend *backend);
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};
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}
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}
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#endif
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