c25b2939b1
Allow prepareRenderingFrame() to return a region that will be repainted in addition to the damaged region. Pass both the damaged region and the repainted region, which may be larger, as parameters to endRenderingFrame().
77 lines
2.3 KiB
C++
77 lines
2.3 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 QRegion prepareRenderingFrame();
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virtual void endRenderingFrame(const QRegion &renderedRegion, const QRegion &damagedRegion);
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protected:
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virtual void present();
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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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