kwin/eglonxbackend.h
Fredrik Höglund c25b2939b1 kwin: Prepare the backend interface for EXT_buffer_age
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().
2013-12-12 01:36:45 +01:00

77 lines
2.3 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2012 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/>.
*********************************************************************/
#ifndef KWIN_EGL_ON_X_BACKEND_H
#define KWIN_EGL_ON_X_BACKEND_H
#include "scene_opengl.h"
namespace KWin
{
/**
* @brief OpenGL Backend using Egl windowing system over an X overlay window.
**/
class EglOnXBackend : public OpenGLBackend
{
public:
EglOnXBackend();
virtual ~EglOnXBackend();
virtual void screenGeometryChanged(const QSize &size);
virtual SceneOpenGL::TexturePrivate *createBackendTexture(SceneOpenGL::Texture *texture);
virtual QRegion prepareRenderingFrame();
virtual void endRenderingFrame(const QRegion &renderedRegion, const QRegion &damagedRegion);
protected:
virtual void present();
private:
void init();
bool initBufferConfigs();
bool initRenderingContext();
EGLDisplay dpy;
EGLConfig config;
EGLSurface surface;
EGLContext ctx;
int surfaceHasSubPost;
friend class EglTexture;
};
/**
* @brief Texture using an EGLImageKHR.
**/
class EglTexture : public SceneOpenGL::TexturePrivate
{
public:
virtual ~EglTexture();
virtual void onDamage();
virtual void findTarget();
virtual bool loadTexture(const Pixmap& pix, const QSize& size, int depth);
virtual OpenGLBackend *backend();
private:
friend class EglOnXBackend;
EglTexture(SceneOpenGL::Texture *texture, EglOnXBackend *backend);
SceneOpenGL::Texture *q;
EglOnXBackend *m_backend;
EGLImageKHR m_image;
};
} // namespace
#endif // KWIN_EGL_ON_X_BACKEND_H