This allows us to unify graphics buffer handling for normal wayland windows and internal windows.
62 lines
1.2 KiB
C++
62 lines
1.2 KiB
C++
/*
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SPDX-FileCopyrightText: 2021 Vlad Zahorodnii <vlad.zahorodnii@kde.org>
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SPDX-License-Identifier: GPL-2.0-or-later
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*/
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#include "renderbackend.h"
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#include "scene/surfaceitem.h"
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#include <drm_fourcc.h>
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namespace KWin
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{
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RenderBackend::RenderBackend(QObject *parent)
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: QObject(parent)
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{
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}
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OutputLayer *RenderBackend::cursorLayer(Output *output)
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{
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return nullptr;
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}
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OverlayWindow *RenderBackend::overlayWindow() const
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{
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return nullptr;
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}
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bool RenderBackend::checkGraphicsReset()
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{
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return false;
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}
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GraphicsBufferAllocator *RenderBackend::graphicsBufferAllocator() const
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{
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return nullptr;
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}
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bool RenderBackend::testImportBuffer(GraphicsBuffer *buffer)
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{
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return false;
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}
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QHash<uint32_t, QVector<uint64_t>> RenderBackend::supportedFormats() const
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{
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return QHash<uint32_t, QVector<uint64_t>>{{DRM_FORMAT_XRGB8888, QVector<uint64_t>{DRM_FORMAT_MOD_LINEAR}}};
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}
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std::unique_ptr<SurfaceTexture> RenderBackend::createSurfaceTextureX11(SurfacePixmapX11 *pixmap)
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{
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return nullptr;
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}
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std::unique_ptr<SurfaceTexture> RenderBackend::createSurfaceTextureWayland(SurfacePixmap *pixmap)
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{
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return nullptr;
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}
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} // namespace KWin
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#include "moc_renderbackend.cpp"
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