825aa4ac38
Summary: Instead we depend on the surfaceless platform for which we recently added support. Thus the plugin does not need to use gbm and udev anymore. So simplifies a lot. Test Plan: ctest (prior to breaking change) passes Reviewers: #kwin Subscribers: kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D18160
74 lines
2.1 KiB
C++
74 lines
2.1 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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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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