8ae37c420b
Summary: Unfortunately a rather large change which required more refactoring than initially expected. The main problem was that some parts needed to go into platformsupport so that the platform plugins can link them. Due to the rather monolithic nature of scene_opengl.h a few changes were required: * SceneOpenGL::Texture -> SceneOpenGLTexture * SceneOpenGL::TexturePrivate -> SceneOpenGLTexturePrivate * texture based code into dedicated files * SwapProfiler code into dedicated files * SwapProfiler only used in x11 variants * Safety checks for OpenGL scene moved into the new plugin * signal declared in SceneOpenGL moved to Scene, so that we don't need to include SceneOpenGL in composite Test Plan: Nested OpenGL compositor works Reviewers: #kwin, #plasma Subscribers: plasma-devel, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D7740
95 lines
3 KiB
C++
95 lines
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) 2013 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_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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class WaylandBackend;
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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(Wayland::WaylandBackend *b);
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virtual ~EglWaylandBackend();
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virtual void screenGeometryChanged(const QSize &size);
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virtual SceneOpenGLTexturePrivate *createBackendTexture(SceneOpenGLTexture *texture) override;
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virtual QRegion prepareRenderingFrame();
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virtual void endRenderingFrame(const QRegion &renderedRegion, const QRegion &damagedRegion);
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virtual bool usesOverlayWindow() const override;
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void init() override;
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protected:
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virtual void present();
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private Q_SLOTS:
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void overlaySizeChanged(const QSize &size);
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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 makeContextCurrent();
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int m_bufferAge;
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Wayland::WaylandBackend *m_wayland;
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wl_egl_window *m_overlay;
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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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virtual ~EglWaylandTexture();
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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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} // namespace
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#endif // KWIN_EGL_ON_X_BACKEND_H
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