b8a70e62d5
At the moment, our frame scheduling infrastructure is still heavily based on Xinerama-style rendering. Specifically, we assume that painting is driven by a single timer, etc. This change introduces a new type - RenderLoop. Its main purpose is to drive compositing on a specific output, or in case of X11, on the overlay window. With RenderLoop, compositing is synchronized to vblank events. It exposes the last and the next estimated presentation timestamp. The expected presentation timestamp can be used by effects to ensure that animations are synchronized with the upcoming vblank event. On Wayland, every outputs has its own render loop. On X11, per screen rendering is not possible, therefore the platform exposes the render loop for the overlay window. Ideally, the Scene has to expose the RenderLoop, but as the first step towards better compositing scheduling it's good as is for the time being. The RenderLoop tries to minimize the latency by delaying compositing as close as possible to the next vblank event. One tricky thing about it is that if compositing is too close to the next vblank event, animations may become a little bit choppy. However, increasing the latency reduces the choppiness. Given that, there is no any "silver bullet" solution for the choppiness issue, a new option has been added in the Compositing KCM to specify the amount of latency. By default, it's "Medium," but if a user is not satisfied with the upstream default, they can tweak it.
233 lines
6.2 KiB
C++
233 lines
6.2 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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SPDX-FileCopyrightText: 2015 Martin Gräßlin <mgraesslin@kde.org>
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SPDX-License-Identifier: GPL-2.0-or-later
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*/
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#include "egl_gbm_backend.h"
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// kwin
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#include "composite.h"
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#include "virtual_backend.h"
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#include "options.h"
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#include "screens.h"
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#include "softwarevsyncmonitor.h"
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#include "virtual_output.h"
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#include <logging.h>
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// kwin libs
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#include <kwinglplatform.h>
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#include <kwinglutils.h>
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// Qt
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#include <QOpenGLContext>
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#ifndef EGL_PLATFORM_SURFACELESS_MESA
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#define EGL_PLATFORM_SURFACELESS_MESA 0x31DD
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#endif
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namespace KWin
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{
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EglGbmBackend::EglGbmBackend(VirtualBackend *b)
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: AbstractEglBackend()
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, m_backend(b)
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{
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// Egl is always direct rendering
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setIsDirectRendering(true);
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}
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EglGbmBackend::~EglGbmBackend()
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{
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while (GLRenderTarget::isRenderTargetBound()) {
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GLRenderTarget::popRenderTarget();
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}
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delete m_fbo;
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delete m_backBuffer;
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cleanup();
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}
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bool EglGbmBackend::initializeEgl()
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{
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initClientExtensions();
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EGLDisplay display = m_backend->sceneEglDisplay();
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// Use eglGetPlatformDisplayEXT() to get the display pointer
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// if the implementation supports it.
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if (display == EGL_NO_DISPLAY) {
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// first try surfaceless
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if (hasClientExtension(QByteArrayLiteral("EGL_MESA_platform_surfaceless"))) {
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display = eglGetPlatformDisplayEXT(EGL_PLATFORM_SURFACELESS_MESA, EGL_DEFAULT_DISPLAY, nullptr);
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} else {
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qCWarning(KWIN_VIRTUAL) << "Extension EGL_MESA_platform_surfaceless not available";
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}
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}
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if (display == EGL_NO_DISPLAY)
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return false;
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setEglDisplay(display);
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return initEglAPI();
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}
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void EglGbmBackend::init()
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{
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if (!initializeEgl()) {
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setFailed("Could not initialize egl");
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return;
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}
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if (!initRenderingContext()) {
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setFailed("Could not initialize rendering context");
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return;
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}
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initKWinGL();
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m_backBuffer = new GLTexture(GL_RGB8, screens()->size().width(), screens()->size().height());
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m_fbo = new GLRenderTarget(*m_backBuffer);
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if (!m_fbo->valid()) {
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setFailed("Could not create framebuffer object");
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return;
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}
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GLRenderTarget::pushRenderTarget(m_fbo);
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if (!m_fbo->isRenderTargetBound()) {
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setFailed("Failed to bind framebuffer object");
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return;
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}
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if (checkGLError("Init")) {
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setFailed("Error during init of EglGbmBackend");
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return;
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}
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setSupportsBufferAge(false);
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initWayland();
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}
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bool EglGbmBackend::initRenderingContext()
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{
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initBufferConfigs();
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if (!supportsSurfacelessContext()) {
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qCWarning(KWIN_VIRTUAL) << "EGL_KHR_surfaceless_context extension is unavailable";
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return false;
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}
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if (!createContext()) {
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return false;
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}
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return makeCurrent();
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}
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bool EglGbmBackend::initBufferConfigs()
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{
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const EGLint config_attribs[] = {
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
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EGL_RED_SIZE, 1,
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EGL_GREEN_SIZE, 1,
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EGL_BLUE_SIZE, 1,
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EGL_ALPHA_SIZE, 0,
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EGL_RENDERABLE_TYPE, isOpenGLES() ? EGL_OPENGL_ES2_BIT : EGL_OPENGL_BIT,
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EGL_CONFIG_CAVEAT, EGL_NONE,
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EGL_NONE,
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};
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EGLint count;
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EGLConfig configs[1024];
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if (eglChooseConfig(eglDisplay(), config_attribs, configs, 1, &count) == EGL_FALSE) {
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return false;
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}
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if (count != 1) {
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return false;
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}
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setConfig(configs[0]);
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return true;
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}
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void EglGbmBackend::screenGeometryChanged(const QSize &size)
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{
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Q_UNUSED(size)
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// TODO, create new buffer?
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}
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SceneOpenGLTexturePrivate *EglGbmBackend::createBackendTexture(SceneOpenGLTexture *texture)
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{
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return new EglGbmTexture(texture, this);
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}
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QRegion EglGbmBackend::beginFrame(int screenId)
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{
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Q_UNUSED(screenId)
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if (!GLRenderTarget::isRenderTargetBound()) {
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GLRenderTarget::pushRenderTarget(m_fbo);
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}
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return QRegion(0, 0, screens()->size().width(), screens()->size().height());
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}
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static void convertFromGLImage(QImage &img, int w, int h)
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{
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// from QtOpenGL/qgl.cpp
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// SPDX-FileCopyrightText: 2010 Nokia Corporation and /or its subsidiary(-ies)
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// see https://github.com/qt/qtbase/blob/dev/src/opengl/qgl.cpp
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if (QSysInfo::ByteOrder == QSysInfo::BigEndian) {
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// OpenGL gives RGBA; Qt wants ARGB
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uint *p = reinterpret_cast<uint *>(img.bits());
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uint *end = p + w * h;
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while (p < end) {
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uint a = *p << 24;
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*p = (*p >> 8) | a;
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p++;
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}
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} else {
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// OpenGL gives ABGR (i.e. RGBA backwards); Qt wants ARGB
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for (int y = 0; y < h; y++) {
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uint *q = reinterpret_cast<uint*>(img.scanLine(y));
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for (int x = 0; x < w; ++x) {
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const uint pixel = *q;
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*q = ((pixel << 16) & 0xff0000) | ((pixel >> 16) & 0xff)
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| (pixel & 0xff00ff00);
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q++;
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}
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}
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}
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img = img.mirrored();
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}
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void EglGbmBackend::endFrame(int screenId, const QRegion &renderedRegion, const QRegion &damagedRegion)
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{
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Q_UNUSED(renderedRegion)
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Q_UNUSED(damagedRegion)
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glFlush();
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VirtualOutput *output = static_cast<VirtualOutput *>(m_backend->findOutput(screenId));
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output->vsyncMonitor()->arm();
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if (m_backend->saveFrames()) {
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QImage img = QImage(QSize(m_backBuffer->width(), m_backBuffer->height()), QImage::Format_ARGB32);
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glReadnPixels(0, 0, m_backBuffer->width(), m_backBuffer->height(), GL_RGBA, GL_UNSIGNED_BYTE, img.sizeInBytes(), (GLvoid*)img.bits());
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convertFromGLImage(img, m_backBuffer->width(), m_backBuffer->height());
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img.save(QStringLiteral("%1/%2.png").arg(m_backend->saveFrames()).arg(QString::number(m_frameCounter++)));
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}
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GLRenderTarget::popRenderTarget();
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eglSwapBuffers(eglDisplay(), surface());
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}
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bool EglGbmBackend::usesOverlayWindow() const
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{
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return false;
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}
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/************************************************
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* EglTexture
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************************************************/
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EglGbmTexture::EglGbmTexture(KWin::SceneOpenGLTexture *texture, EglGbmBackend *backend)
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: AbstractEglTexture(texture, backend)
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{
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}
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EglGbmTexture::~EglGbmTexture() = default;
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} // namespace
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