kwin/plugins/platforms/wayland/egl_wayland_backend.h
Vlad Zahorodnii d5203c79a0 Report partial updates on all outputs
Previously, we couldn't do it because repaints weren't tracked per each
output.
2020-10-30 20:47:05 +00:00

124 lines
3.5 KiB
C++

/*
KWin - the KDE window manager
This file is part of the KDE project.
SPDX-FileCopyrightText: 2013 Martin Gräßlin <mgraesslin@kde.org>
SPDX-FileCopyrightText: 2019 Roman Gilg <subdiff@gmail.com>
SPDX-License-Identifier: GPL-2.0-or-later
*/
#ifndef KWIN_EGL_WAYLAND_BACKEND_H
#define KWIN_EGL_WAYLAND_BACKEND_H
#include "abstract_egl_backend.h"
// wayland
#include <wayland-egl.h>
class QTemporaryFile;
struct wl_buffer;
struct wl_shm;
namespace KWin
{
namespace Wayland
{
class WaylandBackend;
class WaylandOutput;
class EglWaylandBackend;
class EglWaylandOutput : public QObject
{
Q_OBJECT
public:
EglWaylandOutput(WaylandOutput *output, QObject *parent = nullptr);
~EglWaylandOutput() override = default;
bool init(EglWaylandBackend *backend);
void updateSize(const QSize &size);
void updateMode();
private:
WaylandOutput *m_waylandOutput;
wl_egl_window *m_overlay = nullptr;
EGLSurface m_eglSurface = EGL_NO_SURFACE;
int m_bufferAge = 0;
/**
* @brief The damage history for the past 10 frames.
*/
QVector<QRegion> m_damageHistory;
friend class EglWaylandBackend;
};
/**
* @brief OpenGL Backend using Egl on a Wayland surface.
*
* This Backend is the basis for a session compositor running on top of a Wayland system compositor.
* It creates a Surface as large as the screen and maps it as a fullscreen shell surface on the
* system compositor. The OpenGL context is created on the Wayland surface, so for rendering X11 is
* not involved.
*
* Also in repainting the backend is currently still rather limited. Only supported mode is fullscreen
* repaints, which is obviously not optimal. Best solution is probably to go for buffer_age extension
* and make it the only available solution next to fullscreen repaints.
*/
class EglWaylandBackend : public AbstractEglBackend
{
Q_OBJECT
public:
EglWaylandBackend(WaylandBackend *b);
~EglWaylandBackend() override;
void screenGeometryChanged(const QSize &size) override;
SceneOpenGLTexturePrivate *createBackendTexture(SceneOpenGLTexture *texture) override;
QRegion prepareRenderingFrame() override;
QRegion prepareRenderingForScreen(int screenId) override;
void endRenderingFrame(const QRegion &renderedRegion, const QRegion &damagedRegion) override;
void endRenderingFrameForScreen(int screenId, const QRegion &damage, const QRegion &damagedRegion) override;
bool usesOverlayWindow() const override;
bool perScreenRendering() const override;
void init() override;
bool havePlatformBase() const {
return m_havePlatformBase;
}
void aboutToStartPainting(int screenId, const QRegion &damage) override;
private:
bool initializeEgl();
bool initBufferConfigs();
bool initRenderingContext();
bool createEglWaylandOutput(WaylandOutput *output);
void cleanupSurfaces() override;
void cleanupOutput(EglWaylandOutput *output);
bool makeContextCurrent(EglWaylandOutput *output);
void present() override;
void presentOnSurface(EglWaylandOutput *output, const QRegion &damagedRegion);
WaylandBackend *m_backend;
QVector<EglWaylandOutput*> m_outputs;
bool m_havePlatformBase;
bool m_swapping = false;
friend class EglWaylandTexture;
};
/**
* @brief Texture using an EGLImageKHR.
*/
class EglWaylandTexture : public AbstractEglTexture
{
public:
~EglWaylandTexture() override;
private:
friend class EglWaylandBackend;
EglWaylandTexture(SceneOpenGLTexture *texture, EglWaylandBackend *backend);
};
}
}
#endif