kwin/plugins/platforms/wayland/egl_wayland_backend.h
Vlad Zahorodnii f26eeb9706 Use consistent naming for begin/end frame hooks
Currently, the OpenGLBackend and the QPainterBackend have hooks to
indicate the start and the end of compositing cycle, but in both cases,
the hooks have different names. This change fixes that inconsistency.
2020-11-12 09:14:57 +02:00

121 lines
3.3 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 beginFrame(int screenId) override;
void endFrame(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;
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