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
80 lines
2 KiB
C++
80 lines
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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Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
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Copyright (C) 2009, 2010, 2011 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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#include "texture.h"
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#include "backend.h"
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#include "scene.h"
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namespace KWin
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{
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SceneOpenGLTexture::SceneOpenGLTexture(OpenGLBackend *backend)
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: GLTexture(*backend->createBackendTexture(this))
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{
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}
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SceneOpenGLTexture::~SceneOpenGLTexture()
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{
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}
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SceneOpenGLTexture& SceneOpenGLTexture::operator = (const SceneOpenGLTexture& tex)
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{
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d_ptr = tex.d_ptr;
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return *this;
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}
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void SceneOpenGLTexture::discard()
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{
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d_ptr = d_func()->backend()->createBackendTexture(this);
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}
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bool SceneOpenGLTexture::load(WindowPixmap *pixmap)
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{
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if (!pixmap->isValid()) {
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return false;
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}
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// decrease the reference counter for the old texture
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d_ptr = d_func()->backend()->createBackendTexture(this); //new TexturePrivate();
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Q_D(SceneOpenGLTexture);
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return d->loadTexture(pixmap);
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}
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void SceneOpenGLTexture::updateFromPixmap(WindowPixmap *pixmap)
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{
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Q_D(SceneOpenGLTexture);
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d->updateTexture(pixmap);
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}
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SceneOpenGLTexturePrivate::SceneOpenGLTexturePrivate()
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{
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}
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SceneOpenGLTexturePrivate::~SceneOpenGLTexturePrivate()
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{
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}
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void SceneOpenGLTexturePrivate::updateTexture(WindowPixmap *pixmap)
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{
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Q_UNUSED(pixmap)
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}
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}
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