kwin/platformsupport/scenes/opengl/texture.cpp
Martin Flöser 8ae37c420b Move SceneOpenGL into a dedicated plugin
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
2017-09-30 13:12:10 +02:00

80 lines
2 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
Copyright (C) 2009, 2010, 2011 Martin Gräßlin <mgraesslin@kde.org>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#include "texture.h"
#include "backend.h"
#include "scene.h"
namespace KWin
{
SceneOpenGLTexture::SceneOpenGLTexture(OpenGLBackend *backend)
: GLTexture(*backend->createBackendTexture(this))
{
}
SceneOpenGLTexture::~SceneOpenGLTexture()
{
}
SceneOpenGLTexture& SceneOpenGLTexture::operator = (const SceneOpenGLTexture& tex)
{
d_ptr = tex.d_ptr;
return *this;
}
void SceneOpenGLTexture::discard()
{
d_ptr = d_func()->backend()->createBackendTexture(this);
}
bool SceneOpenGLTexture::load(WindowPixmap *pixmap)
{
if (!pixmap->isValid()) {
return false;
}
// decrease the reference counter for the old texture
d_ptr = d_func()->backend()->createBackendTexture(this); //new TexturePrivate();
Q_D(SceneOpenGLTexture);
return d->loadTexture(pixmap);
}
void SceneOpenGLTexture::updateFromPixmap(WindowPixmap *pixmap)
{
Q_D(SceneOpenGLTexture);
d->updateTexture(pixmap);
}
SceneOpenGLTexturePrivate::SceneOpenGLTexturePrivate()
{
}
SceneOpenGLTexturePrivate::~SceneOpenGLTexturePrivate()
{
}
void SceneOpenGLTexturePrivate::updateTexture(WindowPixmap *pixmap)
{
Q_UNUSED(pixmap)
}
}