kwin/egl_wayland_backend.h

124 lines
4.0 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2013 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/>.
*********************************************************************/
#ifndef KWIN_EGL_WAYLAND_BACKEND_H
#define KWIN_EGL_WAYLAND_BACKEND_H
#include "scene_opengl.h"
// wayland
#include <wayland-egl.h>
class QTemporaryFile;
struct wl_buffer;
struct wl_shm;
namespace KWin
{
namespace Wayland {
class WaylandBackend;
}
namespace Xcb {
class Shm;
}
/**
* @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.
*
* At the moment the backend is still rather limited. For getting textures from pixmap it uses the
* XShm library. This is currently a hack and only as proof of concept till we support texture from
* Wayland buffers. From then on we should use XWayland for texture mapping.
*
* 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 QObject, public OpenGLBackend
{
Q_OBJECT
public:
EglWaylandBackend();
virtual ~EglWaylandBackend();
virtual void screenGeometryChanged(const QSize &size);
virtual SceneOpenGL::TexturePrivate *createBackendTexture(SceneOpenGL::Texture *texture);
virtual QRegion prepareRenderingFrame();
virtual void endRenderingFrame(const QRegion &renderedRegion, const QRegion &damagedRegion);
virtual bool makeCurrent() override;
virtual void doneCurrent() override;
virtual bool isLastFrameRendered() const override;
Xcb::Shm *shm();
void lastFrameRendered();
virtual bool usesOverlayWindow() const override;
protected:
virtual void present();
private Q_SLOTS:
void overlaySizeChanged(const QSize &size);
private:
void init();
bool initializeEgl();
bool initBufferConfigs();
bool initRenderingContext();
bool makeContextCurrent();
EGLDisplay m_display;
EGLConfig m_config;
EGLSurface m_surface;
EGLContext m_context;
int m_bufferAge;
Wayland::WaylandBackend *m_wayland;
wl_egl_window *m_overlay;
QScopedPointer<Xcb::Shm> m_shm;
bool m_lastFrameRendered;
friend class EglWaylandTexture;
};
/**
* @brief Texture using an EGLImageKHR.
**/
class EglWaylandTexture : public SceneOpenGL::TexturePrivate
{
public:
virtual ~EglWaylandTexture();
virtual void findTarget();
virtual bool loadTexture(const Pixmap& pix, const QSize& size, int depth);
virtual OpenGLBackend *backend();
virtual bool update(const QRegion &damage);
private:
friend class EglWaylandBackend;
EglWaylandTexture(SceneOpenGL::Texture *texture, EglWaylandBackend *backend);
SceneOpenGL::Texture *q;
EglWaylandBackend *m_backend;
/**
* The Pixmap of the window content. Get's updated in loadTexture.
*/
xcb_pixmap_t m_referencedPixmap;
};
} // namespace
#endif // KWIN_EGL_ON_X_BACKEND_H