Re: An EGLStreams backend for KWin
Martin Flöser <[email protected]>
| Newsgroups | gmane.comp.kde.devel.kwin |
|---|---|
| Message-ID | <[email protected]> |
Am 2018-11-12 14:43, schrieb Erik Kurzinger: > I just wanted to let everyone know about the endeavor now to see if > there were > any immediate questions, opinions, issues foreseen, ect. Hi Erik, in addition to what Roman already wrote I have two further things to mention. KWin has an internal platform abstraction and chooses the platform before knowing what GPU is used. The default approach is to fallback to drm/gbm platform plugin if no other plugin is selected or evaluated. Such an approach must continue to work. If a user is not using an NVIDIA gpu it should still select drm/gbm, if a user uses an NVIDIA gpu it should select eglstreams. If a user has both an NVIDIA and a mesa gpu it should be possible for the user to easily select which platform to use. Due to the platform abstraction KWin core does not have any code specific to a platform. This has to stay that way. Nothing related to eglstream should enter KWin core - similar there is nothing gbm specific in KWin core. This is in particular I expect AbstractEglBackend which performs the texture to pixmap to not be changed. The second point is testing. KWin has an extensive test suite and uses a virtual rendering platform plugin for this. This platform plugin is sharing lots of code with the drm/gbm platform. We are able to test that rendering functions correctly. This would be great to have also for eglstream and also on systems which don't have an NVIDIA gpu, just like it's possible for all users to test the virtual platform. Cheers Martin