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
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