void XCompositeGLXClientBufferIntegration::bindTextureToBuffer(struct ::wl_resource *buffer) { XCompositeBuffer *compositorBuffer = XCompositeBuffer::fromResource(buffer); Pixmap pixmap = XCompositeNameWindowPixmap(mDisplay, compositorBuffer->window()); QVector<int> glxConfigSpec = qglx_buildSpec(); int numberOfConfigs; GLXFBConfig *configs = glXChooseFBConfig(mDisplay,mScreen,glxConfigSpec.constData(),&numberOfConfigs); QVector<int> attribList; attribList.append(GLX_TEXTURE_FORMAT_EXT); attribList.append(GLX_TEXTURE_FORMAT_RGB_EXT); attribList.append(GLX_TEXTURE_TARGET_EXT); attribList.append(GLX_TEXTURE_2D_EXT); attribList.append(0); GLXPixmap glxPixmap = glXCreatePixmap(mDisplay,*configs,pixmap,attribList.constData()); uint inverted = 0; glXQueryDrawable(mDisplay, glxPixmap, GLX_Y_INVERTED_EXT,&inverted); compositorBuffer->setInvertedY(!inverted); XFree(configs); m_glxBindTexImageEXT(mDisplay,glxPixmap,GLX_FRONT_EXT, 0); //Do we need to change the api so that we do bind and release in the painevent? //The specification states that when deleting the texture the color buffer is deleted // m_glxReleaseTexImageEXT(mDisplay,glxPixmap,GLX_FRONT_EXT); }
void XCompositeEglClientBufferIntegration::bindTextureToBuffer(struct ::wl_resource *buffer) { XCompositeBuffer *compositorBuffer = XCompositeBuffer::fromResource(buffer); Pixmap pixmap = XCompositeNameWindowPixmap(mDisplay, compositorBuffer->window()); QVector<EGLint> eglConfigSpec = eglbuildSpec(); EGLint matching = 0; EGLConfig config; bool matched = eglChooseConfig(mEglDisplay,eglConfigSpec.constData(),&config,1,&matching); if (!matched || !matching) { qWarning("Could not retrieve a suitable EGL config"); return; } QVector<EGLint> attribList; attribList.append(EGL_TEXTURE_FORMAT); attribList.append(EGL_TEXTURE_RGBA); attribList.append(EGL_TEXTURE_TARGET); attribList.append(EGL_TEXTURE_2D); attribList.append(EGL_NONE); EGLSurface surface = eglCreatePixmapSurface(mEglDisplay,config,pixmap,attribList.constData()); if (surface == EGL_NO_SURFACE) { qDebug() << "Failed to create eglsurface" << pixmap << compositorBuffer->window(); } compositorBuffer->setInvertedY(true); if (!eglBindTexImage(mEglDisplay,surface,EGL_BACK_BUFFER)) { qDebug() << "Failed to bind"; } // eglDestroySurface(mEglDisplay,surface); }