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/*
* Copyright (C) 2005-2018 Team Kodi
* This file is part of Kodi - https://kodi.tv
*
* SPDX-License-Identifier: GPL-2.0-or-later
* See LICENSES/README.md for more information.
*/
#pragma once
#include "WinSystemX11.h"
#include "rendering/gl/RenderSystemGL.h"
#include "system_egl.h"
#include <memory>
class CGLContext;
namespace KODI
{
namespace WINDOWING
{
namespace X11
{
class CVaapiProxy;
class CWinSystemX11GLContext : public CWinSystemX11, public CRenderSystemGL
{
public:
CWinSystemX11GLContext() = default;
~CWinSystemX11GLContext() override;
static void Register();
static std::unique_ptr<CWinSystemBase> CreateWinSystem();
// Implementation of CWinSystem via CWinSystemX11
CRenderSystemBase *GetRenderSystem() override { return this; }
bool CreateNewWindow(const std::string& name, bool fullScreen, RESOLUTION_INFO& res) override;
bool ResizeWindow(int newWidth, int newHeight, int newLeft, int newTop) override;
void FinishWindowResize(int newWidth, int newHeight) override;
bool SetFullScreen(bool fullScreen, RESOLUTION_INFO& res, bool blankOtherDisplays) override;
bool DestroyWindowSystem() override;
bool DestroyWindow() override;
bool IsExtSupported(const char* extension) const override;
// videosync
std::unique_ptr<CVideoSync> GetVideoSync(void *clock) override;
float GetFrameLatencyAdjustment() override;
uint64_t GetVblankTiming(uint64_t &msc, uint64_t &interval);
XID GetWindow() const;
void* GetGlxContext() const;
EGLDisplay GetEGLDisplay() const;
EGLSurface GetEGLSurface() const;
EGLContext GetEGLContext() const;
EGLConfig GetEGLConfig() const;
protected:
bool SetWindow(int width, int height, bool fullscreen, const std::string &output, int *winstate = NULL) override;
void PresentRenderImpl(bool rendered) override;
void SetVSyncImpl(bool enable) override;
bool RefreshGLContext(bool force);
XVisualInfo* GetVisual() override;
CGLContext *m_pGLContext = nullptr;
bool m_newGlContext;
struct delete_CVaapiProxy
{
void operator()(CVaapiProxy *p) const;
};
std::unique_ptr<CVaapiProxy, delete_CVaapiProxy> m_vaapiProxy;
};
}
}
}
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