platforms/drm: use surfaceless context

On multi-gpu systems it could happen that the primary GPU
has no working outputs attached, yet we still need the
egl context.
master
Xaver Hugl 3 years ago
parent 1fa66fb504
commit 5a2177a51c

@ -86,6 +86,10 @@ bool EglGbmBackend::initializeEgl()
// Use eglGetPlatformDisplayEXT() to get the display pointer
// if the implementation supports it.
if (display == EGL_NO_DISPLAY) {
if (!supportsSurfacelessContext()) {
setFailed("EGL_KHR_surfaceless_context extension is unavailable!");
return false;
}
const bool hasMesaGBM = hasClientExtension(QByteArrayLiteral("EGL_MESA_platform_gbm"));
const bool hasKHRGBM = hasClientExtension(QByteArrayLiteral("EGL_KHR_platform_gbm"));
const GLenum platform = hasMesaGBM ? EGL_PLATFORM_GBM_MESA : EGL_PLATFORM_GBM_KHR;
@ -151,12 +155,8 @@ bool EglGbmBackend::initRenderingContext()
qCCritical(KWIN_DRM) << "Create Window Surfaces failed";
return false;
}
if (!m_outputs.isEmpty()) {
// Set our first surface as the one for the abstract backend, just to make it happy.
setSurface(m_outputs.first().eglSurface);
if (isPrimary()) {
return makeContextCurrent(m_outputs.first());
}
if (isPrimary()) {
return makeCurrent();
}
return true;
}
@ -196,9 +196,6 @@ bool EglGbmBackend::resetOutput(Output &output, DrmOutput *drmOutput)
return false;
}
if (surface() == output.eglSurface || surface() == EGL_NO_SURFACE) {
setSurface(eglSurface);
}
// destroy previous surface
if (output.eglSurface != EGL_NO_SURFACE) {
eglDestroySurface(eglDisplay(), output.eglSurface);

Loading…
Cancel
Save