[platforms/drm] Introduce Gl post-process output rotations
Summary: In case the hardware is not able to rotate the output for the configured rotation value do this rotation in a post-process step. For that rendering the current view into a separate framebuffer bound to a texture that then gets sampled to the default framebuffer in an additional rendering pass through a simple shader rotating it. This allows us to leave the Effects system and internal model-view-projection matrix untouched. The rotation in the post-processing step is isolated. BUG: 389665 FIXED-IN: 5.18 Test Plan: With KScreen all rotations work. Reviewers: #kwin Subscribers: davidedmundson, PureTryOut, z3ntu, zzag, univerz, kwin Tags: #kwin Maniphest Tasks: T6106 Differential Revision: https://phabricator.kde.org/D25907
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