Pierre Ossman
0f1ded057d
Provide correct dimensions for XShm setup
Since 53f913a
we initialize the underlying PixelBuffer with 0x0
dimensions, which means we need to keep more explicit track of what
we are trying to allocate in the setup methods.
4 years ago
Alexander Zakharov
d150213a6f
Add missing headers
7 years ago
Pierre Ossman
403ac27d23
Abstract platform rendering to "surfaces"
This will allow us to render more things than just the framebuffer.
7 years ago
Pierre Ossman
0f626ad79a
Do explict sync after XShmPutImage()
The complex logic waiting for events didn't result in any added
performance, so use the simpler approach.
7 years ago
Pierre Ossman
c9dd3a4023
Throttle overlapping screen updates
We need to make sure the display server has finished reading our
previous update before we overwrite the buffer with the next update.
8 years ago
Pierre Ossman
0b5a06b8ca
Protect PlatformPixelBuffer from simultaneous access
The damage tracking region needs to be protected from multiple
threads accessing it at once. The rest should be fine though.
8 years ago
Pierre Ossman
0c9bd4b0ba
Use PixelBuffer objects as the interface for encoders and decoders
This avoid a lot of unnecessary middle men. This also pushes the
responsibility for pixel format conversion into the encoders and
decoders. The new bufferFromBuffer() is used for direct conversion,
rather than PixelTransformer/TransImageGetter.
9 years ago
Pierre Ossman
2e5a106083
Get rid of getStride()
It was confusing and not properly used everywhere.
Callers should use the stride they get when they get
the buffer pointer.
10 years ago
Pierre Ossman
ac13abe4ce
Create a proper interface base class for the viewport's framebuffer
This allows us to gracefully fall back to the FLTK code in case the
platform specific code cannot be used.
10 years ago
Pierre Ossman
132b3d0f75
Basic framework for more optimised, platform specific, drawing routines.
git-svn-id: svn://svn.code.sf.net/p/tigervnc/code/trunk@4492 3789f03b-4d11-0410-bbf8-ca57d06f2519
13 years ago