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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Performance degradation when one display is in rotation"
href="https://bugs.freedesktop.org/show_bug.cgi?id=93864#c10">Comment # 10</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Performance degradation when one display is in rotation"
href="https://bugs.freedesktop.org/show_bug.cgi?id=93864">bug 93864</a>
from <span class="vcard"><a class="email" href="mailto:chris@chris-wilson.co.uk" title="Chris Wilson <chris@chris-wilson.co.uk>"> <span class="fn">Chris Wilson</span></a>
</span></b>
<pre>Ta!
I pushed a partial revert of the first patch and this one:
commit 2bee35a86b77bc7371a81dfa1586398edde56917
Author: Chris Wilson <<a href="mailto:chris@chris-wilson.co.uk">chris@chris-wilson.co.uk</a>>
Date: Wed Jan 27 11:00:04 2016 +0000
sna: Restrict TearFree damage discarding to straightforward copies
If we have a rotation, it is beneficial to keep the amount of work we
need to do to a minimum. So restrict
commit 9a311f9da612ba02b24458f6a40b6a5445ad4869
Author: Chris Wilson <<a href="mailto:chris@chris-wilson.co.uk">chris@chris-wilson.co.uk</a>>
Date: Fri Feb 13 14:03:16 2015 +0000
sna: Throw away the TearFree damage if it grows too big
to only apply to TearFree and not if we have active RandR transforms.
Reported-by: Frank Delache <<a href="mailto:franck.delache@grassvalley.com">franck.delache@grassvalley.com</a>>
Bugzilla: <a class="bz_bug_link
bz_status_NEW "
title="NEW - Performance degradation when one display is in rotation"
href="show_bug.cgi?id=93864">https://bugs.freedesktop.org/show_bug.cgi?id=93864</a>
Signed-off-by: Chris Wilson <<a href="mailto:chris@chris-wilson.co.uk">chris@chris-wilson.co.uk</a>>
commit 43fffc8ea93bef012928f077981d9bf7bb7c3023
Author: Chris Wilson <<a href="mailto:chris@chris-wilson.co.uk">chris@chris-wilson.co.uk</a>>
Date: Wed Jan 27 10:42:47 2016 +0000
sna: Perform composite rotation on the individual damage elements
As the rotation may need to perform intermediate copies (e.g. displays
larger than the render pipeline), we can reduce the amount of overdraw
by using the damage boxes rather than preparing to redraw the entire
output.
Reported-by: Frank Delache <<a href="mailto:franck.delache@grassvalley.com">franck.delache@grassvalley.com</a>>
Bugzilla: <a class="bz_bug_link
bz_status_NEW "
title="NEW - Performance degradation when one display is in rotation"
href="show_bug.cgi?id=93864">https://bugs.freedesktop.org/show_bug.cgi?id=93864</a>
Signed-off-by: Chris Wilson <<a href="mailto:chris@chris-wilson.co.uk">chris@chris-wilson.co.uk</a>>
That should be a good compromise I hope. Can you please double check with
upstream/master?</pre>
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