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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW --- - Weston calls eglCreateImageKHR/eglDestroyImageKHR every frame"
href="https://bugs.freedesktop.org/show_bug.cgi?id=84117#c2">Comment # 2</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW --- - Weston calls eglCreateImageKHR/eglDestroyImageKHR every frame"
href="https://bugs.freedesktop.org/show_bug.cgi?id=84117">bug 84117</a>
from <span class="vcard"><a class="email" href="mailto:sjwlaoda@163.com" title="Sunny <sjwlaoda@163.com>"> <span class="fn">Sunny</span></a>
</span></b>
<pre>(In reply to <a href="show_bug.cgi?id=84117#c1">comment #1</a>)
<span class="quote">> Yeah, I seem to recall noticing this while looking at the code in the past
> too, and I agree it should be fixed. The DRM backend may have additional
> similar issues when using overlays or direct scanout, which actually causes
> re-doing the work every output frame, not just every input frame.
>
> I always forget what the EGL image extension specs say about content
> guarantees, but obviously we should avoid unneeded work when possible. So,
> we should verify if we can keep the EGLImage around while the client re-uses
> it as long as the wl_buffer exists. If that is guaranteed to work, we
> probably need some renderer-specific state attached to weston_buffer to
> implement the fix. (Note: mind the renderer hand-over.)
>
> By "frame" you do mean every frame the client attach+commits that actually
> gets into output repaint, right? Not every frame the compositor paints?</span >
thanks for your quick response. the "frame" I mentioned is attach+commits as
you described.</pre>
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