[RFC][PATCH 4/4 v2] drm_hwcomposer: Try to fallback if GLCompisition fails
Alexandru-Cosmin Gheorghe
Alexandru-Cosmin.Gheorghe at arm.com
Wed Jan 31 18:51:07 UTC 2018
Hi John,
I took your patches for a spin on Hikey960. Some findings:
Even with this patch I'm getting some tearing on Hikey960, not a lot as you
reported on Hikey, still there are some small black squares, less than 10 of
aproximetly 20x20.
So I investigated a little bit through drm_hwcomposer and found some
issues, maybe they could help you somehow, see bellow:
Wed, Jan 24, 2018 at 01:58:55PM -0600, Rob Herring wrote:
> On Wed, Jan 24, 2018 at 1:26 PM, John Stultz <john.stultz at linaro.org> wrote:
> > On Wed, Jan 24, 2018 at 7:26 AM, Sean Paul <seanpaul at chromium.org> wrote:
> >> On Tue, Jan 23, 2018 at 03:16:39PM -0800, John Stultz wrote:
> >>> When using drm_hwcomposer with the hikey board, the resulting
> >>> display shows lots of tearing.
> >>>
> >>> This seems to be due to EGLcomposition not initializing
> >>> properly, potentially due to I'm guessing limitations of what
> >>> the utgard mali driver can do. I've noted that with the
> >>> HiKey960 board, this patch is *not* necessary.
> >>>
> >>> Hacking around a bit, I found that since the glworker code
> >>> isn't running properly, we never call glFinish(), which
> >>> is required to fix the tearing.
> >>>
> >>> Ideas for a better way to implement this would be greatly
> >>> appreciated!
> >>
> >> Sounds like you'll have to dig into the gl compositor to fix this. I think
> >> chances are quite good there's a better way than below.
> >
> > Yes, I did spent a little bit of time earlier trying to rewrite the gl
> > shader to try to build for the utgard level hardware, but wasn't very
> > successful. At a deeper level I guess I'm not sure the glcompositor is
> > useful in this case, since we're doing single plane client side
> > compositing (as short of the glFinish bit, not running it doesn't seem
> > to keep things from working). But I'll look into that again.
> >
> > Again forgive as I really a bit in the dark on most graphics details,
> > but the other more basic question I'm a bit unsure of is, does this
> > patch even make any functional sense?
>
> I'd think not. The only thing that makes me question that is I've seen
> glFinish calls in gralloc (framebuffer) cases. But those cases were
> prior to explicit fence support.
>
> > If we're not using the
> > glcompositor and are using the atomic commit in ApplyFrame(), why the
> > need for glFinish to avoid tearing? Is it that the we commit the
> > frame atomically to the display, but if we don't block w/ glFinish()
> > the gpu is still drawing into it? It seems we'd want a buffer
> > specific fence to wait on rather then waiting for all gl calls to
> > complete (if I'm understanding how glFinish() works).
>
> That seems like the right approach. Are we failing to pass fences
> associated with input layers to DRM?
>
> Rob
> _______________________________________________
It seems that we don't pass any explicit fences to the kernel for
IN_FENCE_FD property. This particular line seems wrong.
@@ -593,14 +594,17 @@ int
DrmDisplayCompositor::CommitFrame(DrmDisplayComposition *display_comp,
else
rotation |= DRM_MODE_ROTATE_0;
- if (fence_fd < 0) {
+ if (fence_fd >= 0) {
Also, if you track the value of the OUT_FENCE_PTR property, it seems
that it gets lost. As far I was able to track it down it seem that
it should have been used by AddFenceToRetireFence, and then be passed to
SurfaceFlinger through retire_fence parameter of PresentDisplay. But,
that doesn't happen because AddFenceToRetireFence get's called each
time on a new DrmDisplayComposition object, before calling
ApplyComposition.
Both of this findings should have explained the tearing, however I
hacked something today and it didn't fix it for Hikey960, maybe
you have more luck.
Thank you,
Alex Gheorghe
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