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    <body><span class="vcard"><a class="email" href="mailto:daniel@fooishbar.org" title="Daniel Stone <daniel@fooishbar.org>"> <span class="fn">Daniel Stone</span></a>
</span> changed
          <a class="bz_bug_link 
          bz_status_RESOLVED  bz_closed"
   title="RESOLVED MOVED - Wayland lacks cross-process synchronisation"
   href="https://bugs.freedesktop.org/show_bug.cgi?id=97353">bug 97353</a>
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          <tr>
            <th>What</th>
            <th>Removed</th>
            <th>Added</th>
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           <td style="text-align:right;">Status</td>
           <td>NEW
           </td>
           <td>RESOLVED
           </td>
         </tr>

         <tr>
           <td style="text-align:right;">Resolution</td>
           <td>---
           </td>
           <td>MOVED
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        <div>
            <b><a class="bz_bug_link 
          bz_status_RESOLVED  bz_closed"
   title="RESOLVED MOVED - Wayland lacks cross-process synchronisation"
   href="https://bugs.freedesktop.org/show_bug.cgi?id=97353#c19">Comment # 19</a>
              on <a class="bz_bug_link 
          bz_status_RESOLVED  bz_closed"
   title="RESOLVED MOVED - Wayland lacks cross-process synchronisation"
   href="https://bugs.freedesktop.org/show_bug.cgi?id=97353">bug 97353</a>
              from <span class="vcard"><a class="email" href="mailto:daniel@fooishbar.org" title="Daniel Stone <daniel@fooishbar.org>"> <span class="fn">Daniel Stone</span></a>
</span></b>
        <pre>(In reply to Tomek Bury from <a href="show_bug.cgi?id=97353#c17">comment #17</a>)
<span class="quote">> (In reply to Daniel Stone from <a href="show_bug.cgi?id=97353#c16">comment #16</a>)
> > It doesn't give you standardised cross-process primitives, but EGL platforms
> > and winsys mostly require working across process boundaries. 

> Definitely not EGL:

> "2.3 Direct Rendering and Address Spaces

> EGL is assumed to support only direct rendering, unlike similar APIs such as
> GLX. EGL objects and related context state cannot be used outside of the
> address space in which they are created. In a single-threaded environment,
> each process has its own address space. In a multi-threaded environment, all
> threads may share the same virtual address space; however, this capability
> is not required, and imple- mentations may choose to restrict their address
> space to be per-thread even in an environment supporting multiple
> application threads.

> Context state, including both the client and server state of OpenGL and
> OpenGL ES contexts, exists in the client’s address space; this state cannot
> be shared by a client in another process.

> Support of indirect rendering (in those environments where this concept
> makes sense) may have the effect of relaxing these limits on sharing.
> However, such support is beyond the scope of this document."</span >

Right, indirect rendering is something else entirely: where the state and
commands are serialised over the wire to be executed by another process. Buffer
exchange between multiple processes, and synchronisation between them (cf.
eglWaitNative), is an explicit goal of EGL.

<span class="quote">> > It's entirely
> > legitimate to place requirements on how they operate, without having to
> > specify an entire generic mechanism for external fencing.

> I fully agree. Perhaps sync requirement should do here:

> <a href="https://www.khronos.org/registry/egl/extensions/EXT/EGL_EXT_platform_wayland">https://www.khronos.org/registry/egl/extensions/EXT/EGL_EXT_platform_wayland</a>.
> txt
> <a href="https://www.khronos.org/registry/egl/extensions/KHR/EGL_KHR_platform_wayland">https://www.khronos.org/registry/egl/extensions/KHR/EGL_KHR_platform_wayland</a>.
> txt

> and here:

> <a href="https://cgit.freedesktop.org/mesa/mesa/tree/docs/specs/">https://cgit.freedesktop.org/mesa/mesa/tree/docs/specs/</a>
> WL_bind_wayland_display.spec

> (BTW. shouldn't this be submitted to Khronos?)</span >

I don't know if those specs are the right place to do it, for various reasons -
mainly that there's not much precedent. I'm trying to work this out over the
next day or two though.

Thanks a lot for bringing this up, and for filing the additional bugs - I'll
close this one out and we can chase the other two up. The documentation will
move relatively quickly I expect, but the explicit fencing work will probably
not progress much until XDC, at the end of September.</pre>
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