Process for implementing a double buffer on Wayland
Mike Johnson
mikeyj001 at hotmail.com
Thu Nov 26 04:39:58 PST 2015
> Date: Thu, 26 Nov 2015 10:40:20 +0200
> From: ppaalanen at gmail.com
> To: rdp.effort at gmail.com; mikeyj001 at hotmail.com
> CC: wayland-devel at lists.freedesktop.org; daniel at fooishbar.org
> Subject: Re: Process for implementing a double buffer on Wayland
>
> On Wed, 25 Nov 2015 21:43:49 +0100
> Hardening <rdp.effort at gmail.com> wrote:
>
> > Le 25/11/2015 17:18, Daniel Stone a écrit :
> > > Hi Mike,
> > >
> > > On 25 November 2015 at 16:06, Mike Johnson <mikeyj001 at hotmail.com> wrote:
> > >> I've created 2 buffers of the same size (800x600 pixels). So I want the
> > >> input buffer to get filled off-screen, while the output buffer will show the
> > >> content on-screen.
> > >>
> > >> First of all what sort of content could be used to illustrate this
> > >> technique, and secondly, what mechanisms are available to:
> > >>
> > >> a) Notify that the input buffer is full
> > >> b) Copy the content to the output buffer so that it shows on-screen
> > >
> > > It's quite simple. wl_surface_attach(surf, buf) +
> > > wl_surface_commit(surf) will display 'buf' for that surface. At that
> > > point, the compositor owns that buffer, so you should stop drawing on
> > > it. When the compositor has finished with a buffer, it will send you a
> > > wl_buffer.release event. You can sync your paint clock to the
> > > compositor's repaint loop with wl_surface_frame.
> > >
> > > So, the normal workflow is:
> > > - create surface S, buffer A, buffer B
> > > - draw first frame into buffer A
> > > - call wl_surface_frame(S) + wl_surface_attach(S, A) +
> > > wl_surface_commit(S) + wl_display_flush()
> > > - go to sleep
> > > - receive completion for wl_surface_frame callback
> > > - draw second frame into buffer B
> > > - call wl_surface_frame(S) + wl_surface_attach(S, B) +
> > > wl_surface_commit(S) + wl_display_flush()
> > > - compositor now owns both buffers, so don't touch any
> > > - receive wl_buffer.release event for buffer A - now unused
> > > - receive completion for wl_surface_frame callback
> > > - draw third frame into buffer A
> > > - ...
> > >
> >
> > I may be wrong, but there's no guaranty that the compositor sends
> > wl_buffer.release event on buffer A. I think I have experimented this
> > when the renderer in weston is the pixman renderer.
> > IIRC I have been told on IRC that the compositor decides when the buffer
> > is not used, so you may not receive the release message immediately. I
> > have hit that kind of bug when coding libUWAC.
>
> You are definitely right if you don't commit buffer B.
>
> When you have committed buffer B, the compositor eventually will
> release buffer A if it had not already, but there are some exceptions
> too. One is on certain circumstances when using a sub-surface.
>
>
> Mike,
>
> essentially one should decouple the buffer management from the repaint
> cycle, like simple-shm.c does.
>
> The reply to wl_surface.frame tells you when it is appropriate to draw
> a new frame after the previous one. Whenever you decide to draw a new
> frame, check your buffer pool for available buffers (I mean a collection
> of wl_buffers, not wl_shm_pool). If none are available, create a new
> buffer to draw into, or in some cases you can wait for a buffer become
> available again.
>
> When a buffer is created, it is naturally available to be drawn into.
> Using wl_surface.attach and wl_surface.commit with the buffer makes it
> reserved by the server, unavailable, until you receive a
> wl_buffer.release event making it available again.
>
> When you follow these rules, you get adaptive buffering. You'll only
> ever use just one buffer if possible, and use more if necessary to
> achieve glitch-free output. Double-buffering in the client is not
> always mandatory to achieve the effect of double-buffering, because the
> server might be buffering too.
>
>
> Thanks,
> pq
Hi Pekka,
Thanks for your input. If I understand you correctly, you recommend creating buffers dynamically in the event there aren't any available to use in the shm pool. I can see how that would help the frame rate.
Thanks again for your comments guys. I have the info I need.Best regardsMike
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