Process for implementing a double buffer on Wayland
Fabien DESSENNE
fabien.dessenne at st.com
Thu Nov 26 08:56:05 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 regards
> Mike
Hi all,
I have also experienced this : the replaced buffer (A) is not
immediately released after the new buffer (B) is on display.
I guess that the behavior depends on both the backend (eg DRM) and the
renderer (GL, pixman)
In compositor-drm.c you can read this comment
* Also, keep a reference when using the pixman renderer.
* That makes it possible to do a seamless switch to the GL
* renderer and since the pixman renderer keeps a reference
* to the buffer anyway, there is no side effects.
I am not sure, but this may be be a reason why a buffer is kept longer
than expected.
I had deadlock issues when using a 2 buffer pool (A, B).
Moving to 3 (A, B C) solved the issue : after having pushed C, A is
released.
Running with 3 buffers is quite usual, I used it within an 'Android
HWComposer' project. The drawback is that you need some extra memory.
BR
Fabien
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