Updates to GLX_EXT_texture_from_pixmap
James Jones
jajones at nvidia.com
Thu Mar 30 12:30:48 PST 2006
On Thursday 30 March 2006 09:51 am, Deron Johnson wrote:
> If the X11 client is trying to draw to a drawable which is
> locked, just put it to sleep with dixutils.c:ClientSleep. When
> the lock is released wake it up again with ClientWakeup. Even if
> the client has grabbed the server the period of the server grab
> will only be delayed by a single frame time (the time in which
> the composite manager was rendering out of the texture. Am I
> missing something here? Does it need to be more complicated than
> this?
Awesome, I was not aware of the ClientSleep/ClientWakeup functions.
I agree this sounds like exactly what is needed. I still would
like to make this part of a separate extension though. As I've
mentioned before, people may need it in cases where
texture_from_pixmap isn't applicable. It also seems like something
better implemented mostly in core X, with some support from
drivers, rather than entirely in drivers as part of
texture_from_pixmap.
How does this sound? Something like:
// Lock all drawables needed for a composite operation
// Anything trying to render to these drawable will be
// blocked.
LockDrawables(Display*, ListOfDrawables);
// If using direct rendering for compositing, perform
// some operation requiring a round trip to ensure
// the above makes it to the server before proceeding.
XSync();
// Do composite
// Unlock the drawables.
UnlockDrawables(Display*, ListOfDrawables);
Drivers would take care of blocking direct rendering, the X server
could sleep clients that tried any other drawing.
In response to your other email, you're right, if there's blocking
the problems I mentioned shouldn't occur. I was just trying to
explain why some form of synchronization is necessary, in response
to Brian Paul's email.
I also agree some concrete experiments should be done. I'll try to
get to that soon.
Thanks for following up Deron.
-James Jones
(In case some legal junk gets tacked on below, ignore it.
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> James Jones wrote On 03/23/06 12:34,:
> > On Thursday 23 March 2006 10:58 am, Deron Johnson wrote:
> >>James Jones wrote On 03/22/06 16:13,:
> >>>Hi Deron,
> >>>
> >>>The problem here is, how do you block the rendering? It would
> >>>be nice if we could put clients who wanted to render to a
> >>>particular drawable to sleep. However, this would be very
> >>> hard to do. The current dispatch mechanism isn't capable of
> >>> this.
> >>
> >>I don't know the details of your driver implementation but in
> >> the drivers I have worked with it would not be all that hard
> >> to block the rendering process. First of all, it's easy to
> >> block X core protocol and GLX rendering clients. For direct
> >> clients, they are required to acquire a lock to access device
> >> resources (such as direct access to the screen or DMA
> >> buffers). You just hold off granting them the lock if their
> >> current drawable is bound. Even if they've already grabbed a
> >> DMA buffer, don't let it be posted to the hardware command
> >> buffer until the drawable is unbound. Again, I don't know the
> >> details of your driver implementation, but there usually is a
> >> way to do put rendering clients to sleep.
> >
> > The problems I'm worried about are not specific to our
> > implementation, nor to direct rendering. I'm more worried
> > about good old fashioned core X rendering. It is easy to block
> > out clients unconditionally. If a display connection grabs the
> > server, just remove all other file descriptors from your poll
> > list until that client ungrabs. It is my understanding that it
> > would be much harder to block out clients on a per-operation +
> > per-drawable basis. This requires the server continue
> > accepting commands from all clients, parsing them, then
> > potentially saving off that operation if the client wishes to:
> >
> > a) perform rendering
> > b) perform that rendering on particular drawables
> >
> > Then, stop accepting commands from that client until rendering
> > to that drawable is allowed again.
> >
> > If you think this functionality would be easy to add to the X
> > server, I fully support it's addition as a separate X
> > extension.
> >
> > Perhaps you even know of a courser criteria we could use that
> > would be easier to implement than the one I suggest above.
> > Either way, we could of course support this with direct
> > rendering as you describe. X is the hard part here.
> >
> >>Andy seemed to think that there was a way to do the blocking
> >>in our discusssion at the X developers conference. What
> >> changed?
> >
> > Essentially, we came back, discussed the conference with our
> > group, had a meeting about it, and came up with the concerns
> > I've laid out here. Even after the breakout at the developers
> > conference I discussed some of these concerns with Adam Jackson
> > and David Reveman briefly, and they conceded that while the
> > language "copy on write semantics" had been used in the
> > discussion, the X server should not be required to block out
> > rendering to specific drawables. I came away with the thought
> > that I was being slightly paranoid and everyone else had this
> > looser understanding of the conclusion. Perhaps I was doubly
> > mistaken there :-)
> >
> >>It may be tricky, it may even be difficult, but it has to be
> >>achieved. Otherwise you end up implementing an extension that
> >> no composite manager can reasonably use.
> >
> > It seems odd to argue that no composite manager can reasonably
> > use the extension when it is currently implemented more or less
> > as specified in Xgl, and compiz makes use of it quite
> > beautifully. Wouldn't the current semantics plus an extension
> > that did exactly what you propose (grab a drawable and prevent
> > other clients from rendering to it) be equally useful? If it
> > is as easy to implement as you say it is, all the better.
> >
> > I'm not saying we don't need to solve the problem of
> > simultaneous rendering and texturing, I just want to separate
> > the problems. GLX and OpenGL have never been in the business of
> > performing complex synchronization between multiple clients
> > (except the inherent requirements of synchronizing direct
> > rendering in certain cases that you touch on above). I really
> > don't want to drag it in now. As I said before, this is a
> > general problem that encompasses more than this extension, and
> > more than OpenGL. As such it should be solved at another
> > level; as an X extension for example.
> >
> >>>>The overall desired behave was to give the effect of
> >>>>conceptually having bind make a copy of the texture.
> >>>
> >>>Is this really the overall desire? Others have argued that
> >>>Bind operations will be too slow, and they would rather the
> >>>contents were just updated on the fly with no need to bind
> >>> more than once.
> >>
> >>Yes. Arguments were made to that effect. But if we really want
> >>to minimize the appearance of partial updates in redirected
> >>GL rendering, we need these semantics. The group as a whole
> >>agreed to this. I don't want to see us back pedal now.
> >>
> >>>I think the best compromise is to guarantee copy on write
> >>>only if no other rendering occurs.
> >>
> >>This is equivalent to no guarantee at all. This is the same as
> >>saying that the contents during the bind are completely
> >>undefined.
> >>
> >>But I do know that no guaranteed of stable contents is light
> >>years better than causing client rendering errors. Some clients
> >>die when they receive rendering errors. We don't clients
> >> randomly dying because the composite manager happened to hold
> >> a lock on their drawables at the time.
> >>
> >>>>To disallow user rendering while the drawable is bound as a
> >>>>texture makes the entire extension unusable.
> >>>
> >>>The spec does not disallow user rendering while the drawable
> >>> is bound. It allows the implementors to choose whether or
> >>> not to support it. This is a compromise. It makes the
> >>> extension reasonable to specify, implement, and use.
> >>> Implementations that choose to not handle rendering to bound
> >>> drawables won't work with many existing applications. In the
> >>> short term, all the implementations we know of support it to
> >>> some degree. Again, in the long term, better synchronization
> >>> solutions are needed.
> >>
> >>If you are going to make the stable-while-bound semantic
> >>platform specific, then you will need some way for the client
> >>to figure out whether or not it is supported.
> >
> > In the interest of keeping things as simple as possible, I
> > think it would be best if all users assumed all implementations
> > were not "stable-while-bound"
> >
> >>If my composite manager encounters a device that doesn't
> >> support stable-while-bound, I probably will just not use the
> >> tfp extension on that device, choosing instead to revert to
> >> using the damage/copy mechanism I use now. I would rather have
> >> slower, artifact-free rendering than fast rendering that has
> >> artifacts.
> >
> > That seems reasonable, and you will always have that option if
> > you want to sacrafice some speed. However, I don't believe
> > copying is immune from these artifacts. It's perfectly
> > reasonable, in theory, for some piece of hardware capable of
> > doing blits and rendering simultaneously, to damage your
> > drawable while you are using OpenGL to copy data out of it into
> > a texture. Even in current hardware/drivers, there is nothing
> > guaranteeing a CopyTexImage call is an atomic operation. It
> > could be broken up into several smaller blits, in between which
> > other rendering clients could be scheduled in and render to the
> > drawable. In practice, this would be a rare if not nonexistant
> > problem currently, but there isn't anything in the
> > specifications currently prohibiting it. OpenGL operations in
> > one process happen out of band from other OpenGL processes'
> > operations and X rendering. Some other synchronization is
> > still needed.
> >
> >>And, if only copy-on-bind devices can provide the
> >>stable-while-bound semantic, then unless they provide a
> >>significant speed up over the current damage/copy mechanism
> >>(which I doubt) then I won't end up using the extension at all.
> >>
> >>Before proceeding further, I would suggest that you implement a
> >>version of the extension in the nvidia driver that does not
> >>implement stable-while-bound and let's plug it into Looking
> >> Glass and see how it looks. This will tell us whether it's
> >> worth jumping through hoops to achieve the stable-while-bound
> >> semantic. Once we know how bad it is then we will know better
> >> how to proceed.
> >
> > I think it would be best to get as close as we can to a
> > consensus before shipping something. Version-reving extensions
> > can be a nightmare. From early testing with our implementation
> > and compiz, things look great for the most part. Is there
> > visible tearing sometimes? Yes. Is it unuseable? No, far
> > from it. Is the tearing something we should be forced to live
> > with? No, definitely not. Let's get this solved, but in some
> > way other than burdening this specification.
> >
> > Thanks,
> > -James Jones
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