Use swap events to drive repaints

Don't start the composite timer at the end of performPaint() when a
buffer swap is pending and vsync is enabled.  Instead set
m_composeAtSwapCompletion to true so performPaint() gets called again
as soon as the swap completes.

This makes the repaint cycle look like this:

    scene->paint()
    SwapBuffers()
    Process events
          ·
          ·
    Swap completes
    Fetch and reset damage (if applicable)
    scene->paint()
    SwapBuffers()
    Process events
          ·
          ·
    Swap completes
    ...

This results in a noticeable improvement in animation smoothness with
drivers that support GLX_INTEL_swap_event, since we're now able to
consistently render at the monitor refresh rate.
This commit is contained in:
Fredrik Höglund 2014-12-13 14:26:23 +01:00
parent 02d0a5bb7d
commit 38f1945c6c

View file

@ -663,7 +663,11 @@ void Compositor::performCompositing()
// is called the next time. If there would be nothing pending, it will not restart the timer and
// scheduleRepaint() would restart it again somewhen later, called from functions that
// would again add something pending.
scheduleRepaint();
if (m_bufferSwapPending && m_scene->syncsToVBlank()) {
m_composeAtSwapCompletion = true;
} else {
scheduleRepaint();
}
}
bool Compositor::windowRepaintsPending() const