Add support for explicit command stream synchronization

Create and import X sync fences into GL and use them to synchronize
the kwin command stream with the X command stream.

This prevents damaged windows from being composited by kwin before
the rendering that triggered the damage events have finished on
the GPU.

Requires GL_EXT_x11_sync_object.

Tested-by: Marco Martin <notmart@gmail.com>
This commit is contained in:
Fredrik Höglund 2014-09-03 18:43:38 +02:00
parent 8a620e7259
commit 3b4907d060
5 changed files with 280 additions and 1 deletions

View file

@ -588,8 +588,10 @@ void Compositor::performCompositing()
damaged << win;
}
if (damaged.count() > 0)
if (damaged.count() > 0) {
m_scene->triggerFence();
xcb_flush(connection());
}
// Move elevated windows to the top of the stacking order
foreach (EffectWindow *c, static_cast<EffectsHandlerImpl *>(effects)->elevatedWindows()) {

View file

@ -640,6 +640,10 @@ void Scene::doneOpenGLContextCurrent()
{
}
void Scene::triggerFence()
{
}
//****************************************
// Scene::Window
//****************************************

View file

@ -134,6 +134,8 @@ public:
*/
virtual bool isLastFrameRendered() const = 0;
virtual void triggerFence();
public Q_SLOTS:
// a window has been destroyed
void windowDeleted(KWin::Deleted*);

View file

@ -8,6 +8,11 @@ Copyright (C) 2009, 2010, 2011 Martin Gräßlin <mgraesslin@kde.org>
Based on glcompmgr code by Felix Bellaby.
Using code from Compiz and Beryl.
Explicit command stream synchronization based on the sample
implementation by James Jones <jajones@nvidia.com>,
Copyright © 2011 NVIDIA Corporation
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
@ -75,6 +80,216 @@ namespace KWin
extern int currentRefreshRate();
/**
* SyncObject represents a fence used to synchronize operations in
* the kwin command stream with operations in the X command stream.
*/
class SyncObject
{
public:
enum State { Ready, TriggerSent, Waiting, Done, Resetting };
SyncObject();
~SyncObject();
State state() const { return m_state; }
void trigger();
void wait();
bool finish();
void reset();
void finishResetting();
private:
State m_state;
GLsync m_sync;
xcb_sync_fence_t m_fence;
xcb_get_input_focus_cookie_t m_reset_cookie;
};
SyncObject::SyncObject()
{
m_state = Ready;
xcb_connection_t * const c = connection();
m_fence = xcb_generate_id(c);
xcb_sync_create_fence(c, rootWindow(), m_fence, false);
xcb_flush(c);
m_sync = glImportSyncEXT(GL_SYNC_X11_FENCE_EXT, m_fence, 0);
}
SyncObject::~SyncObject()
{
xcb_sync_destroy_fence(connection(), m_fence);
glDeleteSync(m_sync);
if (m_state == Resetting)
xcb_discard_reply(connection(), m_reset_cookie.sequence);
}
void SyncObject::trigger()
{
assert(m_state == Ready || m_state == Resetting);
// Finish resetting the fence if necessary
if (m_state == Resetting)
finishResetting();
xcb_sync_trigger_fence(connection(), m_fence);
m_state = TriggerSent;
}
void SyncObject::wait()
{
if (m_state != TriggerSent)
return;
glWaitSync(m_sync, 0, GL_TIMEOUT_IGNORED);
m_state = Waiting;
}
bool SyncObject::finish()
{
if (m_state == Done)
return true;
// Note: It is possible that we never inserted a wait for the fence.
// This can happen if we ended up not rendering the damaged
// window because it is fully occluded.
assert(m_state == TriggerSent || m_state == Waiting);
// Check if the fence is signaled
GLint value;
glGetSynciv(m_sync, GL_SYNC_STATUS, 1, nullptr, &value);
if (value != GL_SIGNALED) {
qDebug() << "Waiting for X fence to finish";
// Wait for the fence to become signaled with a one second timeout
const GLenum result = glClientWaitSync(m_sync, 0, 1000000000);
switch (result) {
case GL_TIMEOUT_EXPIRED:
qWarning() << "Timeout while waiting for X fence";
return false;
case GL_WAIT_FAILED:
qWarning() << "glClientWaitSync() failed";
return false;
}
}
m_state = Done;
return true;
}
void SyncObject::reset()
{
assert(m_state == Done);
xcb_connection_t * const c = connection();
// Send the reset request along with a sync request.
// We use the cookie to ensure that the server has processed the reset
// request before we trigger the fence and call glWaitSync().
// Otherwise there is a race condition between the reset finishing and
// the glWaitSync() call.
xcb_sync_reset_fence(c, m_fence);
m_reset_cookie = xcb_get_input_focus(c);
xcb_flush(c);
m_state = Resetting;
}
void SyncObject::finishResetting()
{
assert(m_state == Resetting);
free(xcb_get_input_focus_reply(connection(), m_reset_cookie, nullptr));
m_state = Ready;
}
// -----------------------------------------------------------------------
/**
* SyncManager manages a set of fences used for explicit synchronization
* with the X command stream.
*/
class SyncManager
{
public:
enum { MaxFences = 4 };
SyncManager();
~SyncManager();
SyncObject *nextFence();
bool updateFences();
private:
std::array<SyncObject, MaxFences> m_fences;
int m_next;
};
SyncManager::SyncManager()
: m_next(0)
{
}
SyncManager::~SyncManager()
{
}
SyncObject *SyncManager::nextFence()
{
SyncObject *fence = &m_fences[m_next];
m_next = (m_next + 1) % MaxFences;
return fence;
}
bool SyncManager::updateFences()
{
for (int i = 0; i < qMin(2, MaxFences - 1); i++) {
const int index = (m_next + i) % MaxFences;
SyncObject &fence = m_fences[index];
switch (fence.state()) {
case SyncObject::Ready:
break;
case SyncObject::TriggerSent:
case SyncObject::Waiting:
if (!fence.finish())
return false;
fence.reset();
break;
// Should not happen in practice since we always reset the fence
// after finishing it
case SyncObject::Done:
fence.reset();
break;
case SyncObject::Resetting:
fence.finishResetting();
break;
}
}
return true;
}
// -----------------------------------------------------------------------
//****************************************
// SceneOpenGL
//****************************************
@ -146,6 +361,8 @@ SceneOpenGL::SceneOpenGL(Workspace* ws, OpenGLBackend *backend)
: Scene(ws)
, init_ok(true)
, m_backend(backend)
, m_syncManager(nullptr)
, m_currentFence(nullptr)
{
if (m_backend->isFailed()) {
init_ok = false;
@ -179,6 +396,21 @@ SceneOpenGL::SceneOpenGL(Workspace* ws, OpenGLBackend *backend)
if (options->isGlStrictBindingFollowsDriver()) {
options->setGlStrictBinding(!glPlatform->supports(LooseBinding));
}
bool haveSyncObjects = glPlatform->isGLES()
? hasGLVersion(3, 0)
: hasGLVersion(3, 2) || hasGLExtension("GL_ARB_sync");
if (hasGLExtension("GL_EXT_x11_sync_object") && haveSyncObjects) {
const QByteArray useExplicitSync = qgetenv("KWIN_EXPLICIT_SYNC");
if (useExplicitSync != "0") {
qDebug() << "Initializing fences for synchronization with the X command stream";
m_syncManager = new SyncManager;
} else {
qDebug() << "Explicit synchronization with the X command stream disabled by environment variable";
}
}
}
SceneOpenGL::~SceneOpenGL()
@ -186,6 +418,8 @@ SceneOpenGL::~SceneOpenGL()
// do cleanup after initBuffer()
SceneOpenGL::EffectFrame::cleanup();
if (init_ok) {
delete m_syncManager;
// backend might be still needed for a different scene
delete m_backend;
}
@ -329,6 +563,22 @@ void SceneOpenGL::handleGraphicsReset(GLenum status)
KNotification::event(QStringLiteral("graphicsreset"), i18n("Desktop effects were restarted due to a graphics reset"));
}
void SceneOpenGL::triggerFence()
{
if (m_syncManager) {
m_currentFence = m_syncManager->nextFence();
m_currentFence->trigger();
}
}
void SceneOpenGL::insertWait()
{
if (m_currentFence && m_currentFence->state() != SyncObject::Waiting) {
m_currentFence->wait();
}
}
qint64 SceneOpenGL::paint(QRegion damage, ToplevelList toplevels)
{
// actually paint the frame, flushed with the NEXT frame
@ -376,6 +626,16 @@ qint64 SceneOpenGL::paint(QRegion damage, ToplevelList toplevels)
m_backend->endRenderingFrame(validRegion, updateRegion);
if (m_currentFence) {
if (!m_syncManager->updateFences()) {
qDebug() << "Aborting explicit synchronization with the X command stream.";
qDebug() << "Future frames will be rendered unsynchronized.";
delete m_syncManager;
m_syncManager = nullptr;
}
m_currentFence = nullptr;
}
// do cleanup
clearStackingOrder();
checkGLError("PostPaint");
@ -826,6 +1086,10 @@ bool SceneOpenGL::Window::bindTexture()
if (pixmap->isDiscarded()) {
return !pixmap->texture()->isNull();
}
if (!window()->damage().isEmpty())
m_scene->insertWait();
return pixmap->bind();
}

View file

@ -34,6 +34,8 @@ class ColorCorrection;
class LanczosFilter;
class OpenGLBackend;
class OpenGLPaintRedirector;
class SyncManager;
class SyncObject;
class SceneOpenGL
: public Scene
@ -58,6 +60,9 @@ public:
virtual bool makeOpenGLContextCurrent() override;
virtual void doneOpenGLContextCurrent() override;
virtual bool isLastFrameRendered() const override;
virtual void triggerFence() override;
void insertWait();
void idle();
@ -101,6 +106,8 @@ private:
private:
bool m_debug;
OpenGLBackend *m_backend;
SyncManager *m_syncManager;
SyncObject *m_currentFence;
};
class SceneOpenGL2 : public SceneOpenGL