0ceff5fd24
The compositing timing algorithm assumes that glXSwapBuffers() and eglSwapBuffers() block. While this was true long time ago with NVIDIA drivers, nowadays, it's not the case. The NVIDIA driver queues several buffers in advance and if the application runs out of them, it will block. With Mesa driver, swapping buffer was never blocking. This change makes the render backends swap buffers right after ending a compositing cycle. This may potentially block, but it shouldn't be an issue with modern drivers. In case it gets proven, we can move glXSwapBuffers() and eglSwapBuffers() in a separate thread. Note that this change breaks the compositing timing algorithm, but it's already sort of broken with Mesa drivers.
138 lines
3.6 KiB
C++
138 lines
3.6 KiB
C++
/*
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KWin - the KDE window manager
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This file is part of the KDE project.
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SPDX-FileCopyrightText: 2020 Xaver Hugl <xaver.hugl@gmail.com>
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SPDX-License-Identifier: GPL-2.0-or-later
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*/
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#include "egl_multi_backend.h"
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#include "logging.h"
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namespace KWin
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{
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EglMultiBackend::EglMultiBackend(AbstractEglDrmBackend *backend0) : OpenGLBackend()
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{
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m_backends.append(backend0);
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setIsDirectRendering(true);
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setSyncsToVBlank(true);
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}
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EglMultiBackend::~EglMultiBackend()
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{
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for (int i = 1; i < m_backends.count(); i++) {
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delete m_backends[i];
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}
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// delete primary backend last, or this will crash!
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delete m_backends[0];
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}
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void EglMultiBackend::init()
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{
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for (auto b : qAsConst(m_backends)) {
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b->init();
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}
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// set all the values:
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// if any block, set it to be blocking
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setBlocksForRetrace(false);
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// if any don't support it set it to not supported
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setSupportsBufferAge(true);
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setSupportsPartialUpdate(true);
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setSupportsSwapBuffersWithDamage(true);
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for (auto b : qAsConst(m_backends)) {
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if (b->blocksForRetrace()) {
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setBlocksForRetrace(true);
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}
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if (!b->supportsBufferAge()) {
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setSupportsBufferAge(false);
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}
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if (!b->supportsPartialUpdate()) {
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setSupportsPartialUpdate(false);
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}
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if (!b->supportsSwapBuffersWithDamage()) {
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setSupportsSwapBuffersWithDamage(false);
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}
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}
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// we only care about the rendering GPU here
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setSupportsSurfacelessContext(m_backends[0]->supportsSurfacelessContext());
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// these are client extensions and the same for all egl backends
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setExtensions(m_backends[0]->extensions());
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m_backends[0]->makeCurrent();
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}
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QRegion EglMultiBackend::beginFrame(int screenId)
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{
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int internalScreenId;
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AbstractEglBackend *backend = findBackend(screenId, internalScreenId);
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Q_ASSERT(backend != nullptr);
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return backend->beginFrame(internalScreenId);
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}
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void EglMultiBackend::endFrame(int screenId, const QRegion &damage, const QRegion &damagedRegion)
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{
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int internalScreenId;
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AbstractEglBackend *backend = findBackend(screenId, internalScreenId);
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Q_ASSERT(backend != nullptr);
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backend->endFrame(internalScreenId, damage, damagedRegion);
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}
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bool EglMultiBackend::makeCurrent()
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{
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return m_backends[0]->makeCurrent();
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}
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void EglMultiBackend::doneCurrent()
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{
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m_backends[0]->doneCurrent();
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}
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SceneOpenGLTexturePrivate *EglMultiBackend::createBackendTexture(SceneOpenGLTexture *texture)
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{
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return m_backends[0]->createBackendTexture(texture);
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}
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QSharedPointer<GLTexture> EglMultiBackend::textureForOutput(AbstractOutput *requestedOutput) const
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{
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// this assumes that the wrong backends return {}
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for (auto backend : qAsConst(m_backends)) {
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auto texture = backend->textureForOutput(requestedOutput);
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if (!texture.isNull()) {
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return texture;
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}
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}
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return {};
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}
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bool EglMultiBackend::usesOverlayWindow() const
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{
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return false;
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}
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void EglMultiBackend::screenGeometryChanged(const QSize &size)
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{
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Q_UNUSED(size)
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}
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AbstractEglDrmBackend *EglMultiBackend::findBackend(int screenId, int& internalScreenId)
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{
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int screens = 0;
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for (int i = 0; i < m_backends.count(); i++) {
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if (screenId < screens + m_backends[i]->screenCount()) {
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internalScreenId = screenId - screens;
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return m_backends[i];
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}
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screens += m_backends[i]->screenCount();
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}
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qCDebug(KWIN_DRM) << "could not find backend!" << screenId << "/" << screens;
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return nullptr;
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}
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void EglMultiBackend::addBackend(AbstractEglDrmBackend *backend)
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{
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m_backends.append(backend);
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}
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}
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