On Tue, Mar 17, 2020 at 11:35 PM Jason Ekstrand wrote:
>
> On Wed, Mar 18, 2020 at 12:20 AM Jacob Lifshay
> wrote:
> >
> > The main issue with doing everything immediately is that a lot of the
> > function calls that games expect to take a very short time (e.g.
> > vkQueueSubmit) would instead t
> That's not true; you can post back a sync token every time the client
> buffer is used by the compositor.
Technically, yes but it's very cumbersome and invasive to the point
where it becomes impractical. Explicit sync is much cleaner solution.
> For instance, Mesa adds the `wl_drm` extension, wh
> As long as we can fall back to not using fences then we should be fine.
Buffers written by the camera are trivial because you control what
happens - just don't attach fence, so that the capture can be used
immediately. For recycled buffers there's an extra bit of work to do
because won't be up
> vkAcquireNextImageKHR() [...] it's the application's decision whether it
> wants a fence, a semaphore, both or none
Correction: "or none" is not allowed
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Hi Jason,
I've been wrestling with the sync problems in Wayland some time ago, but
only with regards to 3D drivers.
The guarantee given by the GL/GLES spec is limited to a single graphics
context. If the same buffer is accessed by 2 contexts the outcome is
unspecified. The cross-context and cross
> GL and GLES are not relevant. What is relevant is EGL, which defines
> interfaces to make things work on the native platform.
Yes and no. This is what EGL spec says about sharing a texture between contexts:
"OpenGL and OpenGL ES makes no attempt to synchronize access to
texture objects. If a tex
On 2020-03-17 6:21 p.m., Lucas Stach wrote:
> That's one of the issues with implicit sync that explicit may solve:
> a single client taking way too much time to render something can
> block the whole pipeline up until the display flip. With explicit
> sync the compositor can just decide to use t
Le mercredi 18 mars 2020 à 11:05 +0100, Michel Dänzer a écrit :
> On 2020-03-17 6:21 p.m., Lucas Stach wrote:
> > That's one of the issues with implicit sync that explicit may solve:
> > a single client taking way too much time to render something can
> > block the whole pipeline up until the dis
Hi list,
I'd like to announce the availability of mesa 20.0.2. We've had a fairly busy
cycle (outside of the release management metadata), and there's fixes all over
the code base, but for the most part it was all no-fuss sort of fixes.
Just a reminder that Eric Engestrom will be handling the rel