On Mon, 4 Jan 2021 15:05:12 +0200 Vlad Zahorodnii
said:
> On 1/4/21 2:48 PM, Simon Ser wrote:
> > OK, this still doesn't explain which/how/why existing clients would
> > benefit from the optimization, and how much performance will really
> > improve in practice.
> >
>
> This will benefit only t
On 1/4/21 2:48 PM, Simon Ser wrote:
OK, this still doesn't explain which/how/why existing clients would
benefit from the optimization, and how much performance will really
improve in practice.
This will benefit only the compositor.
If buffer data is being uploaded to a texture asynchronously,
On Monday, January 4th, 2021 at 1:36 PM, Vlad Zahorodnii
wrote:
> On 1/4/21 2:05 PM, Simon Ser wrote:
> > I don't think these would benefit from the optimization you're
> > suggesting. They don't cycle between pre-rendered buffers, for
> > instance.
>
> No, no, it was just an example when the su
On 1/4/21 2:05 PM, Simon Ser wrote:
I don't think these would benefit from the optimization you're
suggesting. They don't cycle between pre-rendered buffers, for
instance.
No, no, it was just an example when the surface damage and the buffer
damage might be different, I don't necessarily want
On Monday, January 4th, 2021 at 1:00 PM, Vlad Zahorodnii
wrote:
> On 1/4/21 1:33 PM, Simon Ser wrote:
>
> > On Monday, January 4th, 2021 at 12:23 PM, Vlad Zahorodnii
> > vlad.zahorod...@kde.org wrote:
> >
> > Do you have real-world examples where the buffer damage would improve
> > performance?
On 1/4/21 1:33 PM, Simon Ser wrote:
On Monday, January 4th, 2021 at 12:23 PM, Vlad Zahorodnii
wrote:
Do you have real-world examples where the buffer damage would improve
performance?
Buffer damage is needed once the compositor no longer attaches shared
memory client buffers to a single text
On Monday, January 4th, 2021 at 12:23 PM, Vlad Zahorodnii
wrote:
> The buffer damage and the surface damage are not the same and there is
> no strong connection between the two, for example, if the buffer
> damage is empty, it doesn't imply that the surface damage is also empty
> (and vice versa
Hi,
I've noticed that uploading data from shared client memory buffers to
textures hurts performance really bad in kwin. Sometimes, it takes about
40ms to attach a client buffer to a texture. Since most compositors
don't take any precautions of uploading the buffer data asynchronously,
you ma