Hello everyone

I sometimes wonder where people talk about concept level and philosophy.
At least Wayland has a big philosophy part - and it uses it to explain itself in contrast to X.
I'm not much involved into it, but I think I understand some vital parts.
So far I understand it as a "graphics buffer and input redirection protocol" and that's a very concept level perspective. The routers in this "redirection network" are obviously the compositors.

Now semantically I would never want to change that philosophy, but what I reflect on is if the protocol or implementation could optimize some redirections away.

Think like a programming language compiler which optimizes away the semantics. It's nice to have certain functions separated for code readability, but at runtime it doesn't matter so the compiler might inline some functions.

There are constraints on that such as when the function is public API and similarly there would be constraints on optimizing away redirection in Wayland.

To some extent Wayland compositors already do some unredirection tricks. They can declare buffers as scanout buffers which have their own kms plane and that avoids a buffer copy. (It's a bit like DMA).

I would actually like to discuss taking this just one step further. Make the compositor bail out completely for a longer period in time (multiple frames) by enabling clients to access a secured screen region directly. This would avoid per-frame context-switches in certain situations where the redirection would basically be something like an "identity function" if you know what I mean.

I tried to better explain it here http://repository.violetsky.ch/other/demediation/window-manager-demediation.html and it basically results in a very primitive form of kernel level window management that is controlled by the (Wayland) compositor.

I created this in response to a blog post of Martin Grässlin, but I was unheard by the crowd - so maybe this is the better address here.

Not sure if that would ever be needed since context switches are just a few microseconds, but still with virtual reality we might go towards 1000-10000 fps so it could start to matter at some point. Eh?

Thanks & Kind Regards

Dimitri
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