scene: add explicit synchronization for rendered buffers

master
Simon Ser 8 months ago
parent 9e9636f675
commit 5f88635118

@ -227,6 +227,9 @@ struct wlr_scene_output {
struct wl_list damage_highlight_regions;
struct wl_array render_list;
struct wlr_drm_syncobj_timeline *in_timeline;
uint64_t in_point;
};
struct wlr_scene_timer {

@ -1439,6 +1439,14 @@ struct wlr_scene_output *wlr_scene_output_create(struct wlr_scene *scene,
prev_output_link = &current_output->link;
}
int drm_fd = wlr_backend_get_drm_fd(output->backend);
if (drm_fd >= 0 && output->timeline && output->renderer != NULL && output->renderer->features.timeline) {
scene_output->in_timeline = wlr_drm_syncobj_timeline_create(drm_fd);
if (scene_output->in_timeline == NULL) {
return NULL;
}
}
scene_output->index = prev_output_index + 1;
assert(scene_output->index < 64);
wl_list_insert(prev_output_link, &scene_output->link);
@ -1487,7 +1495,7 @@ void wlr_scene_output_destroy(struct wlr_scene_output *scene_output) {
wl_list_remove(&scene_output->output_commit.link);
wl_list_remove(&scene_output->output_damage.link);
wl_list_remove(&scene_output->output_needs_frame.link);
wlr_drm_syncobj_timeline_unref(scene_output->in_timeline);
wl_array_release(&scene_output->render_list);
free(scene_output);
}
@ -1919,10 +1927,13 @@ bool wlr_scene_output_build_state(struct wlr_scene_output *scene_output,
timer->pre_render_duration = timespec_to_nsec(&duration);
}
scene_output->in_point++;
struct wlr_render_pass *render_pass = wlr_renderer_begin_buffer_pass(output->renderer, buffer,
&(struct wlr_buffer_pass_options){
.timer = timer ? timer->render_timer : NULL,
.color_transform = options->color_transform,
.signal_timeline = scene_output->in_timeline,
.signal_point = scene_output->in_point,
});
if (render_pass == NULL) {
wlr_buffer_unlock(buffer);
@ -2029,6 +2040,11 @@ bool wlr_scene_output_build_state(struct wlr_scene_output *scene_output,
wlr_output_state_set_buffer(state, buffer);
wlr_buffer_unlock(buffer);
if (scene_output->in_timeline != NULL) {
wlr_output_state_set_wait_timeline(state, scene_output->in_timeline,
scene_output->in_point);
}
return true;
}

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