On Fri, Jun 26, 2015 at 2:04 PM, Daniel van Vugt
<daniel.van.v...@canonical.com> wrote:
Hmm, maybe not. If we assume the server is only communicating with the
client at 60Hz then the client could just do all the dropping itself
and
send one frame (the newest completed one) every 16.6ms when the
server asks.
I don't think the server is ever going to ask for a frame.
All the client sees when the server is done with a buffer is that one
of their previously submitted buffers changes state from read-only to
exclusive-write access. It could possibly use a “has my last
submitted buffer become writeable yet” heuristic to guess when the
server will actually use a new buffer, but we don't guarantee that (nor
can we, as you note with bypass).
On 26/06/15 12:01, Daniel van Vugt wrote:
> bypass/overlays: If you look at the current logic you will see that
the
> DisplayBuffer holds the previous bypass/overlay buffer until
_after_ the
> client has provided the next one. And it must, to avoid scan-out
> artefacts. So the server holds two of them very briefly. But only
one is
> held most of the time. Without "predictive bypass" as I'm working on
> right now, that buffer is held for almost two frames. With
"predictive
> bypass" it's closer to (but greater than still) one frame held. On
> startup, absolutely you're right that only one buffer is required
to get
> bypass/overlays going. So my wording was wrong.
Right, but that's fine. If the client has submitted one buffer, and is
a candidate for overlay, then it's clear that the old scanout buffer
*wasn't* from the client. We hold onto the old scanout buffer and start
scanning out of the (single) buffer the client has submitted.
When the client submits a second buffer, the first isn't released until
we know it's no longer being scanned out of, but we don't need to have
the client's second buffer before scanning out of the first.
We don't need to have two buffers around all the time for overlay; we
need to have two buffers around to *switch* overlay buffers. But the
fact that we're switching buffers already means that we've got at least
two buffers.
This is sort of client-visible behaviour because the client can *see*
that the server is holding more than one buffer, but it's the same
logic for the client - “Do I have write ownership of a buffer? Yes:
render to it. No: wait¹ for one of my buffers to become writeable, or
allocate a new one”.
¹: Potentially “wait” by adding the fence to the GL command stream
and submit rendering commands anyway.
>
> client wake-up: I may have worded that poorly too. The point is in
the
> new world (tm) frame dropping mostly happens in the client (as
opposed
> to all in the server like it is today). But some of it still needs
to
> happen in the server because you don't want a compositor that tries
to
> keep up with a 1000 FPS client by scheduling all of those frames on
a
> 60Hz display. It has to drop some.
>
>
> On 26/06/15 11:39, Christopher James Halse Rogers wrote:
>> On Fri, Jun 26, 2015 at 12:39 PM, Daniel van Vugt
>> <daniel.van.v...@canonical.com> wrote:
>>> I'm curious (but not yet concerned) about how the new plan will
deal
>>> with the transitions we have between 2-3-4 buffers which is neatly
>>> self-contained in the single BufferQueue class right now.
Although as
>>> some responsibilities clearly live on one side and not the other,
>>> maybe things could become conceptually simpler if we manage them
>>> carefully:
>>>
>>> framedropping: Always implemented in the client process as a
>>> non-blocking acquire. The server just receives new buffers quicker
>>> than usual and needs the smarts to deal with (skip) a high rate of
>>> incoming buffers [1].
>>
>> Clients will need to tell the server at submit_buffer time whether
or
>> not this buffer should replace the other buffers in the queue.
Different
>> clients will need different behaviour here - the obvious case
being a
>> video player that wants to dump a whole bunch of time-stamped
buffers on
>> the compositor at once and then go to sleep for a while.
>>
>> But in general, yes. The client acquires a bunch of buffers and
cycles
>> through them.
>>
>>> bypass/overlays: Always implemented in the server process,
invisible
>>> to the client. The server just can't enable those code paths
until at
>>> least two buffers have been received for a surface.
>>
>> I don't think that's the case? Why does the server need two
buffers in
>> order to overlay? Even with a single buffer the server always has a
>> buffer available¹.
>>
>> It won't be entirely invisible to the client; we'll probably need
to ask
>> the client to reallocate buffers when overlay state changes, at
least
>> sometimes.
>>
>>> client wake-up: Regardless of the model/mode in place the client
>>> would get woken up at the physical display rate by the server if
it's
>>> had a buffer consumed (but not woken otherwise). More frequent
>>> wake-ups for framedropping are the responsibility of libmirclient
>>> itself and need not involve the server to do anything different.
>>
>> By and large, clients will be woken up by EGL when the relevant
fence is
>> triggered.
>>
>> I don't think libmirclient will have any role in waking the client.
>> Unless maybe we want to mess around with
>>
>>> [1] Idea: If the server skipped/dropped _all_ but the newest
buffer it
>>> has for each surface on every composite() then that would
eliminate
>>> buffer lag and solve the problem of how to replace dynamic double
>>> buffering. Client processes would still only be woken up at the
>>> display rate so vsync-locked animations would not speed up
>>> unnecessarily. Everyone wins -- minimal lag and maximal
smoothness.
>>
>> ¹: The assumption here is that a buffer can be simultaneously
scanned
>> out from and textured from. I *think* that's a reasonable
assumption,
>> and in the cases where I know it doesn't apply having multiple
buffers
>> doesn't help, because it's the buffer *format* that can only be
scanned
>> out from, not textured from.
>>
>
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