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scene: add explicit synchronization for rendered buffers
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9e9636f675
commit
5f88635118
@ -227,6 +227,9 @@ struct wlr_scene_output {
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struct wl_list damage_highlight_regions;
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struct wl_array render_list;
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struct wlr_drm_syncobj_timeline *in_timeline;
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uint64_t in_point;
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};
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struct wlr_scene_timer {
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@ -1439,6 +1439,14 @@ struct wlr_scene_output *wlr_scene_output_create(struct wlr_scene *scene,
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prev_output_link = ¤t_output->link;
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}
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int drm_fd = wlr_backend_get_drm_fd(output->backend);
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if (drm_fd >= 0 && output->timeline && output->renderer != NULL && output->renderer->features.timeline) {
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scene_output->in_timeline = wlr_drm_syncobj_timeline_create(drm_fd);
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if (scene_output->in_timeline == NULL) {
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return NULL;
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}
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}
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scene_output->index = prev_output_index + 1;
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assert(scene_output->index < 64);
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wl_list_insert(prev_output_link, &scene_output->link);
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@ -1487,7 +1495,7 @@ void wlr_scene_output_destroy(struct wlr_scene_output *scene_output) {
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wl_list_remove(&scene_output->output_commit.link);
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wl_list_remove(&scene_output->output_damage.link);
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wl_list_remove(&scene_output->output_needs_frame.link);
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wlr_drm_syncobj_timeline_unref(scene_output->in_timeline);
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wl_array_release(&scene_output->render_list);
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free(scene_output);
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}
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@ -1919,10 +1927,13 @@ bool wlr_scene_output_build_state(struct wlr_scene_output *scene_output,
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timer->pre_render_duration = timespec_to_nsec(&duration);
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}
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scene_output->in_point++;
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struct wlr_render_pass *render_pass = wlr_renderer_begin_buffer_pass(output->renderer, buffer,
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&(struct wlr_buffer_pass_options){
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.timer = timer ? timer->render_timer : NULL,
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.color_transform = options->color_transform,
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.signal_timeline = scene_output->in_timeline,
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.signal_point = scene_output->in_point,
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});
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if (render_pass == NULL) {
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wlr_buffer_unlock(buffer);
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@ -2029,6 +2040,11 @@ bool wlr_scene_output_build_state(struct wlr_scene_output *scene_output,
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wlr_output_state_set_buffer(state, buffer);
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wlr_buffer_unlock(buffer);
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if (scene_output->in_timeline != NULL) {
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wlr_output_state_set_wait_timeline(state, scene_output->in_timeline,
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scene_output->in_point);
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}
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return true;
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}
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