Hi devilhorns,

On Thu, Feb 21, 2013 at 2:55 PM, Chris Michael <devilho...@comcast.net> wrote:
> On 21/02/2013 05:04 PM, Ulisses Furquim wrote:
>>
>> Hi Rafael,
>>
>> On Thu, Feb 21, 2013 at 1:46 PM, Rafael Antognolli <antogno...@gmail.com>
>> wrote:
>>>
>>> Hey Ulisses, thanks for answering!
>>
>>
>> You're welcome, man.

>>> On Thu, Feb 21, 2013 at 1:19 PM, Ulisses Furquim <ulis...@profusion.mobi>
>>> wrote:
>>>>
>>>> Hi Rafael,
>>>>
>>>> On Thu, Feb 21, 2013 at 9:50 AM, Rafael Antognolli
>>>> <antogno...@gmail.com> wrote:
>>>>>
>>>>> Hey guys,
>>>>>
>>>>> I've been trying to debug a problem that only happens on the Wayland
>>>>> backend, both SHM and EGL, but I have no more ideas.
>>>>>
>>>>> tl;dr:
>>>>> The elm_flip widget doesn't animate when using the FLIP_PAGE_*
>>>>> animation modes. However, it works perfectly with FLIP_CUBE_* and
>>>>> FLIP_ROTATE_*. The strange thing is exactly this: both the normal flip
>>>>> page animation and the interactive flip page animation are not working
>>>>> only on Wayland.
>>>>>
>>>>> On elementary_test, there's a test called Flip Page, which I think
>>>>> that Raster wrote, and contains all the code to do this animation by
>>>>> itself. That one works perfectly.
>>>>>
>>>>> The elm_flip widget seems to be based on that code and do the same,
>>>>> but it doesn't work on Wayland!
>>>>>
>>>>> >From my tests, I noticed that (on the SHM engine) the recently written
>>>>> buffer from each animation frame has the same content (same pixels)
>>>>> before being pushed/attached to the surface, so it does not seem to me
>>>>> a problem of marking damaged areas or swapping the buffers. I also
>>>>> checked most functions from this path and it all seems to be being
>>>>> called correctly, exactly the same as other things being rendered.
>>>>>
>>>>> I *think* that the problem is somewhere on the rendering path, but I
>>>>> can't tell what since this rendering path is on software_generic,
>>>>> being used both by wayland_shm and software_x11.
>>>>>
>>>>> That makes me think that the problem may be due to some change done
>>>>> during the async render integration, though I also forced the
>>>>> software_x11 backend to use the synchronous path, using
>>>>> ECORE_EVAS_FORCE_SYNC_RENDER=1. It still works correctly, and follows
>>>>> the same path as the wayland_shm.
>>>>
>>>>
>>>> Does it work or not when you force sync rendering? And are you using
>>>> async, really? These engines are supposed to be using only sync
>>>> rendering AFAIR.
>>>
>>>
>>> I'm sorry, I guess I wasn't clear.
>>>
>>> The wayland backend is not using async rendering at all. What I meant
>>> is that I was testing the software_x11 engine, and I forced it to use
>>> the sync path too, just to make sure that it was not a problem related
>>> to that and correctly compare it to the wayland backend. Anyway, the
>>> software_x11 engine worked on both cases (sync and async), while the
>>> wayland backend doesn't work (it only uses sync at the moment).
>>
>>
>> Ok, so the same code paths in software_generic work for sw_x11 both
>> sync and async. The problem seems to be engine specific then.
>>
>>>> You really need to check if you are using any async path which I
>>>> doubt. You should have that only if you are calling
>>>> evas_render_async() to render a frame.
>>>
>>>
>
> Yes, with the async patches, the wayland_shm engine does use
> evas_render_async.
>
>
>>> Agreed, wayland_shm backend is not using any async path, although
>>> Devilhorns has some patches about to be landed that would make use of
>>> the async path. Anyway, his patches also don't fix the issue.
>>
>>
>> I see. :-/
>>
>> -- Ulisses
>>
>
> I should note: The patches for wayland_shm implement Async rendering in the
> same way that the software_x11 (and other engines) do. Also, when it is not
> "stalled" in the async rendering path, then things do render just fine with
> async enabled. It's just that every x seconds, it "stalls".... I am thinking
> that *something* is not waking up the render thread when needed, but not
> knowing much about the async rendering, I could not sort it out (and have
> not found time to dig into it further yet)....

Please, if you could run on valgrind and check what's happening would
be great. I can try to help you on that but I need more information.

Regards,

-- Ulisses

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