On Fri, 14 Feb 2014 16:11:54 -0600
Prabhu S wrote:
> Now I understand calling wl_surface_commit from different thread
> is not the problem. wl_surface_commit has to be called inside the
> swapbuffer before return, otherwise keeps waiting in the event
> loop.
It's more than t
Now I understand calling wl_surface_commit from different thread is not the
problem. wl_surface_commit has to be called inside the swapbuffer before
return, otherwise keeps waiting in the event loop. Is there any way to pump
the event queue after return from swapbuffer may be from different thread
On Fri, Feb 7, 2014 at 12:57 PM, Prabhu S wrote:
> Please find my comments inline.
>
>
>
>
> On Fri, Feb 7, 2014 at 8:18 AM, Jason Ekstrand wrote:
>
>> Hi Prabhu,
>> Could you be a little more specific as to what you are doing. It sounds
>> like you are either writing a client or trying to write
Please find my comments inline.
On Fri, Feb 7, 2014 at 8:18 AM, Jason Ekstrand wrote:
> Hi Prabhu,
> Could you be a little more specific as to what you are doing. It sounds
> like you are either writing a client or trying to write the client-side
> wayland bits for a driver stack. However,
Hi Prabhu,
Could you be a little more specific as to what you are doing. It sounds
like you are either writing a client or trying to write the client-side
wayland bits for a driver stack. However, it's kind of hard from you
description to tell exactly what you're working on. Nevertheless, I will
Hello,
eglSwapBuffers is a non blocking call. Normally, 3D GPU will be used both
for content creation and composition, in that case everything will end up
the GPU unit. So the end frame will be will be synchronized. (assuming 1
GPU unit).
I have a scenario, where 3D GPU being used for creating con