Re: wl_surface_commit from different thread

2014-02-14 Thread Pekka Paalanen
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

Re: wl_surface_commit from different thread

2014-02-14 Thread Prabhu S
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

Re: wl_surface_commit from different thread

2014-02-07 Thread Jason Ekstrand
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

Re: wl_surface_commit from different thread

2014-02-07 Thread Prabhu S
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,

Re: wl_surface_commit from different thread

2014-02-07 Thread Jason Ekstrand
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

wl_surface_commit from different thread

2014-02-07 Thread Prabhu S
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