On 1/4/21 2:05 PM, Simon Ser wrote:
I don't think these would benefit from the optimization you're suggesting. They don't cycle between pre-rendered buffers, for instance.
No, no, it was just an example when the surface damage and the buffer damage might be different, I don't necessarily want to optimize that extremely rare case. The issue is that the compositor has simply no idea how exactly the client utilizes the buffers. Keeping the last N surface damages and accumulating them is a good heuristic, but it may produce incorrect results in some cases + it is redundant if the app uses hardware acceleration.
The bottom line is that shared memory client buffers tank performance and something should be probably done about it.
Cheers, Vlad
I don't think it's worth implementing an optimization if it only improves performance in synthetic edge cases that never happen in real-world scenarios.
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