On 1/4/21 2:48 PM, Simon Ser wrote:
OK, this still doesn't explain which/how/why existing clients would
benefit from the optimization, and how much performance will really
improve in practice.
This will benefit only the compositor.
If buffer data is being uploaded to a texture asynchronously, you can't
use the texture since you are most likely going to see junk. Every
buffer must be attached to a separate texture.
On the other hand, the surface damage cannot be used to decide what
parts of the texture must be updated because it doesn't include the area
of the buffer that got repaired. Either the client has to indicate the
buffer damage or the compositor has to determine it by itself, e.g. by
accumulating surface damages.
Hope this clarifies the things.
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