* buffer: move texture creation to commit time
move creating texture away from buffer attach into commitstate in an
attempt to postpone gpu work until its really needed. best case scenario
gpu clocks have ramped up before because we are actively doing things
causing surface states and a commit to happend meaning less visible lag.
* buffer: simplify texture creation
make createTexture return a shared ptr directly, remove not needed
member variables as m_success and m_texture.
* compositor: make pending states store frame callbacks
move frame callbacks to pending states so they are only committed in the
order they came depending on the buffer wait for readyness.
* buffer: damage is relative to current commit
ensure the damage is only used once, or we are constantly redrawing
things on state commits that isnt a buffer.
thanks PlasmaPower.
* compositor: move callbacks back to compositor
move SSurfaceStateFrameCB back to compositor in the class
CWLCallbackResource as per request, but still keep the state as owning.
* compositor: ensure commits come in order
if a buffer is waiting any commits after it might be non buffer commits
from the "future" and applying directly. and when the old buffer that
was waiting becomes ready it applies its states and overwrites the
future changes.
move things to scheduleState and add a m_pendingWaiting guard. and
schedule the next pending state from the old buffer commit when done.
and as such it loops itself and keeps thing orderly.
* compositor: make pending states store frame callbacks
move frame callbacks to pending states so they are only committed in the
order they came depending on the buffer wait for readyness.
* buffer: damage is relative to current commit
ensure the damage is only used once, or we are constantly redrawing
things on state commits that isnt a buffer.
thanks PlasmaPower.
* compositor: move callbacks back to compositor
move SSurfaceStateFrameCB back to compositor in the class
CWLCallbackResource as per request, but still keep the state as owning.
* compositor: ensure commits come in order
if a buffer is waiting any commits after it might be non buffer commits
from the "future" and applying directly. and when the old buffer that
was waiting becomes ready it applies its states and overwrites the
future changes.
move things to scheduleState and add a m_pendingWaiting guard. and
schedule the next pending state from the old buffer commit when done.
and as such it loops itself and keeps thing orderly.
use unique pointers and rvalue references where applicable, buffer is
still a shared pointer because CHLBufferReference uses it to hold it
locked.
in CSHMPool destructor add a check for m_data != MAP_FAILED same in
resize, because mmap returns (void *) -1 on failure and that is not
comparable to nullptr. delete default constructor so we dont end up in
weird states with m_data.
* dmabuf: disable buffer read check on intel
readability checks directly on buffer fds on some intel laptops is
broken, see https://gitlab.freedesktop.org/drm/intel/-/issues/9415
* sync: use rvalue ref in addwaiter doonreadable
use rvalue reference in addwaiter and doonreadable, because we store the
function in the SReadableWaiter a lot of the time, move it into place
there when that happends or let it go out of scope after function call.
* add doOnReadable to event loop manager
* move syncTimeline addWaiter to doOnReadable
* wait on dmabuf buffers to be readable
* don't over synchronize in scanout, also give present feedback on same buffer commit
* make CHLBufferReference not a SP anymore
* copy over release and acquire points in CHLBufferReference
* use CHLBufferReference in screencopy and toplevel export
TODO: use CHLBufferReference in direct scanout properly
the only problem is the scanout buffer release timing,
specifically the onBackendRelease mechanism
* cleanup SSurfaceState and surface pending commit tracking
* move surface code from DRMSyncobj, and move acquire to SSurfaceState
* use queue for comitted pending surface states like proto says
"The content update is placed in a queue until it becomes active." - wl_surface::commit
* drop, not release, prev buffer if 2nd buffer wl_surface.attach is sent
"A wl_buffer that has been attached and then replaced by another attach instead of committed will not receive a release event, and is not used by the compositor." - wl_surface::attach
* core: Don't damage the entire surface every frame
* core: Damage buffer on dims or transform change
* core: Use guards for scale and tr equality checks