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Wayland: minimize surface commits and limit them to the main thread
Before of this patch, as explained in the usual commented-wall-of-text-longer-than-the-actual-patch-itself™, due to the multithreaded nature of the Wayland thread, it was possible to commit a surface while the renderer was doing stuff, which was _very_ wrong. Initially the consequences of such a sin weren't obvious but, now that explicit synchronization is becoming more and more common, we can't commit a buffer randomly without basically guaranteeing a nasty, nasty crash (and we should have avoided commits altogether in the first place to ensure atomic surface updates). We now only trigger a commit _in the main thread_ when low processor usage mode is on _and_ if we know that we won't be rendering anything as, due to its intermittent nature, it makes "legacy" (pre xdg_wm_base v6) frame callback based suspension quite annoying.
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@@ -1111,6 +1111,28 @@ Key DisplayServerWayland::keyboard_get_keycode_from_physical(Key p_keycode) cons
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return key;
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}
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void DisplayServerWayland::try_suspend() {
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// Due to various reasons, we manually handle display synchronization by
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// waiting for a frame event (request to draw) or, if available, the actual
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// window's suspend status. When a window is suspended, we can avoid drawing
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// altogether, either because the compositor told us that we don't need to or
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// because the pace of the frame events became unreliable.
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if (emulate_vsync) {
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bool frame = wayland_thread.wait_frame_suspend_ms(1000);
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if (!frame) {
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suspended = true;
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}
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} else {
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if (wayland_thread.is_suspended()) {
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suspended = true;
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}
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}
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if (suspended) {
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DEBUG_LOG_WAYLAND("Window suspended.");
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}
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}
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void DisplayServerWayland::process_events() {
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wayland_thread.mutex.lock();
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@@ -1193,30 +1215,32 @@ void DisplayServerWayland::process_events() {
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wayland_thread.keyboard_echo_keys();
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if (!suspended) {
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if (emulate_vsync) {
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// Due to various reasons, we manually handle display synchronization by
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// waiting for a frame event (request to draw) or, if available, the actual
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// window's suspend status. When a window is suspended, we can avoid drawing
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// altogether, either because the compositor told us that we don't need to or
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// because the pace of the frame events became unreliable.
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bool frame = wayland_thread.wait_frame_suspend_ms(1000);
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if (!frame) {
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suspended = true;
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// Due to the way legacy suspension works, we have to treat low processor
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// usage mode very differently than the regular one.
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if (OS::get_singleton()->is_in_low_processor_usage_mode()) {
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// NOTE: We must avoid committing a surface if we expect a new frame, as we
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// might otherwise commit some inconsistent data (e.g. buffer scale). Note
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// that if a new frame is expected it's going to be committed by the renderer
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// soon anyways.
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if (!RenderingServer::get_singleton()->has_changed()) {
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// We _can't_ commit in a different thread (such as in the frame callback
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// itself) because we would risk to step on the renderer's feet, which would
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// cause subtle but severe issues, such as crashes on setups with explicit
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// sync. This isn't normally a problem, as the renderer commits at every
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// frame (which is what we need for atomic surface updates anyways), but in
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// low processor usage mode that expectation is broken. When it's on, our
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// frame rate stops being constant. This also reflects in the frame
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// information we use for legacy suspension. In order to avoid issues, let's
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// manually commit all surfaces, so that we can get fresh frame data.
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wayland_thread.commit_surfaces();
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try_suspend();
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}
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} else {
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if (wayland_thread.is_suspended()) {
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suspended = true;
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}
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}
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if (suspended) {
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DEBUG_LOG_WAYLAND("Window suspended.");
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}
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} else {
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if (wayland_thread.get_reset_frame()) {
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// At last, a sign of life! We're no longer suspended.
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suspended = false;
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try_suspend();
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}
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} else if (wayland_thread.get_reset_frame()) {
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// At last, a sign of life! We're no longer suspended.
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suspended = false;
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}
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#ifdef DBUS_ENABLED
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