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syncobj: use eventfd instead of stalling fd checks #9437
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huge if works
use eventfd and add it to the event loop and when it recieves a signal release the buffer, this means we dont stall entire compositor when waiting for materilisation of the fd. and change its related usage, this also means we need to store release points that can popup in a container and signal them all on buffer release. im not sure why directscanout previously manually tried to signal releasepoints. remove that and let the buffers releaser handle it.
lets use unique_pointers all over, add defaulted destructors and make fromResource directly check existing timelines instead of C style casting and return a WP from that. instead of moving the releasepoint vector lets swap it.
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remove early buffer release config that previously tried to workaround flickers while it was more of an syncobj issue, it also cant be used since the buffer really is used for release point syncing in the renderer later. and use std::move instead of std::exchange to avoid a local temporar copy being created inside std::exchange.
wait... for ds, shouldn't we release the wl_buffer whenever DRM signals the out fence? edit:
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There is a lot wrong at the moment, explicit sync currently relies on new buffer attached, the client can commit multiple times on the same buffer if it wants to, and does sometimes, and this PR probably exposed that quirk even more, and yeah direct scanout i havent begun reading into but removed that buffer manual buffer shenanigans because it was conflicting with the changes i made, there is also a few other things im checking that has popped up while testing |
And "releasing" when it comes to explicit sync is sending the release point not the buffer .release |
Note that |
I tested this pr & it fixed glmark2 lag but minecraft lag is still the same and also it introduced slight lag in other areas like workspace switching and cursor lag when wlogout is opened. |
we use that fd, i think we import it as a sync_file, then wait for it to signal, meaning aq plane is done with the primary buffer |
yeah got a few very broken things to figure out, im trying tho. |
use eventfd and add it to the event loop and when it recieves a signal release the buffer, this means we dont stall entire compositor when waiting for materilisation of the fd. and change its related usage, this also means we need to store release points that can popup in a container and signal them all on buffer release.
im not sure why directscanout previously manually tried to signal releasepoints. remove that and let the buffers releaser handle it.
should solve a lot of "compositor 5 fps while ingame overlay shows 300fps" and other similiar weird stalls.
on nvidia this shuffles compositor stalls to sometimes a noticeable rendering stutter, technically the acquire point isnt signaled fast enough so the buffer is stuck and nothing gets rendered until it is. pretty much the same stall as seen before only now its per surface rendering. but that i contribute to nvidia driver being simply shit, and is visible on other compositors.
NVIDIA/open-gpu-kernel-modules#777
NVIDIA/open-gpu-kernel-modules#743
Possibly fixes:
#7857