vulkan/wsi: Set X11 minImageCount to 3.

For IMMEDIATE and FIFO, most games work in a pipelined manner where the
can produce frames at a rate of 1/MAX(CPU duration, GPU duration), but
the render latency is CPU duration + GPU duration.

This means that with scanout from pageflipping we need 3 frames to run
full speed:
1) CPU rendering work
2) GPU rendering work
3) scanout

Once we have a nonblocking acquire that returns a semaphore we can merge
1 and 3. Hence the ideal implementation needs only 2 images, but games
cannot tellwe currently do not have an ideal implementation and that
hence they need to allocate 3 images. So let us do it for them.

This is a tradeoff as it uses more memory than needed for non-fullscreen
and non-performance intensive applications.

Since this is pretty much a TODO that can use the context I added this as
a comment.

Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Acked-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
This commit is contained in:
Bas Nieuwenhuizen 2019-04-28 01:50:36 +02:00
parent ccb8ea7acf
commit 4689e98fe8
1 changed files with 18 additions and 6 deletions

View File

@ -501,13 +501,25 @@ x11_surface_get_capabilities(VkIcdSurfaceBase *icd_surface,
VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR;
}
/* For true mailbox mode, we need at least 4 images:
* 1) One to scan out from
* 2) One to have queued for scan-out
* 3) One to be currently held by the X server
* 4) One to render to
/* For IMMEDIATE and FIFO, most games work in a pipelined manner where the
* can produce frames at a rate of 1/MAX(CPU duration, GPU duration), but
* the render latency is CPU duration + GPU duration.
*
* This means that with scanout from pageflipping we need 3 frames to run
* full speed:
* 1) CPU rendering work
* 2) GPU rendering work
* 3) scanout
*
* Once we have a nonblocking acquire that returns a semaphore we can merge
* 1 and 3. Hence the ideal implementation needs only 2 images, but games
* cannot tellwe currently do not have an ideal implementation and that
* hence they need to allocate 3 images. So let us do it for them.
*
* This is a tradeoff as it uses more memory than needed for non-fullscreen
* and non-performance intensive applications.
*/
caps->minImageCount = 2;
caps->minImageCount = 3;
/* There is no real maximum */
caps->maxImageCount = 0;