992a2dbba8
The Wayland EGL platform now respects the eglSwapInterval value. The value is clamped to either 0 or 1 because it is difficult (and probably not useful) to sync to more than 1 redraw. The main change is that if the swap interval is 0 then Mesa won't install a frame callback so that eglSwapBuffers can be executed as often as necessary. Instead it will do a sync request after the swap buffers. It will block for sync complete event in get_back_bo instead of the frame callback. The compositor is likely to send a release event while processing the new buffer attach and this makes sure we will receive that before deciding whether to allocate a new buffer. If there are no buffers available then instead of returning with an error, get_back_bo will now poll the compositor by repeatedly sending sync requests every 10ms. This is a last resort and in theory this shouldn't happen because there should be no reason for the compositor to hold on to more than three buffers. That means whenever we attach the fourth buffer we should always get an immediate release event which should come in with the notification for the first sync request that we are throttled to. When the compositor is directly scanning out from the application's buffer it may end up holding on to three buffers. These are the one that is is currently scanning out from, one that has been given to DRM as the next buffer to flip to, and one that has been attached and will be given to DRM as soon as the previous flip completes. When we attach a fourth buffer to the compositor it should replace that third buffer so we should get a release event immediately after that. This patch therefore also changes the number of buffer slots to 4 so that we can accomodate that situation. If DRM eventually gets a way to cancel a pending page flip then the compositors can be changed to only need to hold on to two buffers and this value can be put back to 3. This also moves the vblank configuration defines from platform_x11.c to the common egl_dri2.h header so they can be shared by both platforms. |
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SConstruct | ||
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autogen.sh | ||
common.py | ||
configure.ac |
docs/README.WIN32
File: docs/README.WIN32 Last updated: 21 June 2013 Quick Start ----- ----- Windows drivers are build with SCons. Makefiles or Visual Studio projects are no longer shipped or supported. Run scons osmesa mesagdi to build classic mesa Windows GDI drivers; or scons libgl-gdi to build gallium based GDI driver. This will work both with MSVS or Mingw. Windows Drivers ------- ------- At this time, only the gallium GDI driver is known to work. Source code also exists in the tree for other drivers in src/mesa/drivers/windows, but the status of this code is unknown. Recipe ------ Building on windows requires several open-source packages. These are steps that work as of this writing. 1) install python 2.7 2) install scons (latest) 3) install mingw, flex, and bison 4) install libxml2 from here: http://www.lfd.uci.edu/~gohlke/pythonlibs get libxml2-python-2.9.1.win-amd64-py2.7.exe 5) install pywin32 from here: http://www.lfd.uci.edu/~gohlke/pythonlibs get pywin32-218.4.win-amd64-py2.7.exe 6) install git 7) download mesa from git see http://www.mesa3d.org/repository.html 8) run scons General ------- After building, you can copy the above DLL files to a place in your PATH such as $SystemRoot/SYSTEM32. If you don't like putting things in a system directory, place them in the same directory as the executable(s). Be careful about accidentially overwriting files of the same name in the SYSTEM32 directory. The DLL files are built so that the external entry points use the stdcall calling convention. Static LIB files are not built. The LIB files that are built with are the linker import files associated with the DLL files. The si-glu sources are used to build the GLU libs. This was done mainly to get the better tessellator code. If you have a Windows-related build problem or question, please post to the mesa-dev or mesa-users list.