handle ephemeral pageflip failures
If a transient failure occurs in wlr_output_commit, re-render until it doesn't happen. This could possibly be removed if we decide to implement damage tracking in the future.
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60c40c0989
commit
823cefd292
54
dwl.c
54
dwl.c
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@ -1726,38 +1726,42 @@ rendermon(struct wl_listener *listener, void *data)
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}
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}
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/* wlr_output_attach_render makes the OpenGL context current. */
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if (!wlr_output_attach_render(m->wlr_output, NULL))
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return;
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/* HACK: This loop is the simplest way to handle ephemeral pageflip
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* failures but probably not the best. Revisit if damage tracking is
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* added. */
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do {
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/* wlr_output_attach_render makes the OpenGL context current. */
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if (!wlr_output_attach_render(m->wlr_output, NULL))
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return;
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if (render) {
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/* Begin the renderer (calls glViewport and some other GL sanity checks) */
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wlr_renderer_begin(drw, m->wlr_output->width, m->wlr_output->height);
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wlr_renderer_clear(drw, rootcolor);
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if (render) {
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/* Begin the renderer (calls glViewport and some other GL sanity checks) */
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wlr_renderer_begin(drw, m->wlr_output->width, m->wlr_output->height);
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wlr_renderer_clear(drw, rootcolor);
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renderlayer(&m->layers[ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND], &now);
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renderlayer(&m->layers[ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM], &now);
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renderclients(m, &now);
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renderlayer(&m->layers[ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND], &now);
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renderlayer(&m->layers[ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM], &now);
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renderclients(m, &now);
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#ifdef XWAYLAND
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renderindependents(m->wlr_output, &now);
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renderindependents(m->wlr_output, &now);
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#endif
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renderlayer(&m->layers[ZWLR_LAYER_SHELL_V1_LAYER_TOP], &now);
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renderlayer(&m->layers[ZWLR_LAYER_SHELL_V1_LAYER_OVERLAY], &now);
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renderlayer(&m->layers[ZWLR_LAYER_SHELL_V1_LAYER_TOP], &now);
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renderlayer(&m->layers[ZWLR_LAYER_SHELL_V1_LAYER_OVERLAY], &now);
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/* Hardware cursors are rendered by the GPU on a separate plane, and can be
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* moved around without re-rendering what's beneath them - which is more
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* efficient. However, not all hardware supports hardware cursors. For this
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* reason, wlroots provides a software fallback, which we ask it to render
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* here. wlr_cursor handles configuring hardware vs software cursors for you,
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* and this function is a no-op when hardware cursors are in use. */
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wlr_output_render_software_cursors(m->wlr_output, NULL);
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/* Hardware cursors are rendered by the GPU on a separate plane, and can be
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* moved around without re-rendering what's beneath them - which is more
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* efficient. However, not all hardware supports hardware cursors. For this
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* reason, wlroots provides a software fallback, which we ask it to render
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* here. wlr_cursor handles configuring hardware vs software cursors for you,
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* and this function is a no-op when hardware cursors are in use. */
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wlr_output_render_software_cursors(m->wlr_output, NULL);
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/* Conclude rendering and swap the buffers, showing the final frame
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* on-screen. */
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wlr_renderer_end(drw);
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}
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/* Conclude rendering and swap the buffers, showing the final frame
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* on-screen. */
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wlr_renderer_end(drw);
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}
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wlr_output_commit(m->wlr_output);
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} while (!wlr_output_commit(m->wlr_output));
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}
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void
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