In reply to Jesse Barnes post.
I'm not on top of the finer details, being a consumer rather than a
developer. I have the following queries:

1) Is the buffer flip to be synchronous in the hardware, or to be
implemented as a software interrupt?

2) By fullscreen, do you mean covering one or all screens in a multi-headed
display?

3) If fullscreen means covering an individual screen in a multi-headed
display, will it be possible to have multiple simultaneous fullscreen tear-free
applications?

4) Will non-fullscreen applications be tear-free?

To be honest, the speed of the window manager is not a big issue for me.
Tearing is. In production mode, efficient fullscreen output mode is
desirable. In development mode, having the output into manageable
re-sizeable windows is nicer. 

The only way I can see non-tearing non-fullscreen
applications working is with triple-buffer. i.e. a kernel screen flyback 
interrupt
copies a screen-full from the multi-headed working buffer to a plane buffer,
schedules that plane buffer to be swapped upon the next flyback, and
triggers approptiate returns from the application swap-buffer function calls.
I assume this is triple-buffer because there is the large possibly
virtual working buffer and also two plane buffers for each screen.

However a fullscreen application should be able to override this on an
individual screen basis, rendering directly into the non-output display plane,
and scheduling it to be swapped upon the N'th flyback.

Apologies for sounding preachy, I simply outline my own analysis and am
wondering how it is possible for a window manager, which must output to
a larger virtual space, could be regarded as a good candidate for
double-buffering as you suggest.

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