On 21/02/2013 05:58 PM, Ulisses Furquim wrote:
> Hi devilhorns,
>
> On Thu, Feb 21, 2013 at 2:55 PM, Chris Michael <devilho...@comcast.net> wrote:
>> On 21/02/2013 05:04 PM, Ulisses Furquim wrote:
>>>
>>> Hi Rafael,
>>>
>>> On Thu, Feb 21, 2013 at 1:46 PM, Rafael Antognolli <antogno...@gmail.com>
>>> wrote:
>>>>
>>>> Hey Ulisses, thanks for answering!
>>>
>>>
>>> You're welcome, man.
>
>>>> On Thu, Feb 21, 2013 at 1:19 PM, Ulisses Furquim <ulis...@profusion.mobi>
>>>> wrote:
>>>>>
>>>>> Hi Rafael,
>>>>>
>>>>> On Thu, Feb 21, 2013 at 9:50 AM, Rafael Antognolli
>>>>> <antogno...@gmail.com> wrote:
>>>>>>
>>>>>> Hey guys,
>>>>>>
>>>>>> I've been trying to debug a problem that only happens on the Wayland
>>>>>> backend, both SHM and EGL, but I have no more ideas.
>>>>>>
>>>>>> tl;dr:
>>>>>> The elm_flip widget doesn't animate when using the FLIP_PAGE_*
>>>>>> animation modes. However, it works perfectly with FLIP_CUBE_* and
>>>>>> FLIP_ROTATE_*. The strange thing is exactly this: both the normal flip
>>>>>> page animation and the interactive flip page animation are not working
>>>>>> only on Wayland.
>>>>>>
>>>>>> On elementary_test, there's a test called Flip Page, which I think
>>>>>> that Raster wrote, and contains all the code to do this animation by
>>>>>> itself. That one works perfectly.
>>>>>>
>>>>>> The elm_flip widget seems to be based on that code and do the same,
>>>>>> but it doesn't work on Wayland!
>>>>>>
>>>>>> >From my tests, I noticed that (on the SHM engine) the recently written
>>>>>> buffer from each animation frame has the same content (same pixels)
>>>>>> before being pushed/attached to the surface, so it does not seem to me
>>>>>> a problem of marking damaged areas or swapping the buffers. I also
>>>>>> checked most functions from this path and it all seems to be being
>>>>>> called correctly, exactly the same as other things being rendered.
>>>>>>
>>>>>> I *think* that the problem is somewhere on the rendering path, but I
>>>>>> can't tell what since this rendering path is on software_generic,
>>>>>> being used both by wayland_shm and software_x11.
>>>>>>
>>>>>> That makes me think that the problem may be due to some change done
>>>>>> during the async render integration, though I also forced the
>>>>>> software_x11 backend to use the synchronous path, using
>>>>>> ECORE_EVAS_FORCE_SYNC_RENDER=1. It still works correctly, and follows
>>>>>> the same path as the wayland_shm.
>>>>>
>>>>>
>>>>> Does it work or not when you force sync rendering? And are you using
>>>>> async, really? These engines are supposed to be using only sync
>>>>> rendering AFAIR.
>>>>
>>>>
>>>> I'm sorry, I guess I wasn't clear.
>>>>
>>>> The wayland backend is not using async rendering at all. What I meant
>>>> is that I was testing the software_x11 engine, and I forced it to use
>>>> the sync path too, just to make sure that it was not a problem related
>>>> to that and correctly compare it to the wayland backend. Anyway, the
>>>> software_x11 engine worked on both cases (sync and async), while the
>>>> wayland backend doesn't work (it only uses sync at the moment).
>>>
>>>
>>> Ok, so the same code paths in software_generic work for sw_x11 both
>>> sync and async. The problem seems to be engine specific then.
>>>
>>>>> You really need to check if you are using any async path which I
>>>>> doubt. You should have that only if you are calling
>>>>> evas_render_async() to render a frame.
>>>>
>>>>
>>
>> Yes, with the async patches, the wayland_shm engine does use
>> evas_render_async.
>>
>>
>>>> Agreed, wayland_shm backend is not using any async path, although
>>>> Devilhorns has some patches about to be landed that would make use of
>>>> the async path. Anyway, his patches also don't fix the issue.
>>>
>>>
>>> I see. :-/
>>>
>>> -- Ulisses
>>>
>>
>> I should note: The patches for wayland_shm implement Async rendering in the
>> same way that the software_x11 (and other engines) do. Also, when it is not
>> "stalled" in the async rendering path, then things do render just fine with
>> async enabled. It's just that every x seconds, it "stalls".... I am thinking
>> that *something* is not waking up the render thread when needed, but not
>> knowing much about the async rendering, I could not sort it out (and have
>> not found time to dig into it further yet)....
>
> Please, if you could run on valgrind and check what's happening would
> be great. I can try to help you on that but I need more information.
>
> Regards,
>
> -- Ulisses
>

Well, I don't see valgrind helping much in this situation as it is not a 
leak or crash or anything like that ... but in the spirit of cooperation 
;) I will run it when I get back to the office on Monday.

Cheers,
dh


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