Hi Jeff,

On Wed, Jan 23, 2013 at 5:29 PM, Jeff Hoogland <jeffhoogl...@linux.com> wrote:
> I understand all those reasons, the difference is I'm just going to have to
> start telling people like this ->
>
> http://forums.bodhilinux.com/index.php?/topic/7701-enlightenment-cpu-usage-at-98-on-intel-i810/
>
> That they simply can't use E17 because it will eat all of their CPU all the
> time with compositing :-/
>
> Personally I use compositing on all my system, it looks great in general.

What about stable versions?

-- Ulisses

> On Mon, Jan 21, 2013 at 10:26 PM, Carsten Haitzler 
> <ras...@rasterman.com>wrote:
>
>> On Mon, 21 Jan 2013 10:51:01 -0600 Jeff Hoogland <jeffhoogl...@linux.com>
>> said:
>>
>> > Raster had mentioned on IRC last night that compositing had become
>> > non-optional in SVN builds already. What is the reason for this? I
>> > understand compositing is the future - but forcing it on everyone it
>> going
>> > to make E much less usable on legacy hardware - a place where it really
>> > shines.
>>
>> reasons:
>>
>> 1. aesthetics. having to "design" for both compositing and non-compositing
>> is
>> limiting and painful.
>> 2. code simplification - this cuts down mem usage and resource usage where
>> we
>> make non-compositing code paths redundant (never loaded) or even get
>> totally
>> removed. it also makes e and efl's code MUCH easier to maintain as we cut
>> out a
>> whole class of pain.
>> 3. if you do non-compositing, then your other option is avoid anything that
>> isnt a pure rectangle.. or use shapes... do u have any idea how inefficient
>> shaped windows are? do you know how they are implemented? compositing is
>> MORE
>> efficient than shaped windows except for the most trivial shape cases. it
>> also
>> has fewer artefacts. don't make me do a rundown on the actual
>> implementation of
>> xshape etc... i have little enough time as-is. take if from someone who
>> started
>> doing x shape stuff back in 1996...
>> 4. wayland - we cant sensibly become a wayland compositor without ALWAYS
>> compositing.
>> 5. compositing only allows us to move content out of windows (eg the
>> container
>> bg window that holds a canvas with wallpaper and your efm icons etc.) and
>> merge
>> it into the COMPOSITOR canvas. this reduces mem footrpint drastically -
>> example. you have a 1600x1200 screen. you have a 1600x1200 walllpaper. e
>> will
>> keep the rgba pixels for that wallpaper inside its memory because it
>> renders
>> them to the bg canvas with software. this bg canvas is a window..that is
>> composited.. this means this window consumes at least 1 pixmap of memory...
>> that means 1600x1200 (8mb) for the original PLUS 8mb for the composited
>> pixmap.. to store essentially the same content PLUS some icons. if we move
>> it
>> into the compositor canvas we get:
>>
>> 1. wallpaper image is rendered and scaled by the same enigne as the
>> compositor
>> (sw or gl).
>> 2. only the original wp image is needed, not an intermediate window
>> pixmap. we
>> save 8mb of memory insnantly.
>> 3. evas already has caches for scaled data and can throw out original data
>> etc.
>> so we also recycle this infra directly.
>> 4. "animated" wallpapers now get faster as they render with gl... as do
>> wallpaper transitions etc.
>>
>> repeat for everything else in e17... it all goes into the compositor canvas
>> EXCEPT "window content" (client windows - be they e's internal dialogs or
>> external apps - to e's compositor these will just be image objects - they
>> currently are, but they also include the frame window sections
>> (borders/titles)
>> provided by e - these will be split out to live in the canvas).
>> 6. if objects move into the comp canvas - like window borders, menus,
>> shelves... we solve the clipping problem. right now borders, shelves, menus
>> etc. get clipped by their window. that's life. once they live in the comp
>> canvas they can extend beyond their object bounds (add glows, shadows,
>> other
>> effects or pixels/imagery extending beyond their bounds). this comes for
>> "free"
>> when moving into evas and out of a window and that is part of the plan - to
>> migrate content all into the compositor canvas.
>> 7. i can go on... (tldr time - you asked "why" so read, or never ask again
>> :))
>> this has been talked about a lot amongst devs already. it's not possible
>> to do
>> non-compositing AND compositing and move forward. we have little enough
>> developer resources as-is. this simplifies and allows us to have a future.
>> the
>> fact that we BOTHERED to have fast software compositing is a big part of
>> the
>> commitment to make compositing work for EVERYONE - you DONT need a
>> "supported
>> gpu + driver" to use it. yes - it means extra system load, and slowdowns
>> for
>> those avoiding compositing now entirely - but that's the price of progress.
>> we've "lowered" the cost, but it isn't "free". no one is totally LEFT OUT.
>> the
>> software compositor works even in 16bpp (with extra overhead though). and
>> 8bpp .. well ok - sorry 8bpp people. if you can only do 8bpp then we're
>> leaving
>> you behind. sorry. 1995 will be happy to keep you. :( we CAN reduce
>> overhead of
>> software compositing still - it's heavy because we HAVE to copy pixels
>> from x
>> (read data via x(shm)getimage). we can't fix that unless we can get a
>> zero-copy
>> path. x allows us no such path for software (shared pixmaps are not an
>> option
>> fyi). we COULD shortcut this path - but we need to do it at BOTH sides of
>> the
>> pipeline. that means modify toolkits/apps. we CAN modify efl to bypass x
>> entirely for rendering and only use it for focus/input/events and use a
>> back-channel shared memory system to export pixel buffers direct from
>> client to
>> comp. it's doable. we'd cut overhead in half for copies as we... get rid of
>> them (we only have now rendering overehead). *IF* comp also bypasses x's fb
>> management and goes direct to fbdev or kms... and does evil stuff... we can
>> ALSO make "rendered pixel uploads" totally free. ie zero copy buffer
>> swaps. -
>> then the ONLY overhead we have is filling the comp "backbuffer". what you
>> may
>> not be aware of is.. evas ALREADY has this infra. it can already do this
>> little
>> zero-copy buffer swap trick... all the code is there.. it's even been
>> tested
>> with real drivers that do support this - there is even a virtual buffer
>> swap
>> emulation layer to test it if you don't have such a magic driver....
>> BUT... it
>> requires driver work to make this possible - or bypassing x's fb driver
>> entirely... but we can already do this kind of stuff. we're FAR from
>> maximum
>> optimal level in sw compositing. in fact if we did both of the above for
>> things
>> like scrolling your browser window around we'd basically increase
>> framerate by
>> 3 times compared to now. that's our existing potential upside if we plug
>> all
>> the bits together. we're far from pure ultimate potential, and even being
>> far
>> from it.. we are very usable on low end systems. so without a gpu to
>> accelerate
>> it all and make it all zero-copy... we have a potential upside (for efl
>> apps)
>> of up to 3 TIMES faster (and a minimum of 2 times faster). for non-efl
>> epps up
>> to 2 TIMES faster. though at this point.. we're almost being a wayland
>> style
>> compositor directly, so i'm wondering if we'll ever bother with x stuff to
>> optimize this far and just jump to being wayland from there, as wayland is
>> all
>> about sending buffers around and avoiding copies... efl already lends
>> itself
>> very well to this. it already has the start of a wayland port and a wayland
>> compositor in e17. and as above... we cant move to doing wayland stuff
>> unless
>> we move to being "compositing only". keeping mind "compositing only" does
>> not
>> EXCLUDe optimizations like "zeo copy/composite" you do for things like
>> fullscreen windows (games etc.). if you do this just right you can take the
>> client pixel buffer it sends you (it sends a handle to it - it doesn't
>> COPY it
>> to you) and you just program the gfx chipset to pint the real hw buffer
>> scanout
>> to the client buffer. ALL the compositor is doing is updating where the fb
>> points to... it's doing zero actual compositing/copying/blending work in
>> this
>> case. its turles... err.. zero copy all the way down. so your games are not
>> affected at all. if at any point some menu or dialog appears on top.. it
>> begins
>> compositing again for that frame on until that overlayed window goes away.
>> given smart enough compositing and the right hardware you can EVEN avoid
>> compositing in such simple scenarios.. a lot of hardware supports RGBA
>> OVERLAYS
>> - multiple buffers blended on top of eachother. your hw mouse cursor is
>> exactly
>> such an overlay buffer. "xv video acceleration uses such a wh buffer often
>> too
>> - but its yuv, not rgba... but same principle. a smart compositor can
>> PROGRAM
>> the overlay buffer to point to this "popup menu/dialog" and keep the 2
>> framebuffers totally separate... zero compositing/copies... until the 3 of
>> windows becomes too complex to point directly at hw buffer layers, then it
>> has
>> to start compositing for real... my point here is... this is the path we
>> MUST
>> go down. we NEED to. wayland is being designed for this.. and they're
>> right.
>> this is how u get zero-tearing smooth screen updates with minimal overhead.
>> it's a fundamental shift in perspective from copying pixels to a single
>> shared
>> framebuffer with clip rects, but it is the reality of most hardware you
>> already
>> have from phones through to set top boxes, tablets, laptops and desktops.
>> you
>> just don't know it. most of these capabilities lie idle and unused because
>> our
>> display system is too "old school" AND because of nay-sayers holding back
>> progress saying "waaaa - i don't want compositing!". reality is that
>> basically
>> anyone who KNOWS graphics, hw and infra all the way down to these nuts and
>> bolts is already in agreement - this is the way to go. we agree because we
>> know
>> what is actually going on behind the scenes. the decision to be compositing
>> only is a big step - but in the right direction. suffice to say, that if
>> you
>> don't "get it" now, in a few years, you will. the penny may drop. maybe for
>> some it won't - you may be the same people who think a green screen vt100
>> is
>> all u ever need. pixels are useless. color is a waste of memory. reality
>> is...
>> sticking to non-composited displays is as useful as sticking to a vt100
>> attached to a 192000 baud serial line. :)
>>
>> --
>> ------------- Codito, ergo sum - "I code, therefore I am" --------------
>> The Rasterman (Carsten Haitzler)    ras...@rasterman.com
>>
>>
>
>
> --
> ~Jeff Hoogland <http://jeffhoogland.com/>
> Thoughts on Technology <http://jeffhoogland.blogspot.com/>, Tech Blog
> Bodhi Linux <http://bodhilinux.com/>, Enlightenment for your Desktop
> ------------------------------------------------------------------------------
> Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS,
> MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current
> with LearnDevNow - 3,200 step-by-step video tutorials by Microsoft
> MVPs and experts. ON SALE this month only -- learn more at:
> http://p.sf.net/sfu/learnnow-d2d
> _______________________________________________
> enlightenment-users mailing list
> enlightenment-users@lists.sourceforge.net
> https://lists.sourceforge.net/lists/listinfo/enlightenment-users



-- 
Ulisses Furquim
ProFUSION embedded systems
http://profusion.mobi
Mobile: +55 19 9250 0942
Skype: ulissesffs

------------------------------------------------------------------------------
Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS,
MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current
with LearnDevNow - 3,200 step-by-step video tutorials by Microsoft
MVPs and experts. ON SALE this month only -- learn more at:
http://p.sf.net/sfu/learnnow-d2d
_______________________________________________
enlightenment-users mailing list
enlightenment-users@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/enlightenment-users

Reply via email to