https://bugs.kde.org/show_bug.cgi?id=474816

Zamundaaa <xaver.h...@gmail.com> changed:

           What    |Removed                     |Added
----------------------------------------------------------------------------
                 CC|                            |xaver.h...@gmail.com

--- Comment #1 from Zamundaaa <xaver.h...@gmail.com> ---
With Mailbox on Wayland (with any compositor), you need four buffers /
swapchain images to never block. The worst case is with direct scanout:
- one for being currently used for scanout by the kernel (held for one frame at
a time)
- one for being queued for the next refresh period (held for anywhere from 1ms
to a whole frame, depends on the compositor and the system)
- one for being held by the compositor as pending for your wl_surface
- one for rendering (which gets swapped with ^ when you call vkQueuePresentKHR)

If we change KWin to release buffers used for compositing earlier, you'd still
be broken when direct scanout is in use, even if things seem fine without it.
With that in mind, I don't think this behavior should be changed, as it helps
catch issues like this earlier.

> There a way to unlock FPS by setting RenderFrameQueue higher than 2, however, 
> this causes game instance to race with compositor causing 
> flickering/tearing/twitching visual artifacts

What GPU and driver are you using for testing?

-- 
You are receiving this mail because:
You are watching all bug changes.

Reply via email to