On 12/16/2014 09:23 AM, Keith Packard wrote:
Mario Kleiner <mario.kleiner...@gmail.com> writes:

The 0 case is good for benchmarking.
Sure, but the current code does benchmarking just fine. In fact, because
it doesn't copy queued frames that aren't the most recent before the
vblank, benchmarks tend to run *faster* as a result, and people
generally like that aspect of it...


Hmm. For benchmarking i think i'd consider that a mild form of cheating. You get higher fps because you skip processing like the whole gpu blit overhead and host processing overhead for queuing / validating / processing the copy command in the command stream, so the benchmark numbers don't translate very well anymore in how the system would behave in a non-benchmark situation?

... but read on below ...

In my specific case i always want vsync'ed swap for actual visual
stimulation in neuroscience/medical settings, with no frame skipped
ever. The bonus use for me, except for benchmarking how fast the system
can go, is if one has a multi-display setup, e.g., dual-display for
stereoscopic stimulation - one display per eye, or some CAVE like setup
for VR with more than 2 displays. You want display updates and scanout
on all of them synchronized, so the scene stays coherent. One simple way
for visually testing multi-display sync is to intentionally swap all of
them without vsync, e.g., timed to swap in the middle of the scanout. If
the tear-lines on all displays are roughly at the same vertical position
and stay there then that's a good visual test if stuff works. There are
other ways to do it, but this is the one method that seems to work
cross-platform, without lots of mental context switching depending on
what os/gpu/server/driver combo with what settings one uses, and much
more easy to grasp for scientists with no graphics background. You can
see at a glance if stuff is roughly correct or not.
It seems like you want something that the GL API doesn't express
precisely; my reading of the  GL spec definitely lets Present work the
way it does today, and as you avoid tearing *and* improve performance in
the vblank_mode=0 case, I'm very reluctant to change it.

From GLX_EXT_swap_control and MESA_swap_control:

"If <interval> is set to a value of 0, buffer swaps are not
    synchronized to a video frame."


It depends on how you interpret the "not synchronized to a video frame"? Can you explain your interpretation?

I don't think the spec says anywhere that dropping old "not most recent at vblank time" frames is allowed, like Present does atm.? And the current Present implementation does synchronize the "buffer swap" of its most recent received Pixmap to the [onset of] a video frame, so while preventing tearing it goes a bit slower than it could go without vsync.

Every past/other implementation than DRI3/Present that i have experience with interpreted the spec the way that patch tries to restore, at least everything i know of from OSX/Windows/Linux proprietary/DRI2, so my interpretation is certainly a valid interpretation, and it is the one that provides consistency and therefore the least surprise to implementers of GL clients and end users.

Present could trivially offer a new bit to force tearing; I'm not sure
how you'd get at that from GL though.


It does already with PresentOptionAsync? It just needs to be used in accordance with the mainstream interpretation of the _swap_control spec, like this patch suggests.

I'm not trying to claim here that the current behaviour of Mesa+Present isn't useful for some types of applications like games. I'm just saying it shouldn't be the default behaviour for swapinterval 0 or > 0. As far as i understand the meaning, intention and origin of the EXT_swap_control_tear extension, the current Present implementation would implement a useful approximation of EXT_swap_control_tear for a swapinterval of < 0. Not an exact implementation, but at least following the spirit of that extension.

So i'm arguing for restoring the default behaviour any other implementation has with that patch, but providing the current behaviour via sync_control_tear? Or maybe even some new sync_control_tear2 to cover the difference between the current method and sync_control_tear.

When we are at the topic, i can also send you my christmas wish list with proposals for future mesa/server releases:

1 - Another thing i'd love to have, which would require a new option "PresentOptionDontSkip" is the ability to not skip present requests which are late. That would allow to take advantage of mesas triple/quad buffering to queue frames for animations ahead of time for playing animations or videos and be still certain that every queued frame was shown at least for one video refresh cycle. I'd love to take advantage of the new triple-buffering behaviour, or maybe even use Present directly somehow for deeper n-buffering, but for some of my types of application i'd need to be certain that frames are not ever skipped if something gets late. As things are now, i'm forced to wait for swap completion of each bufferswap before i can submit a new swapbuffers request to make sure Present will never drop rendered frames, so i have to enforce the constraints of double-buffering onto my application for correctness although it could make use of n-buffering.

This would also make sense for an improved OML_sync_control implementation. That spec requires that no swap request is ever dropped, citing:

"If there are multiple outstanding swaps for the same window, at most one such swap can be satisfied per increment of MSC. The order of satisfying outstanding swaps of a window must be the order they were issued. Each window that has an outstanding swap satisfied by the same current MSC should have one swap done."

Getting this behaviour is difficult or impossible without some PresentOptionDontSkip.

2 - Some extension to INTEL_swap_events to be able to signal if a present request was skipped, so i can find out for any specific "sbc" if its rendering reached the eyes of my end users or was silently discarded.

More later, will be away from the keyboard for a couple of hours,
-mario

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