On Mon, 14 Dec 2015 13:00:06 +0000 Daniel Stone <dan...@fooishbar.org> wrote:
> On 14 December 2015 at 12:49, Daniel Stone <dan...@fooishbar.org> wrote: > > On 14 December 2015 at 11:40, Pekka Paalanen <ppaala...@gmail.com> wrote: > >> On Tue, 08 Dec 2015 14:48:01 +0100 > >> Matthias Treydte <m...@waldheinz.de> wrote: > >>> Either way, using the scaler API causes either too much drawing when > >>> used without setting the damage region (variant (b) above then should > >>> change nothing on screen at all, right?) -- or it causes insufficient > >>> drawing for variants (a) and (c) above. > >> > >> We easily err on too much repainting, as it is safe. The damage region > >> handling is one of the most complicated pieces of Weston, and > >> optimizing it is hard. It also has some known inefficiencies, but yours > >> is a new observation, IIRC. > > > > Is it actually new, or is it just yet another occurrence of > > https://phabricator.freedesktop.org/T17 ... ? > > By which I obviously mean https://phabricator.freedesktop.org/T18 I think it's a different issue. But yes, pointing out T18 was in my mind, just lazy to look it up. :-) T18 is about window management causing unnecessary GL texture uploads, while here we are looking at excessive repaints. So T18 is about weston_surface_damage doing the wrong thing, while the issue here would be akin to calling weston_surface_damage at inappropriate times in the first place. Because of T18, moving a window might sometimes "fix" a missing damage from the client. Thanks, pq
pgp0Jicagb9XR.pgp
Description: OpenPGP digital signature
_______________________________________________ wayland-devel mailing list wayland-devel@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/wayland-devel