On 19/06/20 3:24 pm, Brad Robinson wrote:
Hi All,

I'm fairly new to Wayland and Linux GUI programming in general, but doing some experiments to figure out how to integrate it into my custom UI toolkit library and have a couple of questions about client side buffer management.

Firstly, this is how I'm allocating the backing memory for client side buffer pools.  This is C# p-invoking to libc, and basically it's using mkstemp() to get a temp file, ftruncate() to set its length, mmap() to map it and then unlink() once mapped so temp files aren't left behind. Any issues with this approach?

             // Get temp file
            var sb = new StringBuilder(System.IO.Path.Join(System.IO.Path.GetTempPath(), "mmXXXXXX"));
             int fd = mkstemp(sb);
             ftruncate(fd, (ulong)capacity);

             // Map it
            var addr = mmap(IntPtr.Zero, (ulong)capacity, Prot.Read | Prot.Write, Map.Shared, fd, 0);

             // Unlink it (so temp files not left behind)
             unlink(sb.ToString());

An alternative implementation would be to use memfd_create, but that is Linux-specific. Otherwise what you have there looks correct to me.

Secondly I'm wondering about practical strategies for managing client side buffers.  The toolkit in question basically needs arbitrarily sized buffers to render whatever size the window happens to be.  Seems like to use a buffer pool for this would require some sort of heap manager to manage what's in each pool.  I'm wondering if there's any recommendations or best practices for how to deal with this.  eg: create one big pool and explicitly manage what's in there as a heap, use lots of little pools with one buffer in each, a combination of both, something else?

It would be possible to deal use heaps, but in practice most clients will just use a dedicated shared memory object (wl_shm_pool) for each buffer, which works perfectly fine. Shared memory clients usually only need 2 buffers, but it's a good idea to write your program in a way so that it can use up to 4, allocating the extra as needed, and freeing them when you're done.

Finally, the toolkit already maintains an off-screen buffer with the window's current contents rendered into it.  I'll probably replace that with a Wayland buffer, but wondering about partial updates.  eg: if the client only needs to redraw a part of the window what's the correct process to update just that part with Wayland.  Can I just update the existing buffer and prompt Wayland to just redraw that part?

There are requests in the protocol specifically for telling the compositor about partial updates, which are wl_surface.damage and wl_surface.damage_buffer. Using wl_surface.damage_buffer is generally a better idea.

Here is a blog post that goes over some more general details: https://emersion.fr/blog/2019/intro-to-damage-tracking/ It's slightly more slanted to talking about the compositor side of things, but I still think could be helpful.

Scott

Any advice appreciated...

Brad

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