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Applications may query the back buffer age to efficiently perform partial updates. Generally the application will keep a fixed length damage history, and use this to calculate what needs to be redrawn based on the age of the back buffer it's about to render to. If presented with a buffer that has an age greater than the length of the damage history, the application will likely have to completely repaint the buffer. Our current buffer selection strategy is to pick the first available buffer without considering its age. If an application frequently manages to fit within two buffers but occasionally requires a third, this extra buffer will almost always be old enough to fall outside of a reasonably long damage history, and require a full repaint. This patch changes the buffer selection behaviour to prefer the oldest available buffer. By selecting the oldest available buffer, the application will likely always be able to use its damage history, at a cost of having to perform slightly more work every frame. This is an improvement if the cost of a full repaint is heavy, and the surface damage between frames is relatively small. It should be noted that since we don't currently trim our queue in any way, an application that briefly needs a large number of buffers will continue to receive older buffers than it would if it only ever needed two buffers. Reviewed-by: Daniel Stone <daniels@collabora.com> Signed-off-by: Derek Foreman <derekf@osg.samsung.com> Reviewed-by: Pekka Paalanen <pekka.paalanen@collabora.co.uk> |
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File: docs/README.WIN32 Last updated: 21 June 2013 Quick Start ----- ----- Windows drivers are build with SCons. Makefiles or Visual Studio projects are no longer shipped or supported. Run scons libgl-gdi to build gallium based GDI driver. This will work both with MSVS or Mingw. Windows Drivers ------- ------- At this time, only the gallium GDI driver is known to work. Source code also exists in the tree for other drivers in src/mesa/drivers/windows, but the status of this code is unknown. Recipe ------ Building on windows requires several open-source packages. These are steps that work as of this writing. - install python 2.7 - install scons (latest) - install mingw, flex, and bison - install pywin32 from here: http://www.lfd.uci.edu/~gohlke/pythonlibs get pywin32-218.4.win-amd64-py2.7.exe - install git - download mesa from git see http://www.mesa3d.org/repository.html - run scons General ------- After building, you can copy the above DLL files to a place in your PATH such as $SystemRoot/SYSTEM32. If you don't like putting things in a system directory, place them in the same directory as the executable(s). Be careful about accidentially overwriting files of the same name in the SYSTEM32 directory. The DLL files are built so that the external entry points use the stdcall calling convention. Static LIB files are not built. The LIB files that are built with are the linker import files associated with the DLL files. The si-glu sources are used to build the GLU libs. This was done mainly to get the better tessellator code. If you have a Windows-related build problem or question, please post to the mesa-dev or mesa-users list.