mesa/src/vulkan
Bas Nieuwenhuizen 4689e98fe8 vulkan/wsi: Set X11 minImageCount to 3.
For IMMEDIATE and FIFO, most games work in a pipelined manner where the
can produce frames at a rate of 1/MAX(CPU duration, GPU duration), but
the render latency is CPU duration + GPU duration.

This means that with scanout from pageflipping we need 3 frames to run
full speed:
1) CPU rendering work
2) GPU rendering work
3) scanout

Once we have a nonblocking acquire that returns a semaphore we can merge
1 and 3. Hence the ideal implementation needs only 2 images, but games
cannot tellwe currently do not have an ideal implementation and that
hence they need to allocate 3 images. So let us do it for them.

This is a tradeoff as it uses more memory than needed for non-fullscreen
and non-performance intensive applications.

Since this is pretty much a TODO that can use the context I added this as
a comment.

Acked-by: Jason Ekstrand <jason@jlekstrand.net>
Acked-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
2019-05-19 00:38:03 +00:00
..
overlay-layer vulkan/overlay: keep allocating draw data until it can be reused 2019-05-10 21:54:48 +01:00
registry vulkan: Update the XML and headers to 1.1.108 2019-05-13 17:20:33 -05:00
util vulkan/util: generate a helper function to return pNext struct sizes 2019-05-02 17:02:02 +01:00
wsi vulkan/wsi: Set X11 minImageCount to 3. 2019-05-19 00:38:03 +00:00
Android.mk android: Build fixes for OMR1 2019-03-18 11:53:59 +02:00
Makefile.sources vulkan: Add KHR_display extension using DRM [v10] 2018-06-19 14:17:46 -07:00
meson.build vulkan: factor out wsi dependencies 2019-03-18 12:05:13 +00:00