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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> |
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