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Ivan Molodetskikh 592fbee065 clutter: Compute max render time heuristically
Max render time shows how early the frame clock needs to be dispatched
to make it to the predicted next presentation time. Before this commit
it was set to refresh interval minus 2 ms. This means Mutter would
always start compositing 14.7 ms before a display refresh on a 60 Hz
screen or 4.9 ms before a display refresh on a 144 Hz screen. However,
Mutter frequently does not need as much time to finish compositing and
submit buffer to KMS:

      max render time
      /------------\
---|---------------|---------------|---> presentations
      D----S          D--S

      D - frame clock dispatch
      S - buffer submission

This commit aims to automatically compute a shorter max render time to
make Mutter start compositing as late as possible (but still making it
in time for the presentation):

         max render time
             /-----\
---|---------------|---------------|---> presentations
             D----S          D--S

Why is this better? First of all, Mutter gets application contents to
draw at the time when compositing starts. If new application buffer
arrives after the compositing has started, but before the next
presentation, it won't make it on screen:

---|---------------|---------------|---> presentations
      D----S          D--S
        A-------------X----------->

                   ^ doesn't make it for this presentation

        A - application buffer commit
        X - application buffer sampled by Mutter

Here the application committed just a few ms too late and didn't make on
screen until the next presentation. If compositing starts later in the
frame cycle, applications can commit buffers closer to the presentation.
These buffers will be more up-to-date thereby reducing input latency.

---|---------------|---------------|---> presentations
             D----S          D--S
        A----X---->

                   ^ made it!

Moreover, applications are recommended to render their frames on frame
callbacks, which Mutter sends right after compositing is done. Since
this commit delays the compositing, it also reduces the latency for
applications drawing on frame callbacks. Compare:

---|---------------|---------------|---> presentations
      D----S          D--S
           F--A-------X----------->
              \____________________/
                     latency

---|---------------|---------------|---> presentations
             D----S          D--S
                  F--A-------X---->
                     \_____________/
                      less latency

           F - frame callback received, application starts rendering

So how do we actually estimate max render time? We want it to be as low
as possible, but still large enough so as not to miss any frames by
accident:

         max render time
             /-----\
---|---------------|---------------|---> presentations
             D------S------------->
                   oops, took a little too long

For a successful presentation, the frame needs to be submitted to KMS
and the GPU work must be completed before the vblank. This deadline can
be computed by subtracting the vblank duration (calculated from display
mode) from the predicted next presentation time.

We don't know how long compositing will take, and we also don't know how
long the GPU work will take, since clients can submit buffers with
unfinished GPU work. So we measure and estimate these values.

The frame clock dispatch can be split into two phases:
1. From start of the dispatch to all GPU commands being submitted (but
   not finished)—until the call to eglSwapBuffers().
2. From eglSwapBuffers() to submitting the buffer to KMS and to GPU
   work completing. These happen in parallel, and we want the latest of
   the two to be done before the vblank.

We measure these three durations and store them for the last 16 frames.
The estimate for each duration is a maximum of these last 16 durations.
Usually even taking just the last frame's durations as the estimates
works well enough, but I found that screen-capturing with OBS Studio
increases duration variability enough to cause frequent missed frames
when using that method. Taking a maximum of the last 16 frames smoothes
out this variability.

The durations are naturally quite variable and the estimates aren't
perfect. To take this into account, an additional constant 2 ms is added
to the max render time.

How does it perform in practice? On my desktop with 144 Hz monitors I
get a max render time of 4–5 ms instead of the default 4.9 ms (I had
1 ms manually configured in sway) and on my laptop with a 60 Hz screen I
get a max render time of 4.8–5.5 ms instead of the default 14.7 ms (I
had 5–6 ms manually configured in sway). Weston [1] went with a 7 ms
default.

The main downside is that if there's a sudden heavy batch of work in the
compositing, which would've made it in default 14.7 ms, but doesn't make
it in reduced 6 ms, there is a delayed frame which would otherwise not
be there. Arguably, this happens rarely enough to be a good trade-off
for reduced latency. One possible solution is a "next frame is expected
to be heavy" function which manually increases max render time for the
next frame. This would avoid this single dropped frame at the start of
complex animations.

[1]: https://www.collabora.com/about-us/blog/2015/02/12/weston-repaint-scheduling/

Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1762>
2021-07-13 08:09:43 +00:00
..
clutter clutter: Compute max render time heuristically 2021-07-13 08:09:43 +00:00
.gitignore clutter: Remove clutter specific version 2018-11-06 17:17:36 +01:00
meson.build clutter: Move pointer a11y settings management from MetaInputSettings 2021-05-05 19:07:26 +00:00