d345de78c2
1. When direct scanout is attempted There's no compositing during direct scanout so the "render" time is zero. Thus there is no need to implement triple buffering for direct scanouts. Stick to double buffering and enjoy the lower latency. 2. If disabled by environment variable MUTTER_DEBUG_TRIPLE_BUFFERING With possible values {never, auto, always} where auto is the default. 3. When VRR is in use VRR calls `clutter_frame_clock_schedule_update_now` which would keep the buffer queue full, which in turn prevented direct scanout mode. Because OnscreenNative currently only supports direct scanout with double buffering. We now break that feedback loop by preventing triple buffering from being scheduled when the frame clock mode becomes variable. Long term this could also be solved by supporting triple buffering in direct scanout mode. But whether or not that would be desirable given the latency penalty remains to be seen. Signed-off-by: Mingi Sung <sungmg@saltyming.net> |
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meson.build |