handle ephemeral pageflip failures

If a transient failure occurs in wlr_output_commit, re-render until it
doesn't happen.  This could possibly be removed if we decide to
implement damage tracking in the future.
This commit is contained in:
Devin J. Pohly 2021-05-25 02:52:33 -05:00
parent 60c40c0989
commit 823cefd292
1 changed files with 29 additions and 25 deletions

54
dwl.c
View File

@ -1726,38 +1726,42 @@ rendermon(struct wl_listener *listener, void *data)
}
}
/* wlr_output_attach_render makes the OpenGL context current. */
if (!wlr_output_attach_render(m->wlr_output, NULL))
return;
/* HACK: This loop is the simplest way to handle ephemeral pageflip
* failures but probably not the best. Revisit if damage tracking is
* added. */
do {
/* wlr_output_attach_render makes the OpenGL context current. */
if (!wlr_output_attach_render(m->wlr_output, NULL))
return;
if (render) {
/* Begin the renderer (calls glViewport and some other GL sanity checks) */
wlr_renderer_begin(drw, m->wlr_output->width, m->wlr_output->height);
wlr_renderer_clear(drw, rootcolor);
if (render) {
/* Begin the renderer (calls glViewport and some other GL sanity checks) */
wlr_renderer_begin(drw, m->wlr_output->width, m->wlr_output->height);
wlr_renderer_clear(drw, rootcolor);
renderlayer(&m->layers[ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND], &now);
renderlayer(&m->layers[ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM], &now);
renderclients(m, &now);
renderlayer(&m->layers[ZWLR_LAYER_SHELL_V1_LAYER_BACKGROUND], &now);
renderlayer(&m->layers[ZWLR_LAYER_SHELL_V1_LAYER_BOTTOM], &now);
renderclients(m, &now);
#ifdef XWAYLAND
renderindependents(m->wlr_output, &now);
renderindependents(m->wlr_output, &now);
#endif
renderlayer(&m->layers[ZWLR_LAYER_SHELL_V1_LAYER_TOP], &now);
renderlayer(&m->layers[ZWLR_LAYER_SHELL_V1_LAYER_OVERLAY], &now);
renderlayer(&m->layers[ZWLR_LAYER_SHELL_V1_LAYER_TOP], &now);
renderlayer(&m->layers[ZWLR_LAYER_SHELL_V1_LAYER_OVERLAY], &now);
/* Hardware cursors are rendered by the GPU on a separate plane, and can be
* moved around without re-rendering what's beneath them - which is more
* efficient. However, not all hardware supports hardware cursors. For this
* reason, wlroots provides a software fallback, which we ask it to render
* here. wlr_cursor handles configuring hardware vs software cursors for you,
* and this function is a no-op when hardware cursors are in use. */
wlr_output_render_software_cursors(m->wlr_output, NULL);
/* Hardware cursors are rendered by the GPU on a separate plane, and can be
* moved around without re-rendering what's beneath them - which is more
* efficient. However, not all hardware supports hardware cursors. For this
* reason, wlroots provides a software fallback, which we ask it to render
* here. wlr_cursor handles configuring hardware vs software cursors for you,
* and this function is a no-op when hardware cursors are in use. */
wlr_output_render_software_cursors(m->wlr_output, NULL);
/* Conclude rendering and swap the buffers, showing the final frame
* on-screen. */
wlr_renderer_end(drw);
}
/* Conclude rendering and swap the buffers, showing the final frame
* on-screen. */
wlr_renderer_end(drw);
}
wlr_output_commit(m->wlr_output);
} while (!wlr_output_commit(m->wlr_output));
}
void