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  1. Jun 23, 2016
  2. Jun 22, 2016
  3. Jun 21, 2016
  4. Jun 17, 2016
    • Pekka Paalanen's avatar
      clients/dmabuf-intel: use three buffers · d56b94ac
      Pekka Paalanen authored
      
      Use three buffers like simple-dmabuf-v4l instead of just two.
      
      This is required, because when a frame callback arrives, the just
      committed buffer is only on its way to the screen, while the previous
      buffer is still being scanned out. It will take for the page flip to
      complete, before the previous buffer is release. However, we want to be
      able to repaint already at the frame callback, so three buffers can be
      necessary.
      
      This patch fixes weston-simple-dmabuf-intel to not abort with "Both
      buffers busy at redraw()." when hardware overlays are used and the
      surface gets directly scanned out.
      
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.co.uk>
      Reviewed-by: default avatarYong Bakos <ybakos@humanoriented.com>
      d56b94ac
    • Pekka Paalanen's avatar
      main: report presentation clock resolution · be112d42
      Pekka Paalanen authored
      
      For debugging weird timing issues. If your clock resolution is
      unexpectedly e.g. 10 ms, you can be sure you will have strange timing
      issues. This is almost certainly caused by kernel misconfiguration.
      
      We rely on clock_getres() being available by the same thing that gets us
      clock_gettime(), so that no new configure.ac check is needed.
      
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.co.uk>
      Reviewed-By: default avatarDavid Fort <contact@hardening-consulting.com>
      be112d42
    • Pekka Paalanen's avatar
      compositor-fbdev: drop EGL support · e77f8ad7
      Pekka Paalanen authored
      
      EGL code was added to the fbdev backend in
      4aa756dc in 2013, apparently for running
      Weston on libhybris with Android hardware drivers.
      
      This actually had nothing to do with the fbdev backend, really. Fbdev
      was just a convenient platform to plug in the EGL init code and load
      GL-renderer. Fbdev itself was not used at all in this case.
      
      Fbdev should be forgotten and die, as we have better interfaces for
      accelerated rendering and for controlling displays. It may be a bit too
      harsh to remove the whole fbdev backend just yet, but let us at least
      simplify it this much.
      
      Fbdev+EGL has been the unholy union used by proprietary driver stacks of
      hardware vendors in the non-PC world as a quick and dirty way to get
      something out on the screen. In these cases it is actually the EGL
      implementation that does everything internally, fbdev is not needed.
      Fbdev was never meant for the sort anyway.
      
      If anyone still needs this use case, I recommend sticking with a
      outdated Weston to match your outdated platform. Or if you really
      insist, write a new backend that does not pretend to use fbdev and just
      initializes EGL and GL-renderer.
      
      Cc: Adrian Negreanu <groleo@gmail.com>
      Signed-off-by: Pekka Paalanen's avatarPekka Paalanen <pekka.paalanen@collabora.co.uk>
      Reviewed-by: default avatarQuentin Glidic <sardemff7+git@sardemff7.net>
      Reviewed-by: default avatarDerek Foreman <derekf@osg.samsung.com>
      e77f8ad7
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