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author | Bas Nieuwenhuizen <[email protected]> | 2019-04-28 01:50:36 +0200 |
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committer | Bas Nieuwenhuizen <[email protected]> | 2019-05-19 00:38:03 +0000 |
commit | 4689e98fe884d9412b72fd6293b6d6a69e3ef68e (patch) | |
tree | 905e866730a1af5adb88d50a3335de5cc6e7c1f4 /include/d3dadapter | |
parent | ccb8ea7acfb710c6c5298f3ffcadbe3d79b9b913 (diff) |
vulkan/wsi: Set X11 minImageCount to 3.
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 <[email protected]>
Acked-by: Samuel Pitoiset <[email protected]>
Diffstat (limited to 'include/d3dadapter')
0 files changed, 0 insertions, 0 deletions