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-rw-r--r--src/vulkan/wsi/wsi_common_x11.c24
1 files changed, 18 insertions, 6 deletions
diff --git a/src/vulkan/wsi/wsi_common_x11.c b/src/vulkan/wsi/wsi_common_x11.c
index 46f1c08b453..96aba03aca2 100644
--- a/src/vulkan/wsi/wsi_common_x11.c
+++ b/src/vulkan/wsi/wsi_common_x11.c
@@ -501,13 +501,25 @@ x11_surface_get_capabilities(VkIcdSurfaceBase *icd_surface,
VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR;
}
- /* For true mailbox mode, we need at least 4 images:
- * 1) One to scan out from
- * 2) One to have queued for scan-out
- * 3) One to be currently held by the X server
- * 4) One to render to
+ /* 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.
*/
- caps->minImageCount = 2;
+ caps->minImageCount = 3;
/* There is no real maximum */
caps->maxImageCount = 0;