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-rw-r--r--platform/linuxbsd/wayland/display_server_wayland.cpp75
1 files changed, 53 insertions, 22 deletions
diff --git a/platform/linuxbsd/wayland/display_server_wayland.cpp b/platform/linuxbsd/wayland/display_server_wayland.cpp
index 3fad8c2987..adc9beed66 100644
--- a/platform/linuxbsd/wayland/display_server_wayland.cpp
+++ b/platform/linuxbsd/wayland/display_server_wayland.cpp
@@ -1111,6 +1111,28 @@ Key DisplayServerWayland::keyboard_get_keycode_from_physical(Key p_keycode) cons
return key;
}
+void DisplayServerWayland::try_suspend() {
+ // Due to various reasons, we manually handle display synchronization by
+ // waiting for a frame event (request to draw) or, if available, the actual
+ // window's suspend status. When a window is suspended, we can avoid drawing
+ // altogether, either because the compositor told us that we don't need to or
+ // because the pace of the frame events became unreliable.
+ if (emulate_vsync) {
+ bool frame = wayland_thread.wait_frame_suspend_ms(1000);
+ if (!frame) {
+ suspended = true;
+ }
+ } else {
+ if (wayland_thread.is_suspended()) {
+ suspended = true;
+ }
+ }
+
+ if (suspended) {
+ DEBUG_LOG_WAYLAND("Window suspended.");
+ }
+}
+
void DisplayServerWayland::process_events() {
wayland_thread.mutex.lock();
@@ -1193,30 +1215,32 @@ void DisplayServerWayland::process_events() {
wayland_thread.keyboard_echo_keys();
if (!suspended) {
- if (emulate_vsync) {
- // Due to various reasons, we manually handle display synchronization by
- // waiting for a frame event (request to draw) or, if available, the actual
- // window's suspend status. When a window is suspended, we can avoid drawing
- // altogether, either because the compositor told us that we don't need to or
- // because the pace of the frame events became unreliable.
- bool frame = wayland_thread.wait_frame_suspend_ms(1000);
- if (!frame) {
- suspended = true;
+ // Due to the way legacy suspension works, we have to treat low processor
+ // usage mode very differently than the regular one.
+ if (OS::get_singleton()->is_in_low_processor_usage_mode()) {
+ // NOTE: We must avoid committing a surface if we expect a new frame, as we
+ // might otherwise commit some inconsistent data (e.g. buffer scale). Note
+ // that if a new frame is expected it's going to be committed by the renderer
+ // soon anyways.
+ if (!RenderingServer::get_singleton()->has_changed()) {
+ // We _can't_ commit in a different thread (such as in the frame callback
+ // itself) because we would risk to step on the renderer's feet, which would
+ // cause subtle but severe issues, such as crashes on setups with explicit
+ // sync. This isn't normally a problem, as the renderer commits at every
+ // frame (which is what we need for atomic surface updates anyways), but in
+ // low processor usage mode that expectation is broken. When it's on, our
+ // frame rate stops being constant. This also reflects in the frame
+ // information we use for legacy suspension. In order to avoid issues, let's
+ // manually commit all surfaces, so that we can get fresh frame data.
+ wayland_thread.commit_surfaces();
+ try_suspend();
}
} else {
- if (wayland_thread.is_suspended()) {
- suspended = true;
- }
- }
-
- if (suspended) {
- DEBUG_LOG_WAYLAND("Window suspended.");
- }
- } else {
- if (wayland_thread.get_reset_frame()) {
- // At last, a sign of life! We're no longer suspended.
- suspended = false;
+ try_suspend();
}
+ } else if (wayland_thread.get_reset_frame()) {
+ // At last, a sign of life! We're no longer suspended.
+ suspended = false;
}
#ifdef DBUS_ENABLED
@@ -1445,7 +1469,14 @@ DisplayServerWayland::DisplayServerWayland(const String &p_rendering_driver, Win
#ifdef RD_ENABLED
if (rendering_context) {
rendering_device = memnew(RenderingDevice);
- rendering_device->initialize(rendering_context, MAIN_WINDOW_ID);
+ if (rendering_device->initialize(rendering_context, MAIN_WINDOW_ID) != OK) {
+ memdelete(rendering_device);
+ rendering_device = nullptr;
+ memdelete(rendering_context);
+ rendering_context = nullptr;
+ r_error = ERR_UNAVAILABLE;
+ return;
+ }
rendering_device->screen_create(MAIN_WINDOW_ID);
RendererCompositorRD::make_current();