5 ms·
Copying , Draw() is called 60 times a second .
by hacker_88 6mo ago
Copying , Draw() is called 60 times a second .
- hedora 6mo agoIt isn't for any reasonable UI stack. For instance, the xdamage X11 extension for this was released over 20 years ago. I doubt it was the first.
- giancarlostoro 6mo agoAt the software level yes, but it seems nobody has taken the time to do this at the hardware level as well. This is LG's stab at it.
- groundzeros2015 6mo agoWhat’s your metal model of what happens when a dirty region is updated and now we need to get that buffer on the display?
- vlovich123 6mo agoXdamage isn’t a thing if you’re using a compositor for what it’s worth. It’s more expensive to try to incrementally render than to just render the entire scene (for a GPU anyway). And regardless, the HW path still involves copying the entire frame buffer - it’s literally in the name.
- delusional 6mo agoThats not true. I wrote a compositor based on xcompmgr, and there damage was widely used. It's true that it's basically pointless to do damage tracking for the final pass on gl, but damage was still useful to figure out which windows required new blurs and updated glows.
- nottorp 6mo agoYou forget that all modern UI toolkits brag about who has the highest frame rate, instead of updating only what's changed and only when it changes.
- pwg 6mo agoIt was, but xdamage is part of the composting side of the final bitmap image generation, before that final bitmap is clocked out to the display. The frame buffer, at least the portion of the GPU responsible for reading the frame buffer and shipping the contents out over the port to the display, the communications cable to the display screen itself, and the display screen were still reading, transmitting, and refreshing every pixel of the display at 60hz (or more). This LG display tech. claims to be able to turn that last portion's speed down to a 1Hz rate from whatever it usually is running at.