wait for the GL commands to finish...
...before submitting the buffer to the backend
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@ -1069,6 +1069,21 @@ impl Renderer for Gles2Renderer {
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self.make_current()?;
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unsafe {
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self.gl.Flush();
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// We need to wait for the previously submitted GL commands to complete
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// or otherwise the buffer could be submitted to the drm surface while
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// still writing to the buffer which results in flickering on the screen.
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// The proper solution would be to create a fence just before calling
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// glFlush that the backend can use to wait for the commands to be finished.
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// In case of a drm atomic backend the fence could be supplied by using the
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// IN_FENCE_FD property.
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// See https://01.org/linuxgraphics/gfx-docs/drm/gpu/drm-kms.html#explicit-fencing-properties for
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// the topic on submitting a IN_FENCE_FD and the mesa kmskube example
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// https://gitlab.freedesktop.org/mesa/kmscube/-/blob/9f63f359fab1b5d8e862508e4e51c9dfe339ccb0/drm-atomic.c
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// especially here
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// https://gitlab.freedesktop.org/mesa/kmscube/-/blob/9f63f359fab1b5d8e862508e4e51c9dfe339ccb0/drm-atomic.c#L147
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// and here
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// https://gitlab.freedesktop.org/mesa/kmscube/-/blob/9f63f359fab1b5d8e862508e4e51c9dfe339ccb0/drm-atomic.c#L235
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self.gl.Finish();
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self.gl.Disable(ffi::BLEND);
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}
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