![]() ![]() How many frames need to be in the output buffer before output starts. If you're interested, this post is a good examination of different window systems, their integration with standard graphics apis, and why vulkan is desirable in the compositor. The period of an ALSA output device determines how many frames elapse between. Since, if the op is not using a single render state ( texture, material, GL state or whatnot ), then multiple draw call will still be required. The only thing derivation from that is 1 buffer binding. ![]() That's where the challenge is, and where vulkan becomes useful it's better at abstracting those things. Having 1 vertex buffer vs multi-buffer does not imply 1 drawcall. It has modest rendering requirements at most, but has to deal with buffers from many separate clients, possibly on different devices, possibly with allocation or scanout constraints. A wayland compositor isn't quite like a typical application that just wants to render a scene and hand it off to the windowing system – it is the windowing system. Platform support depends on where extensions are available. Specifically, GUITextures are positioned as if it’s portrait mode, and some imported models with multiple meshes get split and move separately from each other. ![]() Color management is more complicated than just sRGB though. I’ve found that OpenGL ES 2.0 doesn’t work on my Nexus 4. Wlroots could use opengl for this, but no one has implemented it. ![]()
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