doc: Clarify documentation about dispatching event queues

Clarify on what cases each of the dispatching functions may block, what
is the main thread and add some real world examples.
This commit is contained in:
Ander Conselvan de Oliveira 2012-10-19 15:30:25 +03:00 committed by Kristian Høgsberg
parent a4dace7e30
commit 818bb399b0
2 changed files with 93 additions and 11 deletions

View file

@ -66,18 +66,46 @@ struct wl_proxy;
* representation to the display's write buffer. The data is sent to the
* compositor when the client calls \ref wl_display_flush().
*
* Event handling is done in a thread-safe manner using event queues. The
* display has a \em main event queue where initially all the events are
* queued. The listeners for the events queued in it are called when the
* client calls \ref wl_display_dispatch().
* Incoming data is handled in two steps: queueing and dispatching. In the
* queue step, the data coming from the display fd is interpreted and
* added to a queue. On the dispatch step, the handler for the incoming
* event set by the client on the corresponding \ref wl_proxy is called.
*
* The client can create additional event queues with \ref
* wl_display_create_queue() and assign different \ref wl_proxy objects to it.
* The events for a proxy are always queued only on its assign queue, that can
* be dispatched by a different thread with \ref wl_display_dispatch_queue().
* A \ref wl_display has at least one event queue, called the <em>main
* queue</em>. Clients can create additional event queues with \ref
* wl_display_create_queue() and assign \ref wl_proxy's to it. Events
* occurring in a particular proxy are always queued in its assigned queue.
* A client can ensure that a certain assumption, such as holding a lock
* or running from a given thread, is true when a proxy event handler is
* called by assigning that proxy to an event queue and making sure that
* this queue is only dispatched when the assumption holds.
*
* All the \ref wl_display's functions are thread-safe.
* The main queue is dispatched by calling \ref wl_display_dispatch().
* This will dispatch any events queued on the main queue and attempt
* to read from the display fd if its empty. Events read are then queued
* on the appropriate queues according to the proxy assignment. Calling
* that function makes the calling thread the <em>main thread</em>.
*
* A user created queue is dispatched with \ref wl_display_dispatch_queue().
* If there are no events to dispatch this function will block. If this
* is called by the main thread, this will attempt to read data from the
* display fd and queue any events on the appropriate queues. If calling
* from any other thread, the function will block until the main thread
* queues an event on the queue being dispatched.
*
* A real world example of event queue usage is Mesa's implementation of
* eglSwapBuffers() for the Wayland platform. This function might need
* to block until a frame callback is received, but dispatching the main
* queue could cause an event handler on the client to start drawing
* again. This problem is solved using another event queue, so that only
* the events handled by the EGL code are dispatched during the block.
*
* This creates a problem where the main thread dispatches a non-main
* queue, reading all the data from the display fd. If the application
* would call \em poll(2) after that it would block, even though there
* might be events queued on the main queue. Those events should be
* dispatched with \ref wl_display_dispatch_pending() before
* flushing and blocking.
*/
struct wl_display;