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	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.
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					 2 changed files with 93 additions and 11 deletions
				
			
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			@ -66,18 +66,46 @@ struct wl_proxy;
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 * representation to the display's write buffer. The data is sent to the
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 * compositor when the client calls \ref wl_display_flush().
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 *
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 * Event handling is done in a thread-safe manner using event queues. The
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 * display has a \em main event queue where initially all the events are
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 * queued. The listeners for the events queued in it are called when the
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 * client calls \ref wl_display_dispatch().
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 * Incoming data is handled in two steps: queueing and dispatching. In the
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 * queue step, the data coming from the display fd is interpreted and
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 * added to a queue. On the dispatch step, the handler for the incoming
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 * event set by the client on the corresponding \ref wl_proxy is called.
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 *
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 * The client can create additional event queues with \ref
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 * wl_display_create_queue() and assign different \ref wl_proxy objects to it.
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 * The events for a proxy are always queued only on its assign queue, that can
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 * be dispatched by a different thread with \ref wl_display_dispatch_queue().
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 * A \ref wl_display has at least one event queue, called the <em>main
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 * queue</em>. Clients can create additional event queues with \ref
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 * wl_display_create_queue() and assign \ref wl_proxy's to it. Events
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 * occurring in a particular proxy are always queued in its assigned queue.
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 * A client can ensure that a certain assumption, such as holding a lock
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 * or running from a given thread, is true when a proxy event handler is
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 * called by assigning that proxy to an event queue and making sure that
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 * this queue is only dispatched when the assumption holds.
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 *
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 * All the \ref wl_display's functions are thread-safe.
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 * The main queue is dispatched by calling \ref wl_display_dispatch().
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 * This will dispatch any events queued on the main queue and attempt
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 * to read from the display fd if its empty. Events read are then queued
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 * on the appropriate queues according to the proxy assignment. Calling
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 * that function makes the calling thread the <em>main thread</em>.
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 *
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 * A user created queue is dispatched with \ref wl_display_dispatch_queue().
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 * If there are no events to dispatch this function will block. If this
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 * is called by the main thread, this will attempt to read data from the
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 * display fd and queue any events on the appropriate queues. If calling
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 * from any other thread, the function will block until the main thread
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 * queues an event on the queue being dispatched.
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 *
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 * A real world example of event queue usage is Mesa's implementation of
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 * eglSwapBuffers() for the Wayland platform. This function might need
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 * to block until a frame callback is received, but dispatching the main
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 * queue could cause an event handler on the client to start drawing
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 * again. This problem is solved using another event queue, so that only
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 * the events handled by the EGL code are dispatched during the block.
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 *
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 * This creates a problem where the main thread dispatches a non-main
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 * queue, reading all the data from the display fd. If the application
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 * would call \em poll(2) after that it would block, even though there
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 * might be events queued on the main queue. Those events should be
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 * dispatched with \ref wl_display_dispatch_pending() before
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 * flushing and blocking.
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 */
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struct wl_display;
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