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	output: rejigger attach/clear for back buffer
In wlr_output_attach_render(), stop setting wlr_output.pending.buffer. This removes one footgun: using the wlr_buffer at that stage is invalid, because rendering operations haven't been flushed to the GPU yet. We need to wait until output_clear_back_buffer() for the wlr_buffer to be used safely. Instead, set wlr_output.pending.buffer in wlr_output_test() and wlr_output_commit(). Additionally, move the output_clear_back_buffer() from wlr_output_commit_state() to wlr_output_commit(). This reduces the number of calls in the failure path.
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					 2 changed files with 22 additions and 22 deletions
				
			
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					@ -700,7 +700,15 @@ bool wlr_output_test_state(struct wlr_output *output,
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}
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					}
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bool wlr_output_test(struct wlr_output *output) {
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					bool wlr_output_test(struct wlr_output *output) {
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	return wlr_output_test_state(output, &output->pending);
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						struct wlr_output_state state = output->pending;
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						if (output->back_buffer != NULL) {
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							assert((state.committed & WLR_OUTPUT_STATE_BUFFER) == 0);
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							state.committed |= WLR_OUTPUT_STATE_BUFFER;
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							state.buffer = output->back_buffer;
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						}
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						return wlr_output_test_state(output, &state);
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}
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					}
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bool wlr_output_commit_state(struct wlr_output *output,
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					bool wlr_output_commit_state(struct wlr_output *output,
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					@ -714,21 +722,17 @@ bool wlr_output_commit_state(struct wlr_output *output,
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	if (!output_basic_test(output, &pending)) {
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						if (!output_basic_test(output, &pending)) {
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		wlr_log(WLR_ERROR, "Basic output test failed for %s", output->name);
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							wlr_log(WLR_ERROR, "Basic output test failed for %s", output->name);
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		output_clear_back_buffer(output);
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		return false;
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							return false;
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	}
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						}
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	bool new_back_buffer = false;
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						bool new_back_buffer = false;
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	if (!output_ensure_buffer(output, &pending, &new_back_buffer)) {
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						if (!output_ensure_buffer(output, &pending, &new_back_buffer)) {
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		output_clear_back_buffer(output);
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		return false;
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							return false;
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	}
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						}
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	if (new_back_buffer) {
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						if (new_back_buffer) {
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		assert((pending.committed & WLR_OUTPUT_STATE_BUFFER) == 0);
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							assert((pending.committed & WLR_OUTPUT_STATE_BUFFER) == 0);
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		pending.committed |= WLR_OUTPUT_STATE_BUFFER;
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							output_state_attach_buffer(&pending, output->back_buffer);
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		// Lock the buffer to ensure it stays valid past the
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							output_clear_back_buffer(output);
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		// output_clear_back_buffer() call below.
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		pending.buffer = wlr_buffer_lock(output->back_buffer);
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	}
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						}
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	if ((pending.committed & WLR_OUTPUT_STATE_BUFFER) &&
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						if ((pending.committed & WLR_OUTPUT_STATE_BUFFER) &&
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					@ -747,15 +751,6 @@ bool wlr_output_commit_state(struct wlr_output *output,
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	};
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						};
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	wl_signal_emit_mutable(&output->events.precommit, &pre_event);
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						wl_signal_emit_mutable(&output->events.precommit, &pre_event);
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	// output_clear_back_buffer detaches the buffer from the renderer. This is
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	// important to do before calling impl->commit(), because this marks an
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	// implicit rendering synchronization point. The backend needs it to avoid
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	// displaying a buffer when asynchronous GPU work isn't finished.
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	if ((pending.committed & WLR_OUTPUT_STATE_BUFFER) &&
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			output->back_buffer != NULL) {
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		output_clear_back_buffer(output);
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	}
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	if (!output->impl->commit(output, &pending)) {
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						if (!output->impl->commit(output, &pending)) {
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		if (new_back_buffer) {
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							if (new_back_buffer) {
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			wlr_buffer_unlock(pending.buffer);
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								wlr_buffer_unlock(pending.buffer);
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					@ -845,6 +840,16 @@ bool wlr_output_commit(struct wlr_output *output) {
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	// Make sure the pending state is cleared before the output is committed
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						// Make sure the pending state is cleared before the output is committed
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	struct wlr_output_state state = {0};
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						struct wlr_output_state state = {0};
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	output_state_move(&state, &output->pending);
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						output_state_move(&state, &output->pending);
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						// output_clear_back_buffer detaches the buffer from the renderer. This is
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						// important to do before calling impl->commit(), because this marks an
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						// implicit rendering synchronization point. The backend needs it to avoid
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						// displaying a buffer when asynchronous GPU work isn't finished.
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						if (output->back_buffer != NULL) {
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							output_state_attach_buffer(&state, output->back_buffer);
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							output_clear_back_buffer(output);
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						}
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	bool ok = wlr_output_commit_state(output, &state);
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						bool ok = wlr_output_commit_state(output, &state);
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	output_state_finish(&state);
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						output_state_finish(&state);
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	return ok;
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						return ok;
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					@ -142,12 +142,7 @@ void output_clear_back_buffer(struct wlr_output *output) {
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}
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					}
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bool wlr_output_attach_render(struct wlr_output *output, int *buffer_age) {
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					bool wlr_output_attach_render(struct wlr_output *output, int *buffer_age) {
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	struct wlr_output_state *state = &output->pending;
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						return output_attach_back_buffer(output, &output->pending, buffer_age);
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	if (!output_attach_back_buffer(output, state, buffer_age)) {
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		return false;
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	}
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	output_state_attach_buffer(state, output->back_buffer);
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	return true;
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}
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					}
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static bool output_attach_empty_back_buffer(struct wlr_output *output,
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					static bool output_attach_empty_back_buffer(struct wlr_output *output,
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