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<Ermine>
I didn't quite get it what "Scanout buffer". As far as I understand, it means framebuffer which device will send to the screen. But this definition means there can be at most one scanout buffer per display, and that seems wrong
<Ermine>
(sorry if my understanding is really wild)
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<K900>
In what context?
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<Ermine>
Oh, there are different meainings...
<K900>
In general, there is no fixed "scanout buffer" on modern GPUs
<K900>
The display hardware just reads from somewhere in VRAM
<K900>
But also this just feels like a very XY question
<Ermine>
I'm not trying to solve anything now, just clarifying terminology
<K900>
Well, did I answer your question then?
<MrCooper>
Ermine: "scanout buffer" is generally used to refer to a buffer which is currently being scanned out by a display plane
<MrCooper>
or which is intended to be scanned out
<javierm>
Ermine: I guess is in the context of simpledrm? (since you asked about simpledrm before)
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<Ermine>
javierm: no, it's unrelated
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<Ermine>
K900: sorry, but not quite
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<Ermine>
MrCooper: thank you!
<K900>
The real answer is "it's complicated" because GPUs do all kinds of compositing and postprocessing in hardware
<K900>
So there may not even be a Scanout Buffer containing exactly what the display sees
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<Ermine>
got it
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<Ermine>
Actually there are slides on this topic which describes those... My bad
<K900>
Just keep in mind that whatever slides you find will probably be describing specific hardwre
<K900>
s/hardwre/hardware/
<K900>
Even if they don't say exactly what hardware they're describing
<MrCooper>
K900: scanout buffer is a generic concept, not a HW-specific one
<K900>
Yes, but slides describing a specific scanout pipeline will be pretty specific to the hardware