-
-static uint32_t
-x11_get_min_image_count(struct wsi_device *wsi_device)
-{
- if (wsi_device->x11.override_minImageCount)
- return wsi_device->x11.override_minImageCount;
-
- /* For IMMEDIATE and FIFO, most games work in a pipelined manner where the
- * can produce frames at a rate of 1/MAX(CPU duration, GPU duration), but
- * the render latency is CPU duration + GPU duration.
- *
- * This means that with scanout from pageflipping we need 3 frames to run
- * full speed:
- * 1) CPU rendering work
- * 2) GPU rendering work
- * 3) scanout
- *
- * Once we have a nonblocking acquire that returns a semaphore we can merge
- * 1 and 3. Hence the ideal implementation needs only 2 images, but games
- * cannot tellwe currently do not have an ideal implementation and that
- * hence they need to allocate 3 images. So let us do it for them.
- *
- * This is a tradeoff as it uses more memory than needed for non-fullscreen
- * and non-performance intensive applications.
- */
- return 3;
-}