On Fri Sep 13 13:56:40 2024 +0000, Rémi Bernon wrote:
If that's the case with GL, then probably. Still better than nothing at all and as they both do the same thing, problems could later be solved the same way for both.
There wasn't similar things in GL, the API is a bit different, setting a new drawable on the GL context was obsoleting the old one (without a possibility to switch back).
I think having multiple vulkan surfaces on a window always resulting in offscreen blitting is too bad actually. This is not so uncommon case in practice, and having any surface created and left resulting in the whole game rendering going through blitting is very unfortunate. Note that it is not what we have in Proton currently: in Proton now we don't blit those but attach client window back if currently offscreen surface is presented. This is also hacky of course but at least works, assuming the apps do not switch presenting to surfaces after each frame (not yet encountered). Offscreen blitting has the issues mentioned above, to mention another, HDR won't work where it currently works in Proton + Gamescope.