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Huh? Wayland is a surface compositing protocol. It's like DWM/DXGI, not like DX12; like EGL (sorta), not Vulkan; and like Core Animation and the private windowing API in Core Graphics, not like Metal. Different layer of the stack entirely.


I think the above comment refers to common Wayland compositor design using implicit synchronization that's aligned with ideas of OpenGL / EGL. It doesn't have to be an inherent part of Wayland world, but it de-facto became one. Explicit synchronization being an idea from Vulkan / WSI requires a lot effort to be plumbed through all layers.

There was a good post about it: https://www.collabora.com/news-and-blog/blog/2022/06/09/brid...

It doesn't mean what Wayland somehow is incompatible with such ideas, but there is clearly a lot of work to do for them to become fully applicable.


Thanks for that article. It is a good post.




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