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230 lines
12 KiB
Markdown
# IPC Design and Implementation {#ipc-design}
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Copyright 2021-2022, Collabora, Ltd. and the Monado contributors
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SPDX-License-Identifier: BSL-1.0
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-->
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[TOC]
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- Last updated: 12-September-2022
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When the service starts, an `xrt_instance` is created and selected, a native
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compositor is initialized by a system compositor, a shared memory segment for
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device data is initialized, and other internal state is set up. (See
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`ipc_server_process.c`.)
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There are three main communication needs:
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- The client shared library needs to be able to **locate** a running service, if
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any, to start communication. (Auto-starting, where available, is handled by
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platform-specific mechanisms: the client currently has no code to explicitly
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start up the service.) This location mechanism must be able to establish or
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share the RPC channel and shared memory access, often by passing a socket,
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handle, or file descriptor.
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- The client and service must share a dedicated channel for IPC calls (also
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known as **RPC** - remote procedure call), typically a socket. Importantly,
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the channel must be able to carry both data messages and native graphics
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buffer/sync handles (file descriptors, HANDLEs, AHardwareBuffers)
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- The service must share device data updating at various rates, shared by all
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clients. This is typically done with a form of **shared memory**.
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Each platform's implementation has a way of meeting each of these needs. The
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specific way each need is met is highlighted below.
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## Linux Platform Details
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In an typical Linux environment, the Monado service can be launched one of two
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ways: manually, or by socket activation (e.g. from systemd). In either case,
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there is a Unix domain socket with a well-known name (known at compile time, and
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built-in to both the service executable and the client shared library) used by
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clients to connect to the service: this provides the **locating** function.
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This socket is polled in the service mainloop, using epoll, to detect any new
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client connections.
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Upon a client connection to this "locating" socket, the service will [accept][]
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the connection, returning a file descriptor (FD), which is passed to
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`start_client_listener_thread()` to start a thread specific to that client. The
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FD produced this way is now also used for the IPC calls - the **RPC** function -
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since it is specific to that client-server communication channel. One of the
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first calls made transports a duplicate of the **shared memory** segment file
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descriptor to the client, so it has (read) access to this data.
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[accept]: https://man7.org/linux/man-pages/man2/accept.2.html
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## Android Platform Details
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On Android, to pass platform objects, allow for service activation, and
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fit better within the idioms of the platform, Monado provides a Binder/AIDL
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service instead of a named socket. (The named sockets we typically use are not
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permitted by the platform, and "abstract" named sockets are currently available,
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but are not idiomatic for the platform and lack other useful capabilities.)
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Specifically, we provide a [foreground and started][foreground] (to be able to
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display), [bound][bound_service] [service][android_service] with an interface
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defined using [AIDL][]. (See also
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[this third-party guide about such AIDL services][AidlServices]) This is not
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like the system services which provide hardware data or system framework data
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from native code. this has a Java (JVM/Dalvik/ART) component provided by code in
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an APK, exposed by properties in the package manifest.
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[NdkBinder][] is not used because it is mainly suitable for the system type of
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binder services. An APK-based service would still require some JVM code to
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expose it, and since the AIDL service is used for so little, mixing languages
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did not make sense.
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The service we expose provides an implementation of our AIDL-described
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interface, `org.freedesktop.monado.ipc.IMonado`. This can be modified freely, as
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both the client and server are built at the same time and packaged in the same
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APK, even though they get loaded in different processes.
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[foreground]: https://developer.android.com/guide/components/foreground-services
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[bound_service]: https://developer.android.com/guide/components/bound-services
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[android_service]: https://developer.android.com/guide/components/services
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[aidl]: https://developer.android.com/guide/components/aidl
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[AidlServices]: https://devarea.com/android-services-and-aidl/
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[NdkBinder]: https://developer.android.com/ndk/reference/group/ndk-binder
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The first main purpose of this service is for automatic startup and the
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**locating** function: helping establish communication between the client and
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the service. The Android framework takes care of launching the service process
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when the client requests to bind our service by name and package. The framework
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also provides us with method calls when we're bound. In this way, the "entry point"
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of the Monado service on Android is the
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`org.freedesktop.monado.ipc.MonadoService` class, which exposes the
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implementation of our AIDL interface, `org.freedesktop.monado.ipc.MonadoImpl`.
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From there, the native-code mainloop starts when this service received a valid
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`Surface`. By default, the JVM code will signal the mainloop to shut down a short
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time after the last client disconnects, to work best within the platform.
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At startup, as on Linux, the shared memory segment is created. The [ashmem][]
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API is used to create/destroy an anonymous **shared memory** segment on Android,
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instead of standard POSIX shared memory, but is otherwise treated and used
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exactly the same as on standard Linux: file descriptors are duplicated and
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passed through IPC calls, etc.
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When the client side starts up, it creates an __anonymous socket pair__ to use
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for IPC calls (the **RPC** function) later. It then passes one of the two file
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descriptors into the AIDL method we defined named "connect". This transports the
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FD to the service process, which uses it as the unique communication channel for
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that client in its own thread. This replaces the socket pair produced by
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connecting/accepting the named socket as used in standard Linux.
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[ashmem]: https://developer.android.com/ndk/reference/group/memory
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The AIDL interface is also used for transporting some platform objects. At this
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time, the only one transported in this way is the [Surface][] injected into the
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client activity which is used for displaying rendered output. Surface only comes
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from client when [Display over other apps][] is disabled.
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The owner of surface will impact the service shutdown behavior. When the
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surface comes from the injected window, it becomes invalid when client activity
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destroys. Therefore the runtime service must be shutdown when client exits,
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because all the graphic resources are associated with that surface. On the other
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hand, when the owner of surface is the runtime service, it's capable to support
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multiple clients and client transition without shutdown.
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[Surface]: https://developer.android.com/reference/android/view/Surface
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[Display over other apps]: https://developer.android.com/reference/android/Manifest.permission#SYSTEM_ALERT_WINDOW
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### Synchronization
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Synchronization of new client connections is a special challenge on the Android
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platform, since new clients arrive using calls into JVM code while the mainloop is
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C/C++ code. Unlike Linux, we cannot simply use epoll to check if there are new
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connections to our locating socket.
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We have the following design goals/constraints:
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- All we need to communicate is an integer (file descriptor) within a process.
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- Make it fast in the server mainloop in the most common case that there are no
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new clients.
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- This suggests that we should be able to check if there may be a waiting
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client in purely native code, without JNI.
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- Make it relatively fast in the server mainloop even when there is a client,
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since it's the compositor thread.
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- This might mean we want to do it all without JNI on the main thread.
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- The client should know (and be unblocked) when the server has accepted its
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connection.
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- This suggests that the method called in `MonadoImpl` should block until the
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server consumes/accepts the connection.
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- Not 100% sure this is required, but maybe.
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- Resources (file descriptors, etc) should not be leaked.
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- Each should have a well-known owner at each point in time.
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- It is OK if only one new client is accepted per mainloop.
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- The mainloop is high rate (compositor rate) and new client connections are
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relatively infrequent.
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The IPC service creates a pipe as well as some state variables, two mutexes, and a
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condition variable.
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When the JVM Service code has a new client, it calls
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`ipc_server_mainloop_add_fd()` to pass the FD in. It takes two mutexes, in
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order: `ipc_server_mainloop::client_push_mutex` and
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`ipc_server_mainloop::accept_mutex`. The purpose of
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`ipc_server_mainloop::client_push_mutex` is to allow only one client into the
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client-acceptance handshake at a time, so that no acknowledgement of client
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accept is lost. Once those two mutexes are locked,
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`ipc_server_mainloop_add_fd()` writes the FD number to the pipe. Then, it waits
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on the condition variable (releasing `accept_mutex`) to see either that FD
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number or the special "shutting down" sentinel value in the `last_accepted_fd`
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variable. If it sees the FD number, that indicates that the other side of the
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communication (the mainloop) has taken ownership of the FD and will handle
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closing it. If it sees the sentinel value, or has an error at some point, it
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assumes that ownership is retained and it should close the FD itself.
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The other side of the communication works as follows: epoll is used to check if
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there is new data waiting on the pipe. If so, the
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`ipc_server_mainloop::accept_mutex` lock is taken, and an FD number is read from
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the pipe. A client thread is launched for that FD, then the `last_accepted_fd`
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variable is updated and the `ipc_server_mainloop::accept_cond` condition
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variable signalled.
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The initial plan required that the server also wait on
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`ipc_server_mainloop::accept_cond` for the `last_accepted_fd` to be reset back
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to `0` by the acknowledged client, thus preventing losing acknowledgements.
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However, it is undesirable for the clients to be able to block the
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compositor/server, so this wait was considered not acceptable. Instead, the
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`ipc_server_mainloop::client_push_mutex` is used so that at most one
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un-acknowledged client may have written to the pipe at any given time.
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## A Note on Graphics IPC
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The IPC mechanisms described previously are used solely for small data. Graphics
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data communication between application/client and server is done through sharing
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of buffers and synchronization primitives, without any copying or serialization
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of buffers within a frame loop.
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We use the system and graphics API provided mechanisms of sharing graphics
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buffers and sync primitives, which all result in some cross-API-usable handle
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type (generically processed as the types @ref xrt_graphics_buffer_handle_t and
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@ref xrt_graphics_sync_handle_t). On all supported platforms, there exist ways
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to share these handle types both within and between processes:
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- Linux and Android can send these handles, uniformly represented as file
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descriptors, through a domain socket with a [SCM_RIGHTS][] message.
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- It is anticipated that Windows will use DuplicateHandle and send handle
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numbers to achieve an equivalent result. ([reference][win32handles]) While
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recent versions of Windows have added `AF_UNIX` domain socket support,
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[`SCM_RIGHTS` is not supported][WinSCM_RIGHTS].
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The @ref xrt_compositor_native and @ref xrt_swapchain_native interfaces conceal
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the compositor's own graphics API choice, interacting with a client compositor
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solely through these generic handles. As such, even in single-process mode,
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buffers and sync primitives are generally exported to handles and imported back
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into another graphics API. (There is a small exception to this general statement
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to allow in-process execution on a software Vulkan implementation for CI
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purposes.)
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Generally, when possible, we allocate buffers on the server side in Vulkan, and
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import into the client compositor and API. On Android, to support application
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quotas and limits on allocation, etc, the client side allocates the buffer using
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a @ref xrt_image_native_allocator (aka XINA) and shares it to the server. When
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using D3D11 or D3D12 on Windows, buffers are allocated by the client compositor
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and imported into the native compositor, because Vulkan can import buffers from
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D3D, but D3D cannot import buffers allocated by Vulkan.
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[SCM_RIGHTS]: https://man7.org/linux/man-pages/man3/cmsg.3.html
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[win32handles]: https://lackingrhoticity.blogspot.com/2015/05/passing-fds-handles-between-processes.html
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[WinSCM_RIGHTS]: https://devblogs.microsoft.com/commandline/af_unix-comes-to-windows/#unsupportedunavailable
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