Use three buffers like simple-dmabuf-v4l instead of just two. This is required, because when a frame callback arrives, the just committed buffer is only on its way to the screen, while the previous buffer is still being scanned out. It will take for the page flip to complete, before the previous buffer is release. However, we want to be able to repaint already at the frame callback, so three buffers can be necessary. This patch fixes weston-simple-dmabuf-intel to not abort with "Both buffers busy at redraw()." when hardware overlays are used and the surface gets directly scanned out. Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.co.uk> Reviewed-by: Yong Bakos <ybakos@humanoriented.com>dev
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