mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-14 21:17:54 +00:00
[client] cleanup of vbo and texture allocation
This commit is contained in:
parent
7638925387
commit
14efdf7314
1 changed files with 38 additions and 30 deletions
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@ -40,6 +40,8 @@ Place, Suite 330, Boston, MA 02111-1307 USA
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#include "spice/spice.h"
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#include "spice/spice.h"
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#include "kb.h"
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#include "kb.h"
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#define VBO_BUFFERS 2
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struct AppState
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struct AppState
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{
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{
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bool hasBufferStorage;
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bool hasBufferStorage;
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@ -185,14 +187,14 @@ int renderThread(void * unused)
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struct KVMGFXHeader header;
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struct KVMGFXHeader header;
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struct KVMGFXHeader newHeader;
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struct KVMGFXHeader newHeader;
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SDL_Texture *texture = NULL;
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SDL_Texture *texture = NULL;
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GLuint vboID[2] = {0, 0};
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GLuint vboID[VBO_BUFFERS];
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GLuint intFormat = 0;
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GLuint intFormat = 0;
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GLuint vboFormat = 0;
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GLuint vboFormat = 0;
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GLuint vboTex[2] = {0, 0};
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GLuint vboTex[VBO_BUFFERS];
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unsigned int texIndex = 0;
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unsigned int texIndex = 0;
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unsigned int texSize = 0;
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unsigned int texSize = 0;
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uint8_t *pixels = (uint8_t*)state.shm;
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uint8_t *pixels = (uint8_t*)state.shm;
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uint8_t *texPixels[2] = {NULL, NULL};
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uint8_t *texPixels[VBO_BUFFERS];
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unsigned int ticks = SDL_GetTicks();
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unsigned int ticks = SDL_GetTicks();
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unsigned int frameCount = 0;
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unsigned int frameCount = 0;
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@ -200,6 +202,9 @@ int renderThread(void * unused)
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SDL_Rect textRect = {0, 0, 0, 0};
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SDL_Rect textRect = {0, 0, 0, 0};
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memset(&header , 0, sizeof(struct KVMGFXHeader));
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memset(&header , 0, sizeof(struct KVMGFXHeader));
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memset(&vboID , 0, sizeof(vboID));
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memset(&vboTex , 0, sizeof(vboTex));
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memset(&texPixels, 0, sizeof(texPixels));
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// initial guest kick to get things started
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// initial guest kick to get things started
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ivshmem_kick_irq(state.shm->guestID, 0);
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ivshmem_kick_irq(state.shm->guestID, 0);
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@ -232,12 +237,12 @@ int renderThread(void * unused)
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{
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{
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if (vboTex[0])
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if (vboTex[0])
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{
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{
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glDeleteTextures(1, vboTex);
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glDeleteTextures(VBO_BUFFERS, vboTex);
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memset(vboTex, 0, sizeof(vboTex));
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memset(vboTex, 0, sizeof(vboTex));
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}
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}
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glUnmapBuffer(GL_TEXTURE_BUFFER);
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glUnmapBuffer(GL_TEXTURE_BUFFER);
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glDeleteBuffers(2, vboID);
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glDeleteBuffers(VBO_BUFFERS, vboID);
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memset(vboID, 0, sizeof(vboID));
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memset(vboID, 0, sizeof(vboID));
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}
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}
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}
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}
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@ -294,8 +299,8 @@ int renderThread(void * unused)
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}
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}
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// setup two buffers so we don't have to use fences
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// setup two buffers so we don't have to use fences
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glGenBuffers(2, vboID);
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glGenBuffers(VBO_BUFFERS, vboID);
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for (int i = 0; i < 2; ++i)
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for (int i = 0; i < VBO_BUFFERS; ++i)
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{
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{
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, vboID[i]);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, vboID[i]);
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glBufferStorage(GL_PIXEL_UNPACK_BUFFER, texSize, 0, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);
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glBufferStorage(GL_PIXEL_UNPACK_BUFFER, texSize, 0, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);
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@ -313,14 +318,16 @@ int renderThread(void * unused)
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if (!state.hasBufferStorage)
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if (!state.hasBufferStorage)
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{
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{
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texIndex = 0;
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texIndex = 0;
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glDeleteBuffers(2, vboID);
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glDeleteBuffers(VBO_BUFFERS, vboID);
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memset(vboID, 0, sizeof(vboID));
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memset(vboID, 0, sizeof(vboID));
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continue;
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continue;
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}
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}
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// create the texture
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// create the textures
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glGenTextures(1, vboTex);
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glGenTextures(VBO_BUFFERS, vboTex);
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glBindTexture(GL_TEXTURE_2D, vboTex[0]);
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for (int i = 0; i < VBO_BUFFERS; ++i)
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{
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glBindTexture(GL_TEXTURE_2D, vboTex[i]);
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glTexImage2D(
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glTexImage2D(
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GL_TEXTURE_2D,
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GL_TEXTURE_2D,
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0,
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0,
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@ -333,6 +340,7 @@ int renderThread(void * unused)
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);
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);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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}
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}
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else
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else
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{
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{
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texture = SDL_CreateTexture(state.renderer, sdlFormat, SDL_TEXTUREACCESS_STREAMING, newHeader.width, newHeader.height);
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texture = SDL_CreateTexture(state.renderer, sdlFormat, SDL_TEXTUREACCESS_STREAMING, newHeader.width, newHeader.height);
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@ -376,7 +384,7 @@ int renderThread(void * unused)
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glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, texSize);
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glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, texSize);
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// bind the texture and update it
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// bind the texture and update it
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glBindTexture(GL_TEXTURE_2D , vboTex[0] );
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glBindTexture(GL_TEXTURE_2D , vboTex[texIndex]);
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glPixelStorei(GL_UNPACK_ALIGNMENT , 1 );
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glPixelStorei(GL_UNPACK_ALIGNMENT , 1 );
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glPixelStorei(GL_UNPACK_ROW_LENGTH , header.width );
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glPixelStorei(GL_UNPACK_ROW_LENGTH , header.width );
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glTexSubImage2D(
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glTexSubImage2D(
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@ -420,7 +428,7 @@ int renderThread(void * unused)
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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// update our texture index
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// update our texture index
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if (++texIndex == 2)
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if (++texIndex == VBO_BUFFERS)
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texIndex = 0;
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texIndex = 0;
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}
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}
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else
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else
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@ -509,9 +517,9 @@ int renderThread(void * unused)
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state.running = false;
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state.running = false;
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if (state.hasBufferStorage)
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if (state.hasBufferStorage)
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{
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{
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glDeleteTextures(1, vboTex );
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glDeleteTextures(VBO_BUFFERS, vboTex);
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glUnmapBuffer (GL_TEXTURE_BUFFER );
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glUnmapBuffer (GL_TEXTURE_BUFFER );
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glDeleteBuffers (2, vboID );
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glDeleteBuffers (VBO_BUFFERS, vboID );
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}
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}
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else
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else
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if (texture)
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if (texture)
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