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https://github.com/gnif/LookingGlass.git
synced 2024-12-23 06:11:46 +00:00
[client] slow down mouse updates to something reasonable
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parent
7986350cb8
commit
81f4a7fade
1 changed files with 48 additions and 33 deletions
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@ -56,6 +56,8 @@ struct LGR_OpenGL
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uint64_t frameCount;
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SDL_Rect fpsRect;
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bool mouseUpdate;
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uint64_t lastMouseDraw;
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LG_RendererCursor mouseType;
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bool mouseRepair;
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SDL_Rect mouseRepairPos;
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@ -213,6 +215,8 @@ bool lgr_opengl_initialize(void ** opaque, const LG_RendererParams params, const
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GL_UNSIGNED_BYTE,
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(void*)0
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);
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if (lgr_opengl_check_error("glTexImage2D"))
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return false;
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// create the display lists
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glNewList(this->texList + i, GL_COMPILE);
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@ -409,6 +413,7 @@ bool lgr_opengl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor, co
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}
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}
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this->mouseUpdate = true;
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return true;
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}
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@ -424,7 +429,7 @@ bool lgr_opengl_on_mouse_event(void * opaque, const bool visible, const int x, c
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this->mouseVisible = visible;
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this->mousePos.x = x;
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this->mousePos.y = y;
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this->mouseUpdate = true;
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return false;
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}
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@ -434,8 +439,9 @@ bool lgr_opengl_on_frame_event(void * opaque, const uint8_t * data, bool resampl
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if (!this || !this->initialized)
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return false;
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if (++this->texIndex == VBO_BUFFERS)
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this->texIndex = 0;
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int texIndex = this->texIndex + 1;
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if (texIndex == VBO_BUFFERS)
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texIndex = 0;
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if (this->params.showFPS && this->renderTime > 1e9)
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{
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@ -508,14 +514,14 @@ bool lgr_opengl_on_frame_event(void * opaque, const uint8_t * data, bool resampl
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}
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// copy the buffer to the texture
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memcpySSE(this->texPixels[this->texIndex], data, this->texSize);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[this->texIndex]);
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memcpySSE(this->texPixels[texIndex], data, this->texSize);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[texIndex]);
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glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, this->texSize);
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// bind the texture and update it
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glBindTexture(GL_TEXTURE_2D , this->textures[this->texIndex]);
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glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
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glPixelStorei(GL_UNPACK_ROW_LENGTH , this->format.width );
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glBindTexture(GL_TEXTURE_2D , this->textures[texIndex]);
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glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
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glPixelStorei(GL_UNPACK_ROW_LENGTH , this->format.width );
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// update the texture
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glTexSubImage2D(
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@ -552,17 +558,12 @@ bool lgr_opengl_on_frame_event(void * opaque, const uint8_t * data, bool resampl
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}
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this->frameUpdate = true;
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this->texIndex = texIndex;
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return true;
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}
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void lgr_opengl_draw_mouse(struct LGR_OpenGL * this)
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inline void lgr_opengl_draw_mouse(struct LGR_OpenGL * this)
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{
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if (this->mouseRepair)
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{
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glCallList(this->texList + this->texIndex);
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this->mouseRepair = false;
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}
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if (!this->mouseVisible)
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return;
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@ -612,34 +613,48 @@ bool lgr_opengl_render(void * opaque)
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glEnable(GL_SCISSOR_TEST);
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}
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if (this->frameUpdate)
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if (!this->frameUpdate)
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{
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if (!this->mouseUpdate)
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return true;
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// don't update the mouse too fast
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const uint64_t delta = nanotime() - this->lastMouseDraw;
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if (delta < 1e7)
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return true;
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glCallList(this->texList + this->texIndex);
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this->mouseRepair = false;
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lgr_opengl_draw_mouse(this);
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glFinish();
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this->mouseUpdate = false;
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this->lastMouseDraw = nanotime();
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}
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else
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{
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glDrawBuffer(GL_BACK);
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glCallList(this->texList + this->texIndex);
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lgr_opengl_draw_mouse(this);
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if (this->fpsTexture)
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glCallList(this->fpsList);
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glDrawBuffer(GL_FRONT);
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lgr_opengl_draw_mouse(this);
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if (this->fpsTexture)
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glCallList(this->fpsList);
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GLsync sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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glWaitSync(sync, 0, 1000);
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glDeleteSync(sync);
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unsigned int count;
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glXGetVideoSyncSGI(&count);
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if (count == this->gpuFrameCount)
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glXWaitVideoSyncSGI(1, 0, &count);
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SDL_GL_SwapWindow(this->params.window);
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glXGetVideoSyncSGI(&this->gpuFrameCount);
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unsigned int count;
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glXGetVideoSyncSGI(&count);
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if (count == this->gpuFrameCount)
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glXWaitVideoSyncSGI(1, 0, &count);
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SDL_GL_SwapWindow(this->params.window);
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glXGetVideoSyncSGI(&this->gpuFrameCount);
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}
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++this->frameCount;
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const uint64_t t = nanotime();
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this->renderTime += t - this->lastFrameTime;
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this->lastFrameTime = t;
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this->frameUpdate = false;
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this->frameUpdate = false;
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this->mouseUpdate = false;
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this->lastMouseDraw = t;
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return true;
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}
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