[client] implemented SGI_video_sync for better frame sync

This commit is contained in:
Geoffrey McRae 2017-12-11 03:02:45 +11:00
parent 31c9693cbf
commit e6a21d1049
2 changed files with 111 additions and 135 deletions

View file

@ -612,6 +612,11 @@ int run()
FcPatternDestroy(pat); FcPatternDestroy(pat);
} }
// while this is related to opengl, it must happen before the window is created
// as such it can not be part of the opengl renderer
if (!params.vsync)
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 0);
state.window = SDL_CreateWindow( state.window = SDL_CreateWindow(
"Looking Glass (Client)", "Looking Glass (Client)",
params.center ? SDL_WINDOWPOS_CENTERED : params.x, params.center ? SDL_WINDOWPOS_CENTERED : params.x,

View file

@ -8,16 +8,18 @@
#define GL_GLEXT_PROTOTYPES #define GL_GLEXT_PROTOTYPES
#include <GL/gl.h> #include <GL/gl.h>
#include <GL/glu.h> #include <GL/glu.h>
#include <GL/glx.h>
#include "debug.h" #include "debug.h"
#include "memcpySSE.h" #include "memcpySSE.h"
#include "utils.h" #include "utils.h"
// limit the FPS when sync is turned off
#define FPS_LIMIT 240
#define VBO_BUFFERS 2 #define VBO_BUFFERS 2
static PFNGLXGETVIDEOSYNCSGIPROC glXGetVideoSyncSGI = NULL;
static PFNGLXWAITVIDEOSYNCSGIPROC glXWaitVideoSyncSGI = NULL;
static PFNGLXSWAPINTERVALSGIPROC glXSwapIntervalSGI = NULL;
struct LGR_OpenGL struct LGR_OpenGL
{ {
LG_RendererParams params; LG_RendererParams params;
@ -30,7 +32,6 @@ struct LGR_OpenGL
GLuint vboFormat; GLuint vboFormat;
size_t texSize; size_t texSize;
uint64_t presentTime;
uint64_t drawStart; uint64_t drawStart;
bool hasBuffers; bool hasBuffers;
GLuint vboID[VBO_BUFFERS]; GLuint vboID[VBO_BUFFERS];
@ -40,6 +41,7 @@ struct LGR_OpenGL
bool hasTextures; bool hasTextures;
GLuint vboTex[VBO_BUFFERS + 1]; // extra texture for FPS GLuint vboTex[VBO_BUFFERS + 1]; // extra texture for FPS
uint gpuFrameCount;
bool fpsTexture; bool fpsTexture;
uint64_t lastFrameTime; uint64_t lastFrameTime;
uint64_t renderTime; uint64_t renderTime;
@ -47,8 +49,7 @@ struct LGR_OpenGL
SDL_Rect fpsRect; SDL_Rect fpsRect;
}; };
uint64_t lgr_opengl_benchmark(); void lgr_opengl_on_resize(void * opaque, const int width, const int height);
void lgr_opengl_on_resize(void * opaque, const int width, const int height);
bool lgr_opengl_check_error(const char * name) bool lgr_opengl_check_error(const char * name)
{ {
@ -92,14 +93,21 @@ bool lgr_opengl_initialize(void ** opaque, const LG_RendererParams params, const
return false; return false;
} }
if (params.vsync) if (!glXGetVideoSyncSGI)
{ {
// try for dynamic vsync first glXGetVideoSyncSGI = (PFNGLXGETVIDEOSYNCSGIPROC )glXGetProcAddress((const GLubyte *)"glXGetVideoSyncSGI" );
if (!SDL_GL_SetSwapInterval(-1)) glXWaitVideoSyncSGI = (PFNGLXWAITVIDEOSYNCSGIPROC)glXGetProcAddress((const GLubyte *)"glXWaitVideoSyncSGI");
SDL_GL_SetSwapInterval(1); glXSwapIntervalSGI = (PFNGLXSWAPINTERVALSGIPROC )glXGetProcAddress((const GLubyte *)"glXSwapIntervalSGI" );
if (!glXGetVideoSyncSGI || !glXWaitVideoSyncSGI || !glXSwapIntervalSGI)
{
glXGetVideoSyncSGI = NULL;
DEBUG_ERROR("Failed to get proc addresses");
return false;
}
} }
else
SDL_GL_SetSwapInterval(0); SDL_GL_SetSwapInterval(params.vsync ? 1 : 0);
// check if the GPU supports GL_ARB_buffer_storage first // check if the GPU supports GL_ARB_buffer_storage first
// there is no advantage to this renderer if it is not present. // there is no advantage to this renderer if it is not present.
@ -196,7 +204,6 @@ bool lgr_opengl_initialize(void ** opaque, const LG_RendererParams params, const
glBlendEquation(GL_FUNC_ADD); glBlendEquation(GL_FUNC_ADD);
this->resizeWindow = true; this->resizeWindow = true;
this->presentTime = lgr_opengl_benchmark(this);
this->drawStart = nanotime(); this->drawStart = nanotime();
// copy the format into the local storage // copy the format into the local storage
@ -205,29 +212,6 @@ bool lgr_opengl_initialize(void ** opaque, const LG_RendererParams params, const
return true; return true;
} }
uint64_t lgr_opengl_benchmark(struct LGR_OpenGL * this)
{
glFinish();
// time 20 iterations and compute the average
const uint64_t start = nanotime();
for(int i = 0; i < 20; ++i)
{
SDL_GL_SwapWindow(this->params.window);
glFinish();
}
const uint64_t t = (nanotime() - start) / 20;
DEBUG_INFO("detected: %lu (%f Hz)", t, 1e9f / t);
if (t < 2e6)
{
DEBUG_INFO("present time too low, setting framerate limit to %d Hz", FPS_LIMIT);
return ceil(((double)1e9/(double)FPS_LIMIT));
}
return t;
}
void lgr_opengl_deinitialize(void * opaque) void lgr_opengl_deinitialize(void * opaque)
{ {
struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque; struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
@ -291,8 +275,56 @@ bool lgr_opengl_render(void * opaque, const LG_RendererRect destRect, const uint
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
} }
if (this->params.showFPS && this->renderTime > 1e9)
{
char str[128];
const float avgFPS = 1000.0f / (((float)this->renderTime / this->frameCount) / 1e6f);
snprintf(str, sizeof(str), "FPS: %8.4f", avgFPS);
SDL_Color color = {0xff, 0xff, 0xff};
SDL_Surface *textSurface = NULL;
if (!(textSurface = TTF_RenderText_Blended(this->params.font, str, color)))
{
DEBUG_ERROR("Failed to render text");
return false;
}
glBindTexture(GL_TEXTURE_2D , this->vboTex[VBO_BUFFERS]);
glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
glPixelStorei(GL_UNPACK_ROW_LENGTH, textSurface->w );
glTexImage2D(
GL_TEXTURE_2D,
0,
textSurface->format->BytesPerPixel,
textSurface->w,
textSurface->h,
0,
GL_BGRA,
GL_UNSIGNED_BYTE,
textSurface->pixels
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
this->fpsRect.x = 5;
this->fpsRect.y = 5;
this->fpsRect.w = textSurface->w;
this->fpsRect.h = textSurface->h;
SDL_FreeSurface(textSurface);
this->renderTime = 0;
this->frameCount = 0;
this->fpsTexture = true;
}
// copy the buffer to the texture // copy the buffer to the texture
memcpySSE(this->texPixels[this->texIndex], data, this->texSize); memcpySSE(this->texPixels[this->texIndex], data, this->texSize);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[this->texIndex]); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[this->texIndex]);
glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, this->texSize); glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, this->texSize);
@ -300,11 +332,26 @@ bool lgr_opengl_render(void * opaque, const LG_RendererRect destRect, const uint
glBindTexture(GL_TEXTURE_2D , this->vboTex[this->texIndex]); glBindTexture(GL_TEXTURE_2D , this->vboTex[this->texIndex]);
glPixelStorei(GL_UNPACK_ALIGNMENT , 4 ); glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
glPixelStorei(GL_UNPACK_ROW_LENGTH , this->format.width ); glPixelStorei(GL_UNPACK_ROW_LENGTH , this->format.width );
// wait until the last frame has been presented
glFlush();
uint count;
glXGetVideoSyncSGI(&count);
if (this->gpuFrameCount == count)
{
uint remainder;
glXWaitVideoSyncSGI(count, 1, &remainder);
this->gpuFrameCount = count + 1;
}
else
this->gpuFrameCount = count;
// update the texture
glTexSubImage2D( glTexSubImage2D(
GL_TEXTURE_2D, GL_TEXTURE_2D,
0, 0,
0, 0, 0, 0,
this->format.width, this->format.width ,
this->format.height, this->format.height,
this->vboFormat, this->vboFormat,
GL_UNSIGNED_BYTE, GL_UNSIGNED_BYTE,
@ -343,109 +390,33 @@ bool lgr_opengl_render(void * opaque, const LG_RendererRect destRect, const uint
glTexCoord2f(1.0f, 1.0f); glVertex2i(destRect.x + destRect.w, destRect.y + destRect.h); glTexCoord2f(1.0f, 1.0f); glVertex2i(destRect.x + destRect.w, destRect.y + destRect.h);
glEnd(); glEnd();
glBindTexture(GL_TEXTURE_2D, 0); if (this->fpsTexture)
if (this->params.showFPS)
{ {
if (this->renderTime > 1e9) glEnable(GL_BLEND);
{ glDisable(GL_TEXTURE_2D);
char str[128]; glColor4f(0.0f, 0.0f, 1.0f, 0.5f);
const float avgFPS = 1000.0f / (((float)this->renderTime / this->frameCount) / 1e6f); glBegin(GL_TRIANGLE_STRIP);
snprintf(str, sizeof(str), "FPS: %8.4f", avgFPS); glVertex2i(this->fpsRect.x , this->fpsRect.y );
SDL_Color color = {0xff, 0xff, 0xff}; glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y );
SDL_Surface *textSurface = NULL; glVertex2i(this->fpsRect.x , this->fpsRect.y + this->fpsRect.h);
if (!(textSurface = TTF_RenderText_Blended(this->params.font, str, color))) glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y + this->fpsRect.h);
{ glEnd();
DEBUG_ERROR("Failed to render text"); glEnable(GL_TEXTURE_2D);
return false;
}
glBindTexture(GL_TEXTURE_2D , this->vboTex[2]); glBindTexture(GL_TEXTURE_2D, this->vboTex[VBO_BUFFERS]);
glPixelStorei(GL_UNPACK_ALIGNMENT , 4 ); glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glPixelStorei(GL_UNPACK_ROW_LENGTH, textSurface->w ); glBegin(GL_TRIANGLE_STRIP);
glTexImage2D( glTexCoord2f(0.0f , 0.0f); glVertex2i(this->fpsRect.x , this->fpsRect.y );
GL_TEXTURE_2D, glTexCoord2f(1.0f , 0.0f); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y );
0, glTexCoord2f(0.0f , 1.0f); glVertex2i(this->fpsRect.x , this->fpsRect.y + this->fpsRect.h);
textSurface->format->BytesPerPixel, glTexCoord2f(1.0f, 1.0f); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y + this->fpsRect.h);
textSurface->w, glEnd();
textSurface->h, glDisable(GL_BLEND);
0,
GL_BGRA,
GL_UNSIGNED_BYTE,
textSurface->pixels
);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
this->fpsRect.x = 5;
this->fpsRect.y = 5;
this->fpsRect.w = textSurface->w;
this->fpsRect.h = textSurface->h;
SDL_FreeSurface(textSurface);
this->renderTime = 0;
this->frameCount = 0;
this->fpsTexture = true;
}
if (this->fpsTexture)
{
glEnable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glColor4f(0.0f, 0.0f, 1.0f, 0.5f);
glBegin(GL_TRIANGLE_STRIP);
glVertex2i(this->fpsRect.x , this->fpsRect.y );
glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y );
glVertex2i(this->fpsRect.x , this->fpsRect.y + this->fpsRect.h);
glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y + this->fpsRect.h);
glEnd();
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, this->vboTex[2]);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0.0f , 0.0f); glVertex2i(this->fpsRect.x , this->fpsRect.y );
glTexCoord2f(1.0f , 0.0f); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y );
glTexCoord2f(0.0f , 1.0f); glVertex2i(this->fpsRect.x , this->fpsRect.y + this->fpsRect.h);
glTexCoord2f(1.0f, 1.0f); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y + this->fpsRect.h);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
glDisable(GL_BLEND);
}
}
glFlush();
// sleep for the remainder of the presentation time
{
const uint64_t t = nanotime();
const uint64_t drawTime = t - this->drawStart;
if (drawTime < this->presentTime)
{
const uint64_t delta = (this->presentTime - drawTime);
if (delta > 1e5)
usleep((delta - 1e5) / 1e3);
if (!this->params.vsync)
{
// poll for the final microsecond
const uint64_t target = t + delta;
while(nanotime() <= target) {}
}
}
// ensure buffers are flushed
glFinish();
this->drawStart = nanotime();
} }
SDL_GL_SwapWindow(this->params.window);
++this->frameCount; ++this->frameCount;
if (this->params.vsync)
SDL_GL_SwapWindow(this->params.window);
const uint64_t t = nanotime(); const uint64_t t = nanotime();
this->renderTime += t - this->lastFrameTime; this->renderTime += t - this->lastFrameTime;