Since we do not use IRQs anymore we can use the ivshmem-plain device
which doesn't need the ivshmem-server. The QEMU arguments now should be
as follows:
-device ivshmem-plain,memdev=ivshmem
-object memory-backend-file,id=ivshmem,share=on,mem-path=/dev/shm/looking-glass,size=32M
Obviously adjusting the memory size as required. It is suggested that
the shared memory file be created before the guest is started with the
appropriate permissions, for example:
touch /dev/shm/looking-glass
chown user:kvm /dev/shm/looking-glass
chmod 660 /dev/shm/looking-glass
The prior patch to correct the mouse loop resolves the CPU load issue
with the atomic locking method. SDL mutexes are still available if
desired but full mutex locking is far slower then fast spinlocks
This is the first of two commits that completely turn the rendering code
on it's head. This change set decouples the guest's capture rate from
the host's render rate for both cursor and frame updates. This helps
prevent the host application from stalling when waiting for frame draws
when all it want's to do is send cursor updates.
* Breaks OpenGL-Basic for now
This feature was previously hardcoded enabled, it is now optional as
some hardware pipelines stall with the excessive flushes resulting in a
jumpy cursor. Default is disabled and may be re-enabled with
`-o opengl:splitmouse=1` or `-o opengl-basic:splitmouse=1` depending on
the renderer selected.
This is based on bf8da7fd7e4397fe9931e82e52753806f1eee7e0 by @kiljacken
Per issue #11 on some cards this method performs much better then the
persistant buffering used in the standard OpenGL renderer.
Closes#11
While the function `ivshmem_wait_irq` makes use of the select(3)
function, it does not include <sys/select.h>. This happens to work on
glibc based systems, which include thet file transitively via other
header files. But on musl libc based systems, this breaks compilation.
Directly include <sys/select.h> to fix the problem.
This adds back in double buffering and vsync support. This has been
carefully implemented so that the render function blocks until the video
card reports that it has advanced a frame, this ensures that the OpenGL
pipeline never buffers frames.