mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-12-23 14:21:57 +00:00
f635077a2c
On my machine (Intel UHD Graphics 770), texture processing occasionally (about 5% of the time) takes more than 20ms (the highest I have seen is around 32ms) when the host resolution is 2560x1440. This results in the frame being discarded and the client displays a stale image. Increase the timeout to 40ms.
270 lines
6.6 KiB
C
270 lines
6.6 KiB
C
/**
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* Looking Glass
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* Copyright © 2017-2022 The Looking Glass Authors
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* https://looking-glass.io
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "texture_buffer.h"
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#include "egldebug.h"
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#include <string.h>
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// forwards
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extern const EGL_TextureOps EGL_TextureBuffer;
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extern const EGL_TextureOps EGL_TextureBufferStream;
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// internal functions
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static void egl_texBuffer_cleanup(TextureBuffer * this)
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{
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egl_texUtilFreeBuffers(this->buf, this->texCount);
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if (this->tex[0])
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glDeleteTextures(this->texCount, this->tex);
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if (this->sync)
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{
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glDeleteSync(this->sync);
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this->sync = 0;
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}
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}
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// common functions
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bool egl_texBufferInit(EGL_Texture ** texture, EGLDisplay * display)
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{
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TextureBuffer * this;
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if (!*texture)
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{
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this = calloc(1, sizeof(*this));
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if (!this)
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{
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DEBUG_ERROR("Failed to malloc TexB");
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return false;
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}
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*texture = &this->base;
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this->free = true;
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}
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else
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this = UPCAST(TextureBuffer, *texture);
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this->texCount = 1;
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return true;
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}
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void egl_texBufferFree(EGL_Texture * texture)
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{
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TextureBuffer * this = UPCAST(TextureBuffer, texture);
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egl_texBuffer_cleanup(this);
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LG_LOCK_FREE(this->copyLock);
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if (this->free)
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free(this);
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}
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bool egl_texBufferSetup(EGL_Texture * texture, const EGL_TexSetup * setup)
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{
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TextureBuffer * this = UPCAST(TextureBuffer, texture);
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egl_texBuffer_cleanup(this);
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glGenTextures(this->texCount, this->tex);
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for(int i = 0; i < this->texCount; ++i)
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{
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glBindTexture(GL_TEXTURE_2D, this->tex[i]);
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glTexImage2D(GL_TEXTURE_2D,
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0,
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texture->format.intFormat,
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texture->format.width,
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texture->format.height,
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0,
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texture->format.format,
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texture->format.dataType,
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NULL);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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this->rIndex = -1;
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return true;
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}
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static bool egl_texBufferUpdate(EGL_Texture * texture, const EGL_TexUpdate * update)
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{
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TextureBuffer * this = UPCAST(TextureBuffer, texture);
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DEBUG_ASSERT(update->type == EGL_TEXTYPE_BUFFER);
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glBindTexture(GL_TEXTURE_2D, this->tex[0]);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, texture->format.pitch);
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glTexSubImage2D(GL_TEXTURE_2D,
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0, 0, 0,
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texture->format.width,
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texture->format.height,
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texture->format.format,
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texture->format.dataType,
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update->buffer);
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glBindTexture(GL_TEXTURE_2D, 0);
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return true;
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}
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EGL_TexStatus egl_texBufferProcess(EGL_Texture * texture)
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{
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return EGL_TEX_STATUS_OK;
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}
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EGL_TexStatus egl_texBufferGet(EGL_Texture * texture, GLuint * tex)
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{
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TextureBuffer * this = UPCAST(TextureBuffer, texture);
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*tex = this->tex[0];
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return EGL_TEX_STATUS_OK;
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}
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// streaming functions
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bool egl_texBufferStreamInit(EGL_Texture ** texture, EGLDisplay * display)
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{
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if (!egl_texBufferInit(texture, display))
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return false;
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TextureBuffer * this = UPCAST(TextureBuffer, *texture);
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this->texCount = 2;
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LG_LOCK_INIT(this->copyLock);
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return true;
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}
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bool egl_texBufferStreamSetup(EGL_Texture * texture, const EGL_TexSetup * setup)
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{
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if (!egl_texBufferSetup(texture, setup))
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return false;
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TextureBuffer * this = UPCAST(TextureBuffer, texture);
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return egl_texUtilGenBuffers(&texture->format, this->buf, this->texCount);
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}
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static bool egl_texBufferStreamUpdate(EGL_Texture * texture,
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const EGL_TexUpdate * update)
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{
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TextureBuffer * this = UPCAST(TextureBuffer, texture);
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DEBUG_ASSERT(update->type == EGL_TEXTYPE_BUFFER);
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LG_LOCK(this->copyLock);
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memcpy(this->buf[this->bufIndex].map, update->buffer,
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texture->format.bufferSize);
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this->buf[this->bufIndex].updated = true;
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LG_UNLOCK(this->copyLock);
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return true;
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}
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EGL_TexStatus egl_texBufferStreamProcess(EGL_Texture * texture)
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{
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TextureBuffer * this = UPCAST(TextureBuffer, texture);
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LG_LOCK(this->copyLock);
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GLuint tex = this->tex[this->bufIndex];
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EGL_TexBuffer * buffer = &this->buf[this->bufIndex];
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if (buffer->updated && this->sync == 0)
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{
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this->rIndex = this->bufIndex;
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if (++this->bufIndex == this->texCount)
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this->bufIndex = 0;
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}
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LG_UNLOCK(this->copyLock);
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if (buffer->updated)
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{
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buffer->updated = false;
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buffer->pbo);
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glBindTexture(GL_TEXTURE_2D, tex);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, texture->format.pitch);
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glTexSubImage2D(GL_TEXTURE_2D,
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0, 0, 0,
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texture->format.width,
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texture->format.height,
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texture->format.format,
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texture->format.dataType,
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(const void *)0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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this->sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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glFlush();
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}
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return EGL_TEX_STATUS_OK;
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}
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EGL_TexStatus egl_texBufferStreamGet(EGL_Texture * texture, GLuint * tex)
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{
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TextureBuffer * this = UPCAST(TextureBuffer, texture);
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if (this->rIndex == -1)
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return EGL_TEX_STATUS_NOTREADY;
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if (this->sync)
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{
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switch(glClientWaitSync(this->sync, 0, 40000000)) // 40ms
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{
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case GL_ALREADY_SIGNALED:
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case GL_CONDITION_SATISFIED:
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glDeleteSync(this->sync);
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this->sync = 0;
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break;
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case GL_TIMEOUT_EXPIRED:
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return EGL_TEX_STATUS_NOTREADY;
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case GL_WAIT_FAILED:
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case GL_INVALID_VALUE:
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glDeleteSync(this->sync);
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this->sync = 0;
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DEBUG_GL_ERROR("glClientWaitSync failed");
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return EGL_TEX_STATUS_ERROR;
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}
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}
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*tex = this->tex[this->rIndex];
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return EGL_TEX_STATUS_OK;
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}
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const EGL_TextureOps EGL_TextureBuffer =
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{
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.init = egl_texBufferInit,
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.free = egl_texBufferFree,
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.setup = egl_texBufferSetup,
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.update = egl_texBufferUpdate,
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.process = egl_texBufferProcess,
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.get = egl_texBufferGet
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};
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const EGL_TextureOps EGL_TextureBufferStream =
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{
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.init = egl_texBufferStreamInit,
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.free = egl_texBufferFree,
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.setup = egl_texBufferStreamSetup,
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.update = egl_texBufferStreamUpdate,
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.process = egl_texBufferStreamProcess,
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.get = egl_texBufferStreamGet
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};
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