[client] egl: snapshot DMA frames before release

Copy imported IVSHMEM frames into renderer-owned textures before
acknowledging their LGMP messages. Hold each lease until its copy fence
signals, and protect selected snapshots until rendering completes.

Track independent delivery lanes, drain acknowledgements on the frame
thread, and recover stale queue subscriptions after host timeouts.
This commit is contained in:
Geoffrey McRae
2026-08-06 14:47:40 +10:00
parent f6c72b0bc5
commit 05f3b39b43
12 changed files with 824 additions and 227 deletions

View File

@@ -72,7 +72,7 @@ struct EGL_Desktop
EGLDisplay * display;
EGL_Texture * texture;
struct DesktopShader dmaShader, shader;
struct DesktopShader shader;
EGL_DesktopRects * mesh;
GLfloat matrix[6];
@@ -194,17 +194,6 @@ bool egl_desktopInit(EGL * egl, EGL_Desktop ** desktop_, EGLDisplay * display,
return false;
}
if (useDMA)
if (!egl_initDesktopShader(
&desktop->dmaShader,
b_shader_desktop_vert , b_shader_desktop_vert_size,
b_shader_desktop_rgb_frag, b_shader_desktop_rgb_frag_size,
true))
{
DEBUG_ERROR("Failed to initialize the desktop DMA shader");
return false;
}
app_registerKeybind(KEY_N, toggleNV, desktop,
"Toggle night vision mode");
@@ -264,7 +253,6 @@ void egl_desktopFree(EGL_Desktop ** desktop)
egl_textureFree (&(*desktop)->texture );
egl_textureFree (&(*desktop)->spiceTexture );
egl_shaderFree (&(*desktop)->shader .shader);
egl_shaderFree (&(*desktop)->dmaShader.shader);
egl_desktopRectsFree(&(*desktop)->mesh );
egl_postProcessFree(&(*desktop)->pp);
@@ -394,12 +382,14 @@ bool egl_desktopSetup(EGL_Desktop * desktop, const LG_RendererFormat format)
bool egl_desktopUpdate(EGL_Desktop * desktop, const FrameBuffer * frame,
LG_RendererFrameToken frameToken, int dmaFd,
const FrameDamageRect * damageRects, int damageRectsCount,
uint64_t * waitTimeNs)
uint64_t * waitTimeNs, LG_FrameReleaseFn releaseFn,
void * releaseOpaque, uint64_t releaseHandle)
{
if (likely(desktop->useDMA && dmaFd >= 0))
{
if (likely(egl_textureUpdateFromDMA(
desktop->texture, frame, frameToken, dmaFd, waitTimeNs)))
desktop->texture, frame, frameToken, dmaFd, waitTimeNs,
releaseFn, releaseOpaque, releaseHandle)))
{
atomic_store(&desktop->processFrame, true);
return true;
@@ -442,11 +432,26 @@ bool egl_desktopUpdate(EGL_Desktop * desktop, const FrameBuffer * frame,
*/
if (likely(egl_textureUpdateFromFrame(desktop->texture, frame, frameToken,
damageRects, damageRectsCount, waitTimeNs)))
{
if (releaseFn)
releaseFn(releaseOpaque, releaseHandle);
return true;
}
return false;
}
void egl_desktopRestart(EGL_Desktop * desktop)
{
egl_textureReset(desktop->texture);
atomic_store(&desktop->processFrame, false);
}
void egl_desktopPoll(EGL_Desktop * desktop)
{
egl_texturePoll(desktop->texture);
}
void egl_desktopResize(EGL_Desktop * desktop, int width, int height)
{
atomic_store(&desktop->processFrame, true);
@@ -464,21 +469,21 @@ bool egl_desktopRender(EGL_Desktop * desktop, unsigned int outputWidth,
{
EGL_Texture * tex;
int width, height;
bool dma;
/* This also retires completed snapshots while the SPICE display is shown. */
egl_texturePoll(desktop->texture);
if (unlikely(desktop->useSpice))
{
tex = desktop->spiceTexture;
width = desktop->spiceWidth;
height = desktop->spiceHeight;
dma = false;
}
else
{
tex = desktop->texture;
width = desktop->width;
height = desktop->height;
dma = desktop->useDMA;
}
if (unlikely(outputWidth == 0 || outputHeight == 0))
@@ -535,7 +540,7 @@ bool egl_desktopRender(EGL_Desktop * desktop, unsigned int outputWidth,
const uint64_t effectsStart = nanotime();
const bool postProcessed = egl_postProcessRun(
desktop->pp, tex, desktop->mesh,
width, height, outputWidth, outputHeight, dma,
width, height, outputWidth, outputHeight, false,
hdr && desktop->hdrPQ, (float)hdrPeak);
*effectsTime = nanotime() - effectsStart;
@@ -574,6 +579,8 @@ bool egl_desktopRender(EGL_Desktop * desktop, unsigned int outputWidth,
{
if (bindStatus != EGL_TEX_STATUS_NOTREADY)
DEBUG_ERROR("Failed to bind the desktop texture");
if (!desktop->useSpice && desktop->useDMA && processFrame)
egl_textureMarkUsed(desktop->texture);
return false;
}
*renderedFrameToken = tex->frameToken;
@@ -601,9 +608,7 @@ bool egl_desktopRender(EGL_Desktop * desktop, unsigned int outputWidth,
scaleAlgo = desktop->scaleAlgo;
}
const struct DesktopShader * shader =
desktop->useDMA && texture == desktop->texture ?
&desktop->dmaShader : &desktop->shader;
const struct DesktopShader * shader = &desktop->shader;
/* PQ is normalized to 10000 nits, while scRGB defines 1.0 as 80 nits.
* Convert either encoding into values relative to the selected SDR peak. */
@@ -628,6 +633,9 @@ bool egl_desktopRender(EGL_Desktop * desktop, unsigned int outputWidth,
desktop->linearComposition);
egl_shaderUse(shader->shader);
egl_desktopRectsRender(desktop->mesh);
if (!desktop->useSpice && desktop->useDMA &&
(processFrame || texture == tex))
egl_textureMarkUsed(desktop->texture);
return true;
}