[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

@@ -605,7 +605,8 @@ static int renderThread(void * unused)
return 1;
}
if (g_state.lgr->ops.supports && !RENDERER(supports, LG_SUPPORTS_DMABUF))
if (!g_state.lgr->ops.supports ||
!RENDERER(supports, LG_SUPPORTS_DMABUF))
g_state.useDMA = false;
/* start up the fps timer */
@@ -935,7 +936,11 @@ int main_frameThread(void * unused)
if (status != LG_TRANSPORT_OK)
{
if (status == LG_TRANSPORT_TIMEOUT || status == LG_TRANSPORT_UNAVAILABLE)
{
if (g_state.lgr->ops.onFramePoll)
RENDERER(onFramePoll);
continue;
}
if (status == LG_TRANSPORT_DISCONNECTED)
app_setState(APP_STATE_RESTART);
else if (status == LG_TRANSPORT_END)
@@ -1109,8 +1114,13 @@ int main_frameThread(void * unused)
const LG_RendererFrameToken frameToken = frameTimingReserve();
g_state.frameImportTime = 0;
g_state.frameImportWaitTime = 0;
const bool rendererOwnsFrame = frame.dmaFD >= 0 && frame.releaseFn;
if (!RENDERER(onFrame, frame.framebuffer, frame.dmaFD,
frame.damageRects, damageCount, frameToken))
frame.damageRects, damageCount, frameToken,
rendererOwnsFrame ? frame.releaseFn : NULL,
rendererOwnsFrame ? frame.releaseOpaque : NULL,
rendererOwnsFrame ? frame.releaseHandle : 0))
{
frameTimingCancel(frameToken);
g_state.transportOps->releaseFrame(g_state.transport, &frame);
@@ -1119,6 +1129,14 @@ int main_frameThread(void * unused)
break;
}
/* A DMA snapshot can complete on the render thread immediately after it
* is signalled below, so sample producer timing while this lease is still
* unambiguously owned by the frame thread. */
LG_TransportFrameTiming timing = {};
if (g_state.transportOps->getFrameTiming)
g_state.transportOps->getFrameTiming(
g_state.transport, &frame, &timing);
const uint64_t queueStart = nanotime();
atomic_fetch_add_explicit(&g_state.frameCount, 1, memory_order_relaxed);
#ifdef ENABLE_TESTS
@@ -1142,11 +1160,6 @@ int main_frameThread(void * unused)
lgSignalEvent(g_state.frameEvent);
}
LG_TransportFrameTiming timing = {};
if (g_state.transportOps->getFrameTiming)
g_state.transportOps->getFrameTiming(
g_state.transport, &frame, &timing);
if ((frame.flags & LG_TRANSPORT_FRAME_REQUEST_ACTIVATION) &&
g_params.requestActivation)
g_state.ds->requestActivation();
@@ -1165,18 +1178,27 @@ int main_frameThread(void * unused)
frameTimingFinishFrame(frameToken, &timing);
g_state.transportOps->releaseFrame(g_state.transport, &frame);
if (!rendererOwnsFrame)
g_state.transportOps->releaseFrame(g_state.transport, &frame);
app_useSpiceDisplay(false);
}
if (g_state.transportOps->stopFrame)
g_state.transportOps->stopFrame(g_state.transport);
RENDERER(onRestart);
if (app_getState() != APP_STATE_SHUTDOWN)
if (!app_useSpiceDisplay(true))
overlaySplash_show(true);
/* Queue the fallback source before clearing desktop snapshots. The render
* thread processes this transition under lgrLock before its next render, so
* restart cannot expose an empty desktop frame between the two operations. */
LG_LOCK(g_state.lgrLock);
RENDERER(onRestart);
LG_UNLOCK(g_state.lgrLock);
/* Renderer reset requests release for every asynchronous DMA snapshot.
* Drain those requests before the transport unsubscribes or reconnects. */
if (g_state.transportOps->stopFrame)
g_state.transportOps->stopFrame(g_state.transport);
return 0;
}