[client] cleanup of vbo and texture allocation

This commit is contained in:
Geoffrey McRae 2017-12-03 22:10:15 +11:00
parent 7638925387
commit 14efdf7314

View File

@ -40,6 +40,8 @@ Place, Suite 330, Boston, MA 02111-1307 USA
#include "spice/spice.h"
#include "kb.h"
#define VBO_BUFFERS 2
struct AppState
{
bool hasBufferStorage;
@ -185,21 +187,24 @@ int renderThread(void * unused)
struct KVMGFXHeader header;
struct KVMGFXHeader newHeader;
SDL_Texture *texture = NULL;
GLuint vboID[2] = {0, 0};
GLuint vboID[VBO_BUFFERS];
GLuint intFormat = 0;
GLuint vboFormat = 0;
GLuint vboTex[2] = {0, 0};
GLuint vboTex[VBO_BUFFERS];
unsigned int texIndex = 0;
unsigned int texSize = 0;
uint8_t *pixels = (uint8_t*)state.shm;
uint8_t *texPixels[2] = {NULL, NULL};
uint8_t *texPixels[VBO_BUFFERS];
unsigned int ticks = SDL_GetTicks();
unsigned int frameCount = 0;
SDL_Texture *textTexture = NULL;
SDL_Rect textRect = {0, 0, 0, 0};
memset(&header, 0, sizeof(struct KVMGFXHeader));
memset(&header , 0, sizeof(struct KVMGFXHeader));
memset(&vboID , 0, sizeof(vboID));
memset(&vboTex , 0, sizeof(vboTex));
memset(&texPixels, 0, sizeof(texPixels));
// initial guest kick to get things started
ivshmem_kick_irq(state.shm->guestID, 0);
@ -232,12 +237,12 @@ int renderThread(void * unused)
{
if (vboTex[0])
{
glDeleteTextures(1, vboTex);
glDeleteTextures(VBO_BUFFERS, vboTex);
memset(vboTex, 0, sizeof(vboTex));
}
glUnmapBuffer(GL_TEXTURE_BUFFER);
glDeleteBuffers(2, vboID);
glDeleteBuffers(VBO_BUFFERS, vboID);
memset(vboID, 0, sizeof(vboID));
}
}
@ -294,8 +299,8 @@ int renderThread(void * unused)
}
// setup two buffers so we don't have to use fences
glGenBuffers(2, vboID);
for (int i = 0; i < 2; ++i)
glGenBuffers(VBO_BUFFERS, vboID);
for (int i = 0; i < VBO_BUFFERS; ++i)
{
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, vboID[i]);
glBufferStorage(GL_PIXEL_UNPACK_BUFFER, texSize, 0, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);
@ -313,25 +318,28 @@ int renderThread(void * unused)
if (!state.hasBufferStorage)
{
texIndex = 0;
glDeleteBuffers(2, vboID);
glDeleteBuffers(VBO_BUFFERS, vboID);
memset(vboID, 0, sizeof(vboID));
continue;
}
// create the texture
glGenTextures(1, vboTex);
glBindTexture(GL_TEXTURE_2D, vboTex[0]);
glTexImage2D(
GL_TEXTURE_2D,
0,
intFormat,
newHeader.width, newHeader.height,
0,
vboFormat,
GL_UNSIGNED_BYTE,
(void*)0
);
glBindTexture(GL_TEXTURE_2D, 0);
// create the textures
glGenTextures(VBO_BUFFERS, vboTex);
for (int i = 0; i < VBO_BUFFERS; ++i)
{
glBindTexture(GL_TEXTURE_2D, vboTex[i]);
glTexImage2D(
GL_TEXTURE_2D,
0,
intFormat,
newHeader.width, newHeader.height,
0,
vboFormat,
GL_UNSIGNED_BYTE,
(void*)0
);
glBindTexture(GL_TEXTURE_2D, 0);
}
}
else
{
@ -376,9 +384,9 @@ int renderThread(void * unused)
glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, texSize);
// bind the texture and update it
glBindTexture(GL_TEXTURE_2D , vboTex[0] );
glPixelStorei(GL_UNPACK_ALIGNMENT , 1 );
glPixelStorei(GL_UNPACK_ROW_LENGTH, header.width);
glBindTexture(GL_TEXTURE_2D , vboTex[texIndex]);
glPixelStorei(GL_UNPACK_ALIGNMENT , 1 );
glPixelStorei(GL_UNPACK_ROW_LENGTH , header.width );
glTexSubImage2D(
GL_TEXTURE_2D,
0,
@ -420,7 +428,7 @@ int renderThread(void * unused)
glBindTexture(GL_TEXTURE_2D, 0);
// update our texture index
if (++texIndex == 2)
if (++texIndex == VBO_BUFFERS)
texIndex = 0;
}
else
@ -509,9 +517,9 @@ int renderThread(void * unused)
state.running = false;
if (state.hasBufferStorage)
{
glDeleteTextures(1, vboTex );
glUnmapBuffer (GL_TEXTURE_BUFFER);
glDeleteBuffers (2, vboID );
glDeleteTextures(VBO_BUFFERS, vboTex);
glUnmapBuffer (GL_TEXTURE_BUFFER );
glDeleteBuffers (VBO_BUFFERS, vboID );
}
else
if (texture)