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[opengl] Add support for AMD_pinned_memory if it is available
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@ -21,6 +21,7 @@ Place, Suite 330, Boston, MA 02111-1307 USA
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#include <stdint.h>
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#include <stdbool.h>
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#include <unistd.h>
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#include <malloc.h>
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#include <SDL2/SDL_ttf.h>
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@ -62,6 +63,7 @@ struct Inst
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LG_RendererParams params;
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struct Options opt;
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bool amdPinnedMemSupport;
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bool configured;
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bool reconfigure;
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SDL_GLContext glContext;
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@ -92,6 +94,7 @@ struct Inst
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bool hasTextures, hasFrames;
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GLuint frames[BUFFER_COUNT];
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GLsync fences[BUFFER_COUNT];
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void * decoderFrames[BUFFER_COUNT];
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GLuint textures[TEXTURE_COUNT];
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@ -542,6 +545,20 @@ static bool configure(struct Inst * this, SDL_Window *window)
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DEBUG_INFO("Vendor : %s", glGetString(GL_VENDOR ));
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DEBUG_INFO("Renderer: %s", glGetString(GL_RENDERER));
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DEBUG_INFO("Version : %s", glGetString(GL_VERSION ));
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GLint n;
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glGetIntegerv(GL_NUM_EXTENSIONS, &n);
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for(GLint i = 0; i < n; ++i)
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{
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const GLubyte *ext = glGetStringi(GL_EXTENSIONS, i);
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this->amdPinnedMemSupport = (strcmp((const char *)ext, "GL_AMD_pinned_memory") == 0);
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if (this->amdPinnedMemSupport)
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{
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DEBUG_INFO("Using GL_AMD_pinned_memory");
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break;
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}
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}
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this->doneInfo = true;
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}
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@ -629,6 +646,35 @@ static bool configure(struct Inst * this, SDL_Window *window)
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}
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this->hasBuffers = true;
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if (this->amdPinnedMemSupport)
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{
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const int pagesize = getpagesize();
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for(int i = 0; i < BUFFER_COUNT; ++i)
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{
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glBindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, this->vboID[i]);
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if (check_gl_error("glBindBuffer"))
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{
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LG_UNLOCK(this->formatLock);
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return false;
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}
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this->texPixels[i] = memalign(pagesize, this->texSize);
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glBufferData(
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GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD,
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this->texSize,
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this->texPixels[i],
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GL_STREAM_DRAW);
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if (check_gl_error("glBufferData"))
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{
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LG_UNLOCK(this->formatLock);
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return false;
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}
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}
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glBindBuffer(GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD, 0);
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}
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else
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{
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for(int i = 0; i < BUFFER_COUNT; ++i)
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{
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[i]);
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@ -666,6 +712,8 @@ static bool configure(struct Inst * this, SDL_Window *window)
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return false;
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}
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}
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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}
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}
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// create the overlay textures
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@ -802,6 +850,22 @@ static void deconfigure(struct Inst * this)
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this->hasBuffers = false;
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}
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if (this->amdPinnedMemSupport)
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for(int i = 0; i < BUFFER_COUNT; ++i)
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{
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if (this->fences[i])
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{
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glDeleteSync(this->fences[i]);
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this->fences[i] = NULL;
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}
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if (this->texPixels[i])
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{
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free(this->texPixels[i]);
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this->texPixels[i] = NULL;
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}
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}
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if (this->glContext)
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{
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SDL_GL_DeleteContext(this->glContext);
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@ -982,13 +1046,29 @@ static bool draw_frame(struct Inst * this)
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}
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else
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{
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glBindTexture(GL_TEXTURE_2D, this->frames[this->texIndex]);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[this->texIndex]);
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if (this->amdPinnedMemSupport && glIsSync(this->fences[this->texIndex]))
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{
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switch(glClientWaitSync(this->fences[this->texIndex], 0, GL_TIMEOUT_IGNORED))
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{
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case GL_ALREADY_SIGNALED:
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break;
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glPixelStorei(GL_UNPACK_ALIGNMENT , 4);
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glPixelStorei(GL_UNPACK_ROW_LENGTH ,
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this->decoder->get_frame_stride(this->decoderData)
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);
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case GL_CONDITION_SATISFIED:
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DEBUG_WARN("Had to wait for the sync");
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break;
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case GL_TIMEOUT_EXPIRED:
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DEBUG_WARN("Timeout expired, DMA transfers are too slow!");
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break;
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case GL_WAIT_FAILED:
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DEBUG_ERROR("Wait failed %s", gluErrorString(glGetError()));
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break;
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}
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glDeleteSync(this->fences[this->texIndex]);
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this->fences[this->texIndex] = NULL;
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}
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if (!this->decoder->get_buffer(
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this->decoderData,
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@ -1001,6 +1081,18 @@ static bool draw_frame(struct Inst * this)
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return false;
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}
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if (this->amdPinnedMemSupport)
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this->fences[this->texIndex] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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glBindTexture(GL_TEXTURE_2D, this->frames[this->texIndex]);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, this->vboID[this->texIndex]);
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glPixelStorei(GL_UNPACK_ALIGNMENT , 4);
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glPixelStorei(GL_UNPACK_ROW_LENGTH ,
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this->decoder->get_frame_stride(this->decoderData)
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);
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if (!this->amdPinnedMemSupport)
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glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, this->texSize);
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// update the texture
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@ -1023,7 +1115,7 @@ static bool draw_frame(struct Inst * this)
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}
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// unbind the buffer
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
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}
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const bool mipmap = this->opt.mipmap && (
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