mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-25 14:57:20 +00:00
[client] improve streaming texture performance
This commit is contained in:
parent
6d24dd52d6
commit
607539a2af
@ -56,6 +56,7 @@ struct EGL_Desktop
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struct DesktopShader shader_yuv;
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struct DesktopShader shader_yuv;
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// internals
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// internals
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LG_Lock updateLock;
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enum EGL_PixelFormat pixFmt;
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enum EGL_PixelFormat pixFmt;
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unsigned int width, height;
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unsigned int width, height;
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unsigned int pitch;
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unsigned int pitch;
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@ -140,6 +141,8 @@ bool egl_desktop_init(EGL_Desktop ** desktop)
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egl_model_set_default((*desktop)->model);
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egl_model_set_default((*desktop)->model);
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egl_model_set_texture((*desktop)->model, (*desktop)->texture);
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egl_model_set_texture((*desktop)->model, (*desktop)->texture);
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LG_LOCK_INIT((*desktop)->updateLock);
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(*desktop)->kbNV = app_register_keybind(SDL_SCANCODE_N, egl_desktop_toggle_nv, *desktop);
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(*desktop)->kbNV = app_register_keybind(SDL_SCANCODE_N, egl_desktop_toggle_nv, *desktop);
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(*desktop)->nvMax = option_get_int("egl", "nvGainMax");
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(*desktop)->nvMax = option_get_int("egl", "nvGainMax");
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@ -165,6 +168,8 @@ void egl_desktop_free(EGL_Desktop ** desktop)
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if (!*desktop)
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if (!*desktop)
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return;
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return;
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LG_LOCK_FREE((*desktop)->updateLock);
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egl_texture_free(&(*desktop)->texture );
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egl_texture_free(&(*desktop)->texture );
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egl_shader_free (&(*desktop)->shader_generic.shader);
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egl_shader_free (&(*desktop)->shader_generic.shader);
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egl_shader_free (&(*desktop)->shader_yuv.shader );
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egl_shader_free (&(*desktop)->shader_yuv.shader );
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@ -180,6 +185,7 @@ bool egl_desktop_prepare_update(EGL_Desktop * desktop, const bool sourceChanged,
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{
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{
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if (sourceChanged)
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if (sourceChanged)
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{
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{
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LG_LOCK(desktop->updateLock);
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switch(format.type)
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switch(format.type)
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{
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{
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case FRAME_TYPE_BGRA:
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case FRAME_TYPE_BGRA:
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@ -204,24 +210,30 @@ bool egl_desktop_prepare_update(EGL_Desktop * desktop, const bool sourceChanged,
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default:
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default:
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DEBUG_ERROR("Unsupported frame format");
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DEBUG_ERROR("Unsupported frame format");
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LG_UNLOCK(desktop->updateLock);
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return false;
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return false;
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}
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}
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desktop->width = format.width;
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desktop->width = format.width;
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desktop->height = format.height;
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desktop->height = format.height;
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desktop->pitch = format.pitch;
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desktop->pitch = format.pitch;
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}
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desktop->data = data;
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desktop->data = data;
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desktop->update = true;
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desktop->update = true;
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/* defer the actual update as the format has changed and we need to issue GL commands first */
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LG_UNLOCK(desktop->updateLock);
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return true;
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return true;
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}
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/* update the texture now */
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return egl_texture_update(desktop->texture, data);
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}
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}
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bool egl_desktop_perform_update(EGL_Desktop * desktop, const bool sourceChanged)
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void egl_desktop_perform_update(EGL_Desktop * desktop, const bool sourceChanged)
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{
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{
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if (sourceChanged)
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if (sourceChanged)
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{
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{
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LG_LOCK(desktop->updateLock);
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if (!egl_texture_setup(
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if (!egl_texture_setup(
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desktop->texture,
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desktop->texture,
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desktop->pixFmt,
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desktop->pixFmt,
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@ -232,27 +244,26 @@ bool egl_desktop_perform_update(EGL_Desktop * desktop, const bool sourceChanged)
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))
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))
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{
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{
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DEBUG_ERROR("Failed to setup the desktop texture");
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DEBUG_ERROR("Failed to setup the desktop texture");
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return false;
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LG_UNLOCK(desktop->updateLock);
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return;
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}
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}
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LG_UNLOCK(desktop->updateLock);
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}
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}
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if (!desktop->update)
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if (desktop->update)
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return true;
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if (!egl_texture_update(desktop->texture, desktop->data))
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{
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{
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DEBUG_ERROR("Failed to update the desktop texture");
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return false;
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}
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desktop->update = false;
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desktop->update = false;
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return true;
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egl_texture_update(desktop->texture, desktop->data);
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}
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}
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}
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void egl_desktop_render(EGL_Desktop * desktop, const float x, const float y, const float scaleX, const float scaleY, const bool nearest)
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bool egl_desktop_render(EGL_Desktop * desktop, const float x, const float y, const float scaleX, const float scaleY, const bool nearest)
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{
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{
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if (!desktop->shader)
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if (!desktop->shader)
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return;
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return false;
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if (egl_texture_process(desktop->texture) != EGL_TEX_STATUS_OK)
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return false;
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const struct DesktopShader * shader = desktop->shader;
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const struct DesktopShader * shader = desktop->shader;
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egl_shader_use(shader->shader);
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egl_shader_use(shader->shader);
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@ -269,4 +280,5 @@ void egl_desktop_render(EGL_Desktop * desktop, const float x, const float y, con
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glUniform1i(shader->uNV, 0);
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glUniform1i(shader->uNV, 0);
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egl_model_render(desktop->model);
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egl_model_render(desktop->model);
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return true;
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}
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}
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@ -29,5 +29,5 @@ bool egl_desktop_init(EGL_Desktop ** desktop);
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void egl_desktop_free(EGL_Desktop ** desktop);
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void egl_desktop_free(EGL_Desktop ** desktop);
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bool egl_desktop_prepare_update(EGL_Desktop * desktop, const bool sourceChanged, const LG_RendererFormat format, const uint8_t * data);
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bool egl_desktop_prepare_update(EGL_Desktop * desktop, const bool sourceChanged, const LG_RendererFormat format, const uint8_t * data);
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bool egl_desktop_perform_update(EGL_Desktop * desktop, const bool sourceChanged);
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void egl_desktop_perform_update(EGL_Desktop * desktop, const bool sourceChanged);
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void egl_desktop_render(EGL_Desktop * desktop, const float x, const float y, const float scaleX, const float scaleY, const bool nearest);
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bool egl_desktop_render(EGL_Desktop * desktop, const float x, const float y, const float scaleX, const float scaleY, const bool nearest);
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@ -318,9 +318,6 @@ bool egl_on_frame_event(void * opaque, const LG_RendererFormat format, const uin
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return false;
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return false;
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}
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}
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if (!this->waitFadeTime)
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this->waitFadeTime = microtime() + SPLASH_FADE_TIME;
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return true;
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return true;
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}
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}
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@ -493,8 +490,12 @@ bool egl_render(void * opaque, SDL_Window * window)
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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egl_desktop_render(this->desktop, this->translateX, this->translateY, this->scaleX, this->scaleY, this->useNearest);
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if (egl_desktop_render(this->desktop, this->translateX, this->translateY, this->scaleX, this->scaleY, this->useNearest))
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{
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if (!this->waitFadeTime)
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this->waitFadeTime = microtime() + SPLASH_FADE_TIME;
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egl_cursor_render(this->cursor);
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egl_cursor_render(this->cursor);
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}
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if (!this->waitDone)
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if (!this->waitDone)
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{
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{
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@ -535,13 +536,9 @@ bool egl_render(void * opaque, SDL_Window * window)
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eglSwapBuffers(this->display, this->surface);
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eglSwapBuffers(this->display, this->surface);
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// defer texture uploads until after the flip to avoid stalling
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// defer texture uploads until after the flip to avoid stalling
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if (!egl_desktop_perform_update(this->desktop, this->sourceChanged))
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egl_desktop_perform_update(this->desktop, this->sourceChanged);
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{
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DEBUG_ERROR("Failed to perform the desktop update");
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return false;
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}
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this->sourceChanged = false;
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this->sourceChanged = false;
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return true;
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return true;
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}
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}
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@ -32,6 +32,7 @@ struct EGL_Texture
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enum EGL_PixelFormat pixFmt;
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enum EGL_PixelFormat pixFmt;
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size_t width, height;
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size_t width, height;
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bool streaming;
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bool streaming;
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bool ready;
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int textureCount;
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int textureCount;
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GLuint textures[3];
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GLuint textures[3];
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@ -44,10 +45,12 @@ struct EGL_Texture
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bool hasPBO;
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bool hasPBO;
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GLuint pbo[2];
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GLuint pbo[2];
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int pboIndex;
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int pboRIndex;
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bool needsUpdate;
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int pboWIndex;
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int pboCount;
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size_t pboBufferSize;
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size_t pboBufferSize;
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void * pboMap[2];
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void * pboMap[2];
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GLsync pboSync[2];
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};
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};
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bool egl_texture_init(EGL_Texture ** texture)
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bool egl_texture_init(EGL_Texture ** texture)
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@ -81,6 +84,9 @@ void egl_texture_free(EGL_Texture ** texture)
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{
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{
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, (*texture)->pbo[i]);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, (*texture)->pbo[i]);
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glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
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glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
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if ((*texture)->pboSync[i])
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glDeleteSync((*texture)->pboSync[i]);
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}
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}
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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glDeleteBuffers(2, (*texture)->pbo);
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glDeleteBuffers(2, (*texture)->pbo);
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@ -98,6 +104,7 @@ bool egl_texture_setup(EGL_Texture * texture, enum EGL_PixelFormat pixFmt, size_
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texture->width = width;
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texture->width = width;
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texture->height = height;
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texture->height = height;
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texture->streaming = streaming;
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texture->streaming = streaming;
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texture->ready = false;
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switch(pixFmt)
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switch(pixFmt)
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{
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{
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@ -210,8 +217,7 @@ bool egl_texture_setup(EGL_Texture * texture, enum EGL_PixelFormat pixFmt, size_
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texture->pboBufferSize,
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texture->pboBufferSize,
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NULL,
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NULL,
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GL_MAP_PERSISTENT_BIT |
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GL_MAP_PERSISTENT_BIT |
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GL_MAP_WRITE_BIT |
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GL_MAP_WRITE_BIT
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GL_MAP_COHERENT_BIT
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);
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);
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texture->pboMap[i] = glMapBufferRange(
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texture->pboMap[i] = glMapBufferRange(
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@ -221,7 +227,8 @@ bool egl_texture_setup(EGL_Texture * texture, enum EGL_PixelFormat pixFmt, size_
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GL_MAP_PERSISTENT_BIT |
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GL_MAP_PERSISTENT_BIT |
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GL_MAP_WRITE_BIT |
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GL_MAP_WRITE_BIT |
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GL_MAP_UNSYNCHRONIZED_BIT |
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GL_MAP_UNSYNCHRONIZED_BIT |
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GL_MAP_INVALIDATE_BUFFER_BIT
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GL_MAP_INVALIDATE_BUFFER_BIT |
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GL_MAP_FLUSH_EXPLICIT_BIT
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);
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);
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if (!texture->pboMap[i])
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if (!texture->pboMap[i])
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@ -240,22 +247,23 @@ bool egl_texture_update(EGL_Texture * texture, const uint8_t * buffer)
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{
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{
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if (texture->streaming)
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if (texture->streaming)
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{
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{
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if (texture->needsUpdate)
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/* NOTE: DO NOT use any gl commands here as streaming must be thread safe */
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{
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DEBUG_ERROR("Previous frame was not consumed");
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return false;
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}
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if (++texture->pboIndex == 2)
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if (texture->pboCount == 2)
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texture->pboIndex = 0;
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return true;
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/* update the GPU buffer */
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/* update the GPU buffer */
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memcpy(texture->pboMap[texture->pboIndex], buffer, texture->pboBufferSize);
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memcpy(texture->pboMap[texture->pboWIndex], buffer, texture->pboBufferSize);
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texture->pboSync[texture->pboWIndex] = 0;
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texture->needsUpdate = true;
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if (++texture->pboWIndex == 2)
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texture->pboWIndex = 0;
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++texture->pboCount;
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}
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}
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else
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else
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{
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{
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/* Non streaming, this is NOT thread safe */
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for(int i = 0; i < texture->textureCount; ++i)
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for(int i = 0; i < texture->textureCount; ++i)
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{
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{
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glBindTexture(GL_TEXTURE_2D, texture->textures[i]);
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glBindTexture(GL_TEXTURE_2D, texture->textures[i]);
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@ -268,11 +276,53 @@ bool egl_texture_update(EGL_Texture * texture, const uint8_t * buffer)
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return true;
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return true;
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}
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}
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void egl_texture_bind(EGL_Texture * texture)
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enum EGL_TexStatus egl_texture_process(EGL_Texture * texture)
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{
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{
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if (texture->streaming && texture->needsUpdate)
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if (!texture->streaming)
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return EGL_TEX_STATUS_OK;
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if (texture->pboCount == 0)
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return texture->ready ? EGL_TEX_STATUS_OK : EGL_TEX_STATUS_NOTREADY;
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/* process any buffers that have not yet been flushed */
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int pos = texture->pboRIndex;
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for(int i = 0; i < texture->pboCount; ++i)
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{
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{
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->pbo[texture->pboIndex]);
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if (texture->pboSync[pos] == 0)
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{
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->pbo[pos]);
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glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, texture->pboBufferSize);
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texture->pboSync[pos] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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}
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if (++pos == 2)
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pos = 0;
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}
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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/* wait for the buffer to be ready */
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pos = texture->pboRIndex;
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switch(glClientWaitSync(texture->pboSync[pos], GL_SYNC_FLUSH_COMMANDS_BIT, 0))
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{
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case GL_ALREADY_SIGNALED:
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case GL_CONDITION_SATISFIED:
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break;
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case GL_TIMEOUT_EXPIRED:
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return texture->ready ? EGL_TEX_STATUS_OK : EGL_TEX_STATUS_NOTREADY;
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case GL_WAIT_FAILED:
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glDeleteSync(texture->pboSync[pos]);
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DEBUG_ERROR("glClientWaitSync failed");
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return EGL_TEX_STATUS_ERROR;
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}
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/* delete the sync and bind the buffer */
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glDeleteSync(texture->pboSync[pos]);
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texture->pboSync[pos] = 0;
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->pbo[pos]);
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/* update the textures */
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for(int i = 0; i < texture->textureCount; ++i)
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for(int i = 0; i < texture->textureCount; ++i)
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{
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{
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glBindTexture(GL_TEXTURE_2D, texture->textures[i]);
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glBindTexture(GL_TEXTURE_2D, texture->textures[i]);
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@ -283,8 +333,21 @@ void egl_texture_bind(EGL_Texture * texture)
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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texture->needsUpdate = false;
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/* advance the read index */
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}
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if (++texture->pboRIndex == 2)
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texture->pboRIndex = 0;
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--texture->pboCount;
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texture->ready = true;
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return EGL_TEX_STATUS_OK;
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}
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enum EGL_TexStatus egl_texture_bind(EGL_Texture * texture)
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{
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/* if there are no new buffers ready, then just bind the textures */
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if (texture->streaming && !texture->ready)
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return EGL_TEX_STATUS_NOTREADY;
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for(int i = 0; i < texture->textureCount; ++i)
|
for(int i = 0; i < texture->textureCount; ++i)
|
||||||
{
|
{
|
||||||
@ -292,6 +355,8 @@ void egl_texture_bind(EGL_Texture * texture)
|
|||||||
glBindTexture(GL_TEXTURE_2D, texture->textures[i]);
|
glBindTexture(GL_TEXTURE_2D, texture->textures[i]);
|
||||||
glBindSampler(i, texture->samplers[i]);
|
glBindSampler(i, texture->samplers[i]);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
return EGL_TEX_STATUS_OK;
|
||||||
}
|
}
|
||||||
|
|
||||||
int egl_texture_count(EGL_Texture * texture)
|
int egl_texture_count(EGL_Texture * texture)
|
||||||
|
@ -34,10 +34,18 @@ enum EGL_PixelFormat
|
|||||||
EGL_PF_YUV420
|
EGL_PF_YUV420
|
||||||
};
|
};
|
||||||
|
|
||||||
|
enum EGL_TexStatus
|
||||||
|
{
|
||||||
|
EGL_TEX_STATUS_NOTREADY,
|
||||||
|
EGL_TEX_STATUS_OK,
|
||||||
|
EGL_TEX_STATUS_ERROR
|
||||||
|
};
|
||||||
|
|
||||||
bool egl_texture_init(EGL_Texture ** tex);
|
bool egl_texture_init(EGL_Texture ** tex);
|
||||||
void egl_texture_free(EGL_Texture ** tex);
|
void egl_texture_free(EGL_Texture ** tex);
|
||||||
|
|
||||||
bool egl_texture_setup (EGL_Texture * texture, enum EGL_PixelFormat pixfmt, size_t width, size_t height, size_t stride, bool streaming);
|
bool egl_texture_setup (EGL_Texture * texture, enum EGL_PixelFormat pixfmt, size_t width, size_t height, size_t stride, bool streaming);
|
||||||
bool egl_texture_update(EGL_Texture * texture, const uint8_t * buffer);
|
bool egl_texture_update (EGL_Texture * texture, const uint8_t * buffer);
|
||||||
void egl_texture_bind (EGL_Texture * texture);
|
enum EGL_TexStatus egl_texture_process(EGL_Texture * texture);
|
||||||
|
enum EGL_TexStatus egl_texture_bind (EGL_Texture * texture);
|
||||||
int egl_texture_count (EGL_Texture * texture);
|
int egl_texture_count (EGL_Texture * texture);
|
Loading…
Reference in New Issue
Block a user