[client] improve streaming texture performance

This commit is contained in:
Geoffrey McRae 2019-06-12 22:36:00 +10:00
parent 6d24dd52d6
commit 607539a2af
6 changed files with 145 additions and 63 deletions

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@ -1 +1 @@
B1-rc5-8-ge3343cbd01+1 B1-rc5-10-g75de895b62+1

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@ -56,6 +56,7 @@ struct EGL_Desktop
struct DesktopShader shader_yuv; struct DesktopShader shader_yuv;
// internals // internals
LG_Lock updateLock;
enum EGL_PixelFormat pixFmt; enum EGL_PixelFormat pixFmt;
unsigned int width, height; unsigned int width, height;
unsigned int pitch; unsigned int pitch;
@ -140,6 +141,8 @@ bool egl_desktop_init(EGL_Desktop ** desktop)
egl_model_set_default((*desktop)->model); egl_model_set_default((*desktop)->model);
egl_model_set_texture((*desktop)->model, (*desktop)->texture); egl_model_set_texture((*desktop)->model, (*desktop)->texture);
LG_LOCK_INIT((*desktop)->updateLock);
(*desktop)->kbNV = app_register_keybind(SDL_SCANCODE_N, egl_desktop_toggle_nv, *desktop); (*desktop)->kbNV = app_register_keybind(SDL_SCANCODE_N, egl_desktop_toggle_nv, *desktop);
(*desktop)->nvMax = option_get_int("egl", "nvGainMax"); (*desktop)->nvMax = option_get_int("egl", "nvGainMax");
@ -165,6 +168,8 @@ void egl_desktop_free(EGL_Desktop ** desktop)
if (!*desktop) if (!*desktop)
return; return;
LG_LOCK_FREE((*desktop)->updateLock);
egl_texture_free(&(*desktop)->texture ); egl_texture_free(&(*desktop)->texture );
egl_shader_free (&(*desktop)->shader_generic.shader); egl_shader_free (&(*desktop)->shader_generic.shader);
egl_shader_free (&(*desktop)->shader_yuv.shader ); egl_shader_free (&(*desktop)->shader_yuv.shader );
@ -180,6 +185,7 @@ bool egl_desktop_prepare_update(EGL_Desktop * desktop, const bool sourceChanged,
{ {
if (sourceChanged) if (sourceChanged)
{ {
LG_LOCK(desktop->updateLock);
switch(format.type) switch(format.type)
{ {
case FRAME_TYPE_BGRA: case FRAME_TYPE_BGRA:
@ -204,24 +210,30 @@ bool egl_desktop_prepare_update(EGL_Desktop * desktop, const bool sourceChanged,
default: default:
DEBUG_ERROR("Unsupported frame format"); DEBUG_ERROR("Unsupported frame format");
LG_UNLOCK(desktop->updateLock);
return false; return false;
} }
desktop->width = format.width; desktop->width = format.width;
desktop->height = format.height; desktop->height = format.height;
desktop->pitch = format.pitch; desktop->pitch = format.pitch;
}
desktop->data = data; desktop->data = data;
desktop->update = true; desktop->update = true;
/* defer the actual update as the format has changed and we need to issue GL commands first */
LG_UNLOCK(desktop->updateLock);
return true; return true;
}
/* update the texture now */
return egl_texture_update(desktop->texture, data);
} }
bool egl_desktop_perform_update(EGL_Desktop * desktop, const bool sourceChanged) void egl_desktop_perform_update(EGL_Desktop * desktop, const bool sourceChanged)
{ {
if (sourceChanged) if (sourceChanged)
{ {
LG_LOCK(desktop->updateLock);
if (!egl_texture_setup( if (!egl_texture_setup(
desktop->texture, desktop->texture,
desktop->pixFmt, desktop->pixFmt,
@ -232,27 +244,26 @@ bool egl_desktop_perform_update(EGL_Desktop * desktop, const bool sourceChanged)
)) ))
{ {
DEBUG_ERROR("Failed to setup the desktop texture"); DEBUG_ERROR("Failed to setup the desktop texture");
return false; LG_UNLOCK(desktop->updateLock);
return;
} }
LG_UNLOCK(desktop->updateLock);
} }
if (!desktop->update) if (desktop->update)
return true;
if (!egl_texture_update(desktop->texture, desktop->data))
{ {
DEBUG_ERROR("Failed to update the desktop texture");
return false;
}
desktop->update = false; desktop->update = false;
return true; egl_texture_update(desktop->texture, desktop->data);
}
} }
void egl_desktop_render(EGL_Desktop * desktop, const float x, const float y, const float scaleX, const float scaleY, const bool nearest) bool egl_desktop_render(EGL_Desktop * desktop, const float x, const float y, const float scaleX, const float scaleY, const bool nearest)
{ {
if (!desktop->shader) if (!desktop->shader)
return; return false;
if (egl_texture_process(desktop->texture) != EGL_TEX_STATUS_OK)
return false;
const struct DesktopShader * shader = desktop->shader; const struct DesktopShader * shader = desktop->shader;
egl_shader_use(shader->shader); egl_shader_use(shader->shader);
@ -269,4 +280,5 @@ void egl_desktop_render(EGL_Desktop * desktop, const float x, const float y, con
glUniform1i(shader->uNV, 0); glUniform1i(shader->uNV, 0);
egl_model_render(desktop->model); egl_model_render(desktop->model);
return true;
} }

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@ -29,5 +29,5 @@ bool egl_desktop_init(EGL_Desktop ** desktop);
void egl_desktop_free(EGL_Desktop ** desktop); void egl_desktop_free(EGL_Desktop ** desktop);
bool egl_desktop_prepare_update(EGL_Desktop * desktop, const bool sourceChanged, const LG_RendererFormat format, const uint8_t * data); bool egl_desktop_prepare_update(EGL_Desktop * desktop, const bool sourceChanged, const LG_RendererFormat format, const uint8_t * data);
bool egl_desktop_perform_update(EGL_Desktop * desktop, const bool sourceChanged); void egl_desktop_perform_update(EGL_Desktop * desktop, const bool sourceChanged);
void egl_desktop_render(EGL_Desktop * desktop, const float x, const float y, const float scaleX, const float scaleY, const bool nearest); 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
return false; return false;
} }
if (!this->waitFadeTime)
this->waitFadeTime = microtime() + SPLASH_FADE_TIME;
return true; return true;
} }
@ -493,8 +490,12 @@ bool egl_render(void * opaque, SDL_Window * window)
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
egl_desktop_render(this->desktop, this->translateX, this->translateY, this->scaleX, this->scaleY, this->useNearest); if (egl_desktop_render(this->desktop, this->translateX, this->translateY, this->scaleX, this->scaleY, this->useNearest))
{
if (!this->waitFadeTime)
this->waitFadeTime = microtime() + SPLASH_FADE_TIME;
egl_cursor_render(this->cursor); egl_cursor_render(this->cursor);
}
if (!this->waitDone) if (!this->waitDone)
{ {
@ -535,13 +536,9 @@ bool egl_render(void * opaque, SDL_Window * window)
eglSwapBuffers(this->display, this->surface); eglSwapBuffers(this->display, this->surface);
// defer texture uploads until after the flip to avoid stalling // defer texture uploads until after the flip to avoid stalling
if (!egl_desktop_perform_update(this->desktop, this->sourceChanged)) egl_desktop_perform_update(this->desktop, this->sourceChanged);
{
DEBUG_ERROR("Failed to perform the desktop update");
return false;
}
this->sourceChanged = false;
this->sourceChanged = false;
return true; return true;
} }

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@ -32,6 +32,7 @@ struct EGL_Texture
enum EGL_PixelFormat pixFmt; enum EGL_PixelFormat pixFmt;
size_t width, height; size_t width, height;
bool streaming; bool streaming;
bool ready;
int textureCount; int textureCount;
GLuint textures[3]; GLuint textures[3];
@ -44,10 +45,12 @@ struct EGL_Texture
bool hasPBO; bool hasPBO;
GLuint pbo[2]; GLuint pbo[2];
int pboIndex; int pboRIndex;
bool needsUpdate; int pboWIndex;
int pboCount;
size_t pboBufferSize; size_t pboBufferSize;
void * pboMap[2]; void * pboMap[2];
GLsync pboSync[2];
}; };
bool egl_texture_init(EGL_Texture ** texture) bool egl_texture_init(EGL_Texture ** texture)
@ -81,6 +84,9 @@ void egl_texture_free(EGL_Texture ** texture)
{ {
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, (*texture)->pbo[i]); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, (*texture)->pbo[i]);
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER); glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
if ((*texture)->pboSync[i])
glDeleteSync((*texture)->pboSync[i]);
} }
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glDeleteBuffers(2, (*texture)->pbo); glDeleteBuffers(2, (*texture)->pbo);
@ -98,6 +104,7 @@ bool egl_texture_setup(EGL_Texture * texture, enum EGL_PixelFormat pixFmt, size_
texture->width = width; texture->width = width;
texture->height = height; texture->height = height;
texture->streaming = streaming; texture->streaming = streaming;
texture->ready = false;
switch(pixFmt) switch(pixFmt)
{ {
@ -210,8 +217,7 @@ bool egl_texture_setup(EGL_Texture * texture, enum EGL_PixelFormat pixFmt, size_
texture->pboBufferSize, texture->pboBufferSize,
NULL, NULL,
GL_MAP_PERSISTENT_BIT | GL_MAP_PERSISTENT_BIT |
GL_MAP_WRITE_BIT | GL_MAP_WRITE_BIT
GL_MAP_COHERENT_BIT
); );
texture->pboMap[i] = glMapBufferRange( texture->pboMap[i] = glMapBufferRange(
@ -221,7 +227,8 @@ bool egl_texture_setup(EGL_Texture * texture, enum EGL_PixelFormat pixFmt, size_
GL_MAP_PERSISTENT_BIT | GL_MAP_PERSISTENT_BIT |
GL_MAP_WRITE_BIT | GL_MAP_WRITE_BIT |
GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_UNSYNCHRONIZED_BIT |
GL_MAP_INVALIDATE_BUFFER_BIT GL_MAP_INVALIDATE_BUFFER_BIT |
GL_MAP_FLUSH_EXPLICIT_BIT
); );
if (!texture->pboMap[i]) if (!texture->pboMap[i])
@ -240,22 +247,23 @@ bool egl_texture_update(EGL_Texture * texture, const uint8_t * buffer)
{ {
if (texture->streaming) if (texture->streaming)
{ {
if (texture->needsUpdate) /* NOTE: DO NOT use any gl commands here as streaming must be thread safe */
{
DEBUG_ERROR("Previous frame was not consumed");
return false;
}
if (++texture->pboIndex == 2) if (texture->pboCount == 2)
texture->pboIndex = 0; return true;
/* update the GPU buffer */ /* update the GPU buffer */
memcpy(texture->pboMap[texture->pboIndex], buffer, texture->pboBufferSize); memcpy(texture->pboMap[texture->pboWIndex], buffer, texture->pboBufferSize);
texture->pboSync[texture->pboWIndex] = 0;
texture->needsUpdate = true; if (++texture->pboWIndex == 2)
texture->pboWIndex = 0;
++texture->pboCount;
} }
else else
{ {
/* Non streaming, this is NOT thread safe */
for(int i = 0; i < texture->textureCount; ++i) for(int i = 0; i < texture->textureCount; ++i)
{ {
glBindTexture(GL_TEXTURE_2D, texture->textures[i]); glBindTexture(GL_TEXTURE_2D, texture->textures[i]);
@ -268,11 +276,53 @@ bool egl_texture_update(EGL_Texture * texture, const uint8_t * buffer)
return true; return true;
} }
void egl_texture_bind(EGL_Texture * texture) enum EGL_TexStatus egl_texture_process(EGL_Texture * texture)
{ {
if (texture->streaming && texture->needsUpdate) if (!texture->streaming)
return EGL_TEX_STATUS_OK;
if (texture->pboCount == 0)
return texture->ready ? EGL_TEX_STATUS_OK : EGL_TEX_STATUS_NOTREADY;
/* process any buffers that have not yet been flushed */
int pos = texture->pboRIndex;
for(int i = 0; i < texture->pboCount; ++i)
{ {
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->pbo[texture->pboIndex]); if (texture->pboSync[pos] == 0)
{
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->pbo[pos]);
glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, texture->pboBufferSize);
texture->pboSync[pos] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
}
if (++pos == 2)
pos = 0;
}
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
/* wait for the buffer to be ready */
pos = texture->pboRIndex;
switch(glClientWaitSync(texture->pboSync[pos], GL_SYNC_FLUSH_COMMANDS_BIT, 0))
{
case GL_ALREADY_SIGNALED:
case GL_CONDITION_SATISFIED:
break;
case GL_TIMEOUT_EXPIRED:
return texture->ready ? EGL_TEX_STATUS_OK : EGL_TEX_STATUS_NOTREADY;
case GL_WAIT_FAILED:
glDeleteSync(texture->pboSync[pos]);
DEBUG_ERROR("glClientWaitSync failed");
return EGL_TEX_STATUS_ERROR;
}
/* delete the sync and bind the buffer */
glDeleteSync(texture->pboSync[pos]);
texture->pboSync[pos] = 0;
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->pbo[pos]);
/* update the textures */
for(int i = 0; i < texture->textureCount; ++i) for(int i = 0; i < texture->textureCount; ++i)
{ {
glBindTexture(GL_TEXTURE_2D, texture->textures[i]); glBindTexture(GL_TEXTURE_2D, texture->textures[i]);
@ -283,8 +333,21 @@ void egl_texture_bind(EGL_Texture * texture)
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
texture->needsUpdate = false; /* advance the read index */
} if (++texture->pboRIndex == 2)
texture->pboRIndex = 0;
--texture->pboCount;
texture->ready = true;
return EGL_TEX_STATUS_OK;
}
enum EGL_TexStatus egl_texture_bind(EGL_Texture * texture)
{
/* if there are no new buffers ready, then just bind the textures */
if (texture->streaming && !texture->ready)
return EGL_TEX_STATUS_NOTREADY;
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)

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@ -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);