[egl] improve texture upload performance

This commit is contained in:
Geoffrey McRae 2018-10-04 00:09:10 +10:00
parent 1d6dfa048e
commit 741dfd418d
2 changed files with 52 additions and 33 deletions

View File

@ -35,7 +35,7 @@ struct Options
static struct Options defaultOptions = static struct Options defaultOptions =
{ {
.vsync = true .vsync = false
}; };
struct Models struct Models
@ -405,30 +405,6 @@ bool egl_render(void * opaque, SDL_Window * window)
{ {
struct Inst * this = (struct Inst *)opaque; struct Inst * this = (struct Inst *)opaque;
if (this->update)
{
if (this->sourceChanged)
{
this->sourceChanged = false;
if (!egl_texture_setup(
this->textures.desktop,
this->pixFmt,
this->format.width,
this->format.height,
this->frameSize,
true
))
return false;
egl_model_set_shader(this->models.desktop, this->shader);
}
if (!egl_texture_update(this->textures.desktop, this->data))
return false;
this->update = false;
}
if (this->mouseUpdate) if (this->mouseUpdate)
update_mouse_shape(this); update_mouse_shape(this);
@ -465,6 +441,32 @@ 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
if (this->update)
{
if (this->sourceChanged)
{
this->sourceChanged = false;
if (!egl_texture_setup(
this->textures.desktop,
this->pixFmt,
this->format.width,
this->format.height,
this->frameSize,
true
))
return false;
egl_model_set_shader(this->models.desktop, this->shader);
}
if (!egl_texture_update(this->textures.desktop, this->data))
return false;
this->update = false;
}
return true; return true;
} }

View File

@ -43,6 +43,7 @@ struct EGL_Texture
bool hasPBO; bool hasPBO;
GLuint pbo[2]; GLuint pbo[2];
int pboIndex; int pboIndex;
bool needsUpdate;
size_t pboBufferSize; size_t pboBufferSize;
}; };
@ -172,18 +173,20 @@ bool egl_texture_update(EGL_Texture * texture, const uint8_t * buffer)
{ {
if (texture->streaming) if (texture->streaming)
{ {
if (texture->needsUpdate)
{
DEBUG_ERROR("Previous frame was not consumed");
return false;
}
if (++texture->pboIndex == 2) if (++texture->pboIndex == 2)
texture->pboIndex = 0; texture->pboIndex = 0;
/* initiate the data upload */
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->pbo[texture->pboIndex]); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->pbo[texture->pboIndex]);
glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, texture->pboBufferSize, buffer); glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, texture->pboBufferSize, buffer);
for(int i = 0; i < texture->textureCount; ++i)
{
glBindTexture(GL_TEXTURE_2D, texture->textures[i]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->planes[i][0], texture->planes[i][1],
texture->format, GL_UNSIGNED_BYTE, (const void *)texture->offsets[i]);
}
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
texture->needsUpdate = true;
} }
else else
{ {
@ -193,14 +196,28 @@ bool egl_texture_update(EGL_Texture * texture, const uint8_t * buffer)
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->planes[i][0], texture->planes[i][1], glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->planes[i][0], texture->planes[i][1],
texture->format, GL_UNSIGNED_BYTE, buffer + texture->offsets[i]); texture->format, GL_UNSIGNED_BYTE, buffer + texture->offsets[i]);
} }
glBindTexture(GL_TEXTURE_2D, 0);
} }
glBindTexture(GL_TEXTURE_2D, 0);
return true; return true;
} }
void egl_texture_bind(EGL_Texture * texture) void egl_texture_bind(EGL_Texture * texture)
{ {
if (texture->streaming && texture->needsUpdate)
{
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->pbo[texture->pboIndex]);
for(int i = 0; i < texture->textureCount; ++i)
{
glBindTexture(GL_TEXTURE_2D, texture->textures[i]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->planes[i][0], texture->planes[i][1],
texture->format, GL_UNSIGNED_BYTE, (const void *)texture->offsets[i]);
}
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
texture->needsUpdate = false;
}
for(int i = 0; i < texture->textureCount; ++i) for(int i = 0; i < texture->textureCount; ++i)
{ {
glActiveTexture(GL_TEXTURE0 + i); glActiveTexture(GL_TEXTURE0 + i);