[client] opengl: do not render a sync pending texture

This commit is contained in:
Geoffrey McRae 2021-07-02 21:48:31 +10:00
parent 203ebc73eb
commit 7b95cc72ed

View File

@ -126,7 +126,7 @@ struct Inst
struct IntPoint window;
float uiScale;
bool frameUpdate;
_Atomic(bool) frameUpdate;
const LG_Font * font;
LG_FontObj fontObj, alertFontObj;
@ -144,9 +144,9 @@ struct Inst
bool hasBuffers;
GLuint vboID[BUFFER_COUNT];
uint8_t * texPixels[BUFFER_COUNT];
LG_Lock syncLock;
LG_Lock frameLock;
bool texReady;
int texIndex;
int texWIndex, texRIndex;
int texList;
int fpsList;
int mouseList;
@ -231,7 +231,7 @@ bool opengl_create(void ** opaque, const LG_RendererParams params,
LG_LOCK_INIT(this->formatLock);
LG_LOCK_INIT(this->syncLock );
LG_LOCK_INIT(this->frameLock );
LG_LOCK_INIT(this->mouseLock );
this->font = LG_Fonts[0];
@ -296,7 +296,7 @@ void opengl_deinitialize(void * opaque)
}
LG_LOCK_FREE(this->formatLock);
LG_LOCK_FREE(this->syncLock );
LG_LOCK_FREE(this->frameLock );
LG_LOCK_FREE(this->mouseLock );
struct Alert * alert;
@ -418,10 +418,10 @@ bool opengl_on_frame(void * opaque, const FrameBuffer * frame, int dmaFd)
{
struct Inst * this = (struct Inst *)opaque;
LG_LOCK(this->syncLock);
this->frame = frame;
this->frameUpdate = true;
LG_UNLOCK(this->syncLock);
LG_LOCK(this->frameLock);
this->frame = frame;
atomic_store_explicit(&this->frameUpdate, true, memory_order_release);
LG_UNLOCK(this->frameLock);
if (this->waiting)
{
@ -612,7 +612,7 @@ bool opengl_render(void * opaque, LG_RendererRotate rotate)
{
bool newShape;
update_mouse_shape(this, &newShape);
glCallList(this->texList + this->texIndex);
glCallList(this->texList + this->texRIndex);
draw_mouse(this);
if (!this->waitDone)
@ -1294,23 +1294,9 @@ static bool opengl_buffer_fn(void * opaque, const void * data, size_t size)
static bool draw_frame(struct Inst * this)
{
LG_LOCK(this->syncLock);
if (!this->frameUpdate)
if (glIsSync(this->fences[this->texWIndex]))
{
LG_UNLOCK(this->syncLock);
return true;
}
if (++this->texIndex == BUFFER_COUNT)
this->texIndex = 0;
this->frameUpdate = false;
LG_UNLOCK(this->syncLock);
LG_LOCK(this->formatLock);
if (glIsSync(this->fences[this->texIndex]))
{
switch(glClientWaitSync(this->fences[this->texIndex], 0, GL_TIMEOUT_IGNORED))
switch(glClientWaitSync(this->fences[this->texWIndex], 0, GL_TIMEOUT_IGNORED))
{
case GL_ALREADY_SIGNALED:
break;
@ -1328,12 +1314,24 @@ static bool draw_frame(struct Inst * this)
break;
}
glDeleteSync(this->fences[this->texIndex]);
this->fences[this->texIndex] = NULL;
glDeleteSync(this->fences[this->texWIndex]);
this->fences[this->texWIndex] = NULL;
this->texRIndex = this->texWIndex;
if (++this->texWIndex == BUFFER_COUNT)
this->texWIndex = 0;
}
glBindTexture(GL_TEXTURE_2D, this->frames[this->texIndex]);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[this->texIndex]);
LG_LOCK(this->frameLock);
if (!atomic_exchange_explicit(&this->frameUpdate, false, memory_order_acquire))
{
LG_UNLOCK(this->frameLock);
return true;
}
LG_LOCK(this->formatLock);
glBindTexture(GL_TEXTURE_2D, this->frames[this->texWIndex]);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[this->texWIndex]);
const int bpp = this->format.bpp / 8;
glPixelStorei(GL_UNPACK_ALIGNMENT , bpp);
@ -1351,6 +1349,8 @@ static bool draw_frame(struct Inst * this)
this
);
LG_UNLOCK(this->frameLock);
// update the texture
glTexSubImage2D(
GL_TEXTURE_2D,
@ -1365,15 +1365,11 @@ static bool draw_frame(struct Inst * this)
);
if (check_gl_error("glTexSubImage2D"))
{
DEBUG_ERROR("texIndex: %u, width: %u, height: %u, vboFormat: %x, texSize: %lu",
this->texIndex, this->format.width, this->format.height, this->vboFormat, this->texSize
DEBUG_ERROR("texWIndex: %u, width: %u, height: %u, vboFormat: %x, texSize: %lu",
this->texWIndex, this->format.width, this->format.height, this->vboFormat, this->texSize
);
}
// set a fence so we don't overwrite a buffer in use
this->fences[this->texIndex] =
glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
// unbind the buffer
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
@ -1394,6 +1390,11 @@ static bool draw_frame(struct Inst * this)
}
glBindTexture(GL_TEXTURE_2D, 0);
// set a fence so we don't overwrite a buffer in use
this->fences[this->texWIndex] =
glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
glFlush();
LG_UNLOCK(this->formatLock);
this->texReady = true;
return true;