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https://github.com/gnif/LookingGlass.git
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[client] opengl: do not render a sync pending texture
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203ebc73eb
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@ -126,7 +126,7 @@ struct Inst
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struct IntPoint window;
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float uiScale;
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bool frameUpdate;
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_Atomic(bool) frameUpdate;
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const LG_Font * font;
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LG_FontObj fontObj, alertFontObj;
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@ -144,9 +144,9 @@ struct Inst
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bool hasBuffers;
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GLuint vboID[BUFFER_COUNT];
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uint8_t * texPixels[BUFFER_COUNT];
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LG_Lock syncLock;
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LG_Lock frameLock;
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bool texReady;
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int texIndex;
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int texWIndex, texRIndex;
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int texList;
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int fpsList;
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int mouseList;
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@ -231,7 +231,7 @@ bool opengl_create(void ** opaque, const LG_RendererParams params,
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LG_LOCK_INIT(this->formatLock);
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LG_LOCK_INIT(this->syncLock );
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LG_LOCK_INIT(this->frameLock );
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LG_LOCK_INIT(this->mouseLock );
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this->font = LG_Fonts[0];
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@ -296,7 +296,7 @@ void opengl_deinitialize(void * opaque)
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}
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LG_LOCK_FREE(this->formatLock);
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LG_LOCK_FREE(this->syncLock );
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LG_LOCK_FREE(this->frameLock );
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LG_LOCK_FREE(this->mouseLock );
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struct Alert * alert;
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@ -418,10 +418,10 @@ bool opengl_on_frame(void * opaque, const FrameBuffer * frame, int dmaFd)
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{
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struct Inst * this = (struct Inst *)opaque;
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LG_LOCK(this->syncLock);
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this->frame = frame;
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this->frameUpdate = true;
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LG_UNLOCK(this->syncLock);
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LG_LOCK(this->frameLock);
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this->frame = frame;
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atomic_store_explicit(&this->frameUpdate, true, memory_order_release);
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LG_UNLOCK(this->frameLock);
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if (this->waiting)
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{
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@ -612,7 +612,7 @@ bool opengl_render(void * opaque, LG_RendererRotate rotate)
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{
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bool newShape;
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update_mouse_shape(this, &newShape);
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glCallList(this->texList + this->texIndex);
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glCallList(this->texList + this->texRIndex);
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draw_mouse(this);
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if (!this->waitDone)
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@ -1294,23 +1294,9 @@ static bool opengl_buffer_fn(void * opaque, const void * data, size_t size)
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static bool draw_frame(struct Inst * this)
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{
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LG_LOCK(this->syncLock);
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if (!this->frameUpdate)
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if (glIsSync(this->fences[this->texWIndex]))
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{
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LG_UNLOCK(this->syncLock);
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return true;
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}
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if (++this->texIndex == BUFFER_COUNT)
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this->texIndex = 0;
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this->frameUpdate = false;
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LG_UNLOCK(this->syncLock);
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LG_LOCK(this->formatLock);
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if (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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switch(glClientWaitSync(this->fences[this->texWIndex], 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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@ -1328,12 +1314,24 @@ static bool draw_frame(struct Inst * this)
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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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glDeleteSync(this->fences[this->texWIndex]);
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this->fences[this->texWIndex] = NULL;
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this->texRIndex = this->texWIndex;
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if (++this->texWIndex == BUFFER_COUNT)
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this->texWIndex = 0;
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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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LG_LOCK(this->frameLock);
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if (!atomic_exchange_explicit(&this->frameUpdate, false, memory_order_acquire))
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{
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LG_UNLOCK(this->frameLock);
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return true;
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}
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LG_LOCK(this->formatLock);
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glBindTexture(GL_TEXTURE_2D, this->frames[this->texWIndex]);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[this->texWIndex]);
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const int bpp = this->format.bpp / 8;
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glPixelStorei(GL_UNPACK_ALIGNMENT , bpp);
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@ -1351,6 +1349,8 @@ static bool draw_frame(struct Inst * this)
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this
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);
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LG_UNLOCK(this->frameLock);
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// update the texture
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glTexSubImage2D(
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GL_TEXTURE_2D,
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@ -1365,15 +1365,11 @@ static bool draw_frame(struct Inst * this)
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);
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if (check_gl_error("glTexSubImage2D"))
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{
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DEBUG_ERROR("texIndex: %u, width: %u, height: %u, vboFormat: %x, texSize: %lu",
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this->texIndex, this->format.width, this->format.height, this->vboFormat, this->texSize
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DEBUG_ERROR("texWIndex: %u, width: %u, height: %u, vboFormat: %x, texSize: %lu",
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this->texWIndex, this->format.width, this->format.height, this->vboFormat, this->texSize
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);
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}
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// set a fence so we don't overwrite a buffer in use
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this->fences[this->texIndex] =
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glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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// unbind the buffer
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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@ -1394,6 +1390,11 @@ static bool draw_frame(struct Inst * this)
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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// set a fence so we don't overwrite a buffer in use
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this->fences[this->texWIndex] =
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glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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glFlush();
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LG_UNLOCK(this->formatLock);
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this->texReady = true;
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return true;
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