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https://github.com/gnif/LookingGlass.git
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[client] removed obsolete comments and enabled vsync
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b871d6d8d0
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8b756a7b80
@ -238,7 +238,9 @@ int renderThread(void * unused)
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return -1;
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}
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state.renderer = SDL_CreateRenderer(state.window , -1, 0);
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state.renderer = SDL_CreateRenderer(state.window, -1,
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SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
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if (!state.renderer)
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{
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DEBUG_ERROR("failed to create window");
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@ -261,7 +263,6 @@ int renderThread(void * unused)
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while(state.running && !ready && !error)
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{
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// kick the guest and wait for a frame
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ivshmem_kick_irq(state.shm->guestID, 0);
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switch(ivshmem_wait_irq(0))
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{
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case IVSHMEM_WAIT_RESULT_OK:
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@ -269,6 +270,7 @@ int renderThread(void * unused)
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break;
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case IVSHMEM_WAIT_RESULT_TIMEOUT:
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ivshmem_kick_irq(state.shm->guestID, 0);
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ready = false;
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break;
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@ -284,10 +286,6 @@ int renderThread(void * unused)
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break;
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}
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// continue;
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// }
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// startup = false;
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// if the format is invalid or it has changed
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if (format.frameType == FRAME_TYPE_INVALID || !areFormatsSame(format, *state.shm))
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{
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@ -338,11 +336,8 @@ int renderThread(void * unused)
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glDisable(GL_COLOR_LOGIC_OP);
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drawFunc(compFunc, texture, texPixels, pixels);
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state.shm->clientFrame = format.frames;
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// dont waste CPU, frames don't come that fast!
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usleep(10);
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ivshmem_kick_irq(state.shm->guestID, 0);
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}
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SDL_DestroyTexture(texture);
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@ -491,7 +486,6 @@ int eventThread(void * arg)
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break;
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}
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}
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usleep(1000);
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}
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