mirror of
https://github.com/gnif/LookingGlass.git
synced 2025-08-09 20:24:14 +00:00
[client] egl: only copy damaged areas when using dmabuf
This speeds up the copy significantly when the frame only has small amount of damage.
This commit is contained in:
@@ -27,6 +27,7 @@
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#include "texture.h"
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#include "shader.h"
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#include "model.h"
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#include "util.h"
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#include <stdlib.h>
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#include <string.h>
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@@ -259,11 +260,16 @@ bool egl_desktop_setup(EGL_Desktop * desktop, const LG_RendererFormat format, bo
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return true;
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}
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bool egl_desktop_update(EGL_Desktop * desktop, const FrameBuffer * frame, int dmaFd)
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bool egl_desktop_update(EGL_Desktop * desktop, const FrameBuffer * frame, int dmaFd,
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const FrameDamageRect * origRects, int rectsCount)
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{
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FrameDamageRect rects[KVMFR_MAX_DAMAGE_RECTS];
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memcpy(rects, origRects, rectsCount * sizeof(FrameDamageRect));
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rectsCount = util_mergeOverlappingRects(rects, rectsCount);
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if (dmaFd >= 0)
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{
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if (!egl_texture_update_from_dma(desktop->texture, frame, dmaFd))
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if (!egl_texture_update_from_dma(desktop->texture, frame, dmaFd, rects, rectsCount))
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return false;
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}
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else
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@@ -22,6 +22,7 @@
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#include <stdbool.h>
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#include "common/types.h"
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#include "interface/renderer.h"
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typedef struct EGL_Desktop EGL_Desktop;
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@@ -40,7 +41,8 @@ bool egl_desktop_init(EGL_Desktop ** desktop, EGLDisplay * display);
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void egl_desktop_free(EGL_Desktop ** desktop);
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bool egl_desktop_setup (EGL_Desktop * desktop, const LG_RendererFormat format, bool useDMA);
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bool egl_desktop_update(EGL_Desktop * desktop, const FrameBuffer * frame, int dmaFd);
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bool egl_desktop_update(EGL_Desktop * desktop, const FrameBuffer * frame, int dmaFd,
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const FrameDamageRect * rects, int rectsCount);
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bool egl_desktop_render(EGL_Desktop * desktop, const float x, const float y,
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const float scaleX, const float scaleY, enum EGL_DesktopScaleType scaleType,
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LG_RendererRotate rotate);
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@@ -583,7 +583,7 @@ bool egl_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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if (!egl_desktop_update(this->desktop, frame, dmaFd))
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if (!egl_desktop_update(this->desktop, frame, dmaFd, damageRects, damageRectsCount))
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{
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DEBUG_INFO("Failed to to update the desktop");
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return false;
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@@ -388,7 +388,8 @@ bool egl_texture_update_from_frame(EGL_Texture * texture, const FrameBuffer * fr
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return true;
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}
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bool egl_texture_update_from_dma(EGL_Texture * texture, const FrameBuffer * frame, const int dmaFd)
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bool egl_texture_update_from_dma(EGL_Texture * texture, const FrameBuffer * frame, const int dmaFd,
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const FrameDamageRect * rects, int rectsCount)
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{
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if (!texture->streaming)
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return false;
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@@ -470,7 +471,15 @@ bool egl_texture_update_from_dma(EGL_Texture * texture, const FrameBuffer * fram
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture->dmaTex, 0);
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glBindTexture(GL_TEXTURE_2D, texture->tex[0]);
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texture->width, texture->height);
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if (!texture->ready || rectsCount == 0)
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texture->width, texture->height);
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else
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{
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for (int i = 0; i < rectsCount; ++i)
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, rects[i].x, rects[i].y, rects[i].x, rects[i].y,
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rects[i].width, rects[i].height);
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}
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GLsync fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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glFlush();
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@@ -23,6 +23,7 @@
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#include <stdbool.h>
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#include "shader.h"
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#include "common/framebuffer.h"
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#include "common/types.h"
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#include <GL/gl.h>
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#include <EGL/egl.h>
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@@ -52,7 +53,7 @@ void egl_texture_free(EGL_Texture ** tex);
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bool egl_texture_setup (EGL_Texture * texture, enum EGL_PixelFormat pixfmt, size_t width, size_t height, size_t stride, bool streaming, bool useDMA);
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bool egl_texture_update (EGL_Texture * texture, const uint8_t * buffer);
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bool egl_texture_update_from_frame(EGL_Texture * texture, const FrameBuffer * frame);
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bool egl_texture_update_from_dma (EGL_Texture * texture, const FrameBuffer * frmame, const int dmaFd);
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bool egl_texture_update_from_dma (EGL_Texture * texture, const FrameBuffer * frmame, const int dmaFd, const FrameDamageRect * rects, int rectsCount);
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enum EGL_TexStatus egl_texture_process(EGL_Texture * texture);
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enum EGL_TexStatus egl_texture_bind (EGL_Texture * texture);
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int egl_texture_count (EGL_Texture * texture);
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