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[client] egl: use atomic members instead of locking the entire state
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@ -19,7 +19,6 @@ Place, Suite 330, Boston, MA 02111-1307 USA
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#include "texture.h"
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#include "common/debug.h"
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#include "common/locking.h"
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#include "common/framebuffer.h"
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#include "debug.h"
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#include "utils.h"
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@ -44,7 +43,7 @@ struct Tex
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union TexState
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{
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uint32_t v;
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_Atomic(uint32_t) v;
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struct
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{
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/*
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@ -53,7 +52,7 @@ union TexState
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* s = schedule
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* d = display
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*/
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int8_t w, u, s, d;
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_Atomic(int8_t) w, u, s, d;
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};
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};
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@ -74,7 +73,6 @@ struct EGL_Texture
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GLenum dataType;
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size_t pboBufferSize;
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LG_Lock lock;
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union TexState state;
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struct Tex tex[TEXTURE_COUNT];
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};
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@ -89,7 +87,6 @@ bool egl_texture_init(EGL_Texture ** texture)
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}
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memset(*texture, 0, sizeof(EGL_Texture));
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LG_LOCK_INIT((*texture)->lock);
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return true;
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}
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@ -118,7 +115,6 @@ void egl_texture_free(EGL_Texture ** texture)
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}
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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LG_LOCK_FREE((*texture)->lock);
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free(*texture);
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*texture = NULL;
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}
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@ -133,7 +129,7 @@ bool egl_texture_setup(EGL_Texture * texture, enum EGL_PixelFormat pixFmt, size_
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texture->stride = stride;
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texture->streaming = streaming;
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texture->ready = false;
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texture->state.v = 0;
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atomic_store_explicit(&texture->state.v, 0, memory_order_relaxed);
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switch(pixFmt)
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{
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@ -302,9 +298,7 @@ bool egl_texture_update(EGL_Texture * texture, const uint8_t * buffer)
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/* NOTE: DO NOT use any gl commands here as streaming must be thread safe */
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union TexState s;
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LG_LOCK(texture->lock);
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s.v = texture->state.v;
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LG_UNLOCK(texture->lock);
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s.v = atomic_load_explicit(&texture->state.v, memory_order_acquire);
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const uint8_t next = (s.w + 1) % TEXTURE_COUNT;
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if (next == s.u)
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@ -314,10 +308,7 @@ bool egl_texture_update(EGL_Texture * texture, const uint8_t * buffer)
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}
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memcpy(texture->tex[s.w].map, buffer, texture->pboBufferSize);
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LG_LOCK(texture->lock);
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texture->state.w = next;
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LG_UNLOCK(texture->lock);
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atomic_store_explicit(&texture->state.w, next, memory_order_release);
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}
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else
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{
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@ -341,9 +332,7 @@ bool egl_texture_update_from_frame(EGL_Texture * texture, const FrameBuffer * fr
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return false;
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union TexState s;
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LG_LOCK(texture->lock);
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s.v = texture->state.v;
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LG_UNLOCK(texture->lock);
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s.v = atomic_load_explicit(&texture->state.v, memory_order_acquire);
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const uint8_t next = (s.w + 1) % TEXTURE_COUNT;
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if (next == s.u)
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@ -362,10 +351,7 @@ bool egl_texture_update_from_frame(EGL_Texture * texture, const FrameBuffer * fr
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texture->stride
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);
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LG_LOCK(texture->lock);
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texture->state.w = next;
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LG_UNLOCK(texture->lock);
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atomic_store_explicit(&texture->state.w, next, memory_order_release);
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return true;
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}
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@ -375,9 +361,7 @@ enum EGL_TexStatus egl_texture_process(EGL_Texture * texture)
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return EGL_TEX_STATUS_OK;
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union TexState s;
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LG_LOCK(texture->lock);
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s.v = texture->state.v;
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LG_UNLOCK(texture->lock);
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s.v = atomic_load_explicit(&texture->state.v, memory_order_acquire);
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const uint8_t nextu = (s.u + 1) % TEXTURE_COUNT;
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if (s.u == s.w || nextu == s.s || nextu == s.d)
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@ -399,21 +383,16 @@ enum EGL_TexStatus egl_texture_process(EGL_Texture * texture)
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texture->tex[s.u].sync =
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glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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LG_LOCK(texture->lock);
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texture->state.u = nextu;
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LG_UNLOCK(texture->lock);
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atomic_store_explicit(&texture->state.u, nextu, memory_order_release);
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texture->ready = true;
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return EGL_TEX_STATUS_OK;
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}
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enum EGL_TexStatus egl_texture_bind(EGL_Texture * texture)
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{
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union TexState s;
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LG_LOCK(texture->lock);
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s.v = texture->state.v;
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LG_UNLOCK(texture->lock);
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s.v = atomic_load_explicit(&texture->state.v, memory_order_acquire);
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if (texture->streaming)
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{
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@ -429,9 +408,8 @@ enum EGL_TexStatus egl_texture_bind(EGL_Texture * texture)
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glDeleteSync(texture->tex[s.s].sync);
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texture->tex[s.s].sync = 0;
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LG_LOCK(texture->lock);
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texture->state.s = (s.s + 1) % TEXTURE_COUNT;
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LG_UNLOCK(texture->lock);
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s.s = (s.s + 1) % TEXTURE_COUNT;
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atomic_store_explicit(&texture->state.s, s.s, memory_order_release);
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break;
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case GL_TIMEOUT_EXPIRED:
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@ -445,11 +423,12 @@ enum EGL_TexStatus egl_texture_bind(EGL_Texture * texture)
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}
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}
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LG_LOCK(texture->lock);
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const int8_t nextd = (texture->state.d + 1) % TEXTURE_COUNT;
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if (texture->state.d != texture->state.s && nextd != texture->state.s)
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texture->state.d = nextd;
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LG_UNLOCK(texture->lock);
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const int8_t nextd = (s.d + 1) % TEXTURE_COUNT;
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if (s.d != s.s && nextd != s.s)
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{
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s.d = nextd;
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atomic_store_explicit(&texture->state.d, nextd, memory_order_release);
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}
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}
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for(int i = 0; i < texture->planeCount; ++i)
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