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[client] egl: use queue of damages
This prevents damage from being overwritten when frames are received faster than could be rendered. This implementation cycles between two queues, removing all need for memory allocation.
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@ -49,6 +49,7 @@
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#include "splash.h"
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#define SPLASH_FADE_TIME 1000000
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#define DESKTOP_DAMAGE_COUNT 2
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struct Options
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{
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@ -102,7 +103,8 @@ struct Inst
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struct CursorState cursorLast;
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bool hadOverlay;
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_Atomic(struct DesktopDamage *) desktopDamage;
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struct DesktopDamage desktopDamage[DESKTOP_DAMAGE_COUNT];
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atomic_uint desktopDamageIdx;
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RingBuffer importTimings;
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GraphHandle importGraph;
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@ -180,6 +182,16 @@ static void egl_setup(void)
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option_register(egl_options);
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}
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inline static struct DesktopDamage * currentDesktopDamage(struct Inst * this)
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{
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return this->desktopDamage + atomic_load(&this->desktopDamageIdx) % DESKTOP_DAMAGE_COUNT;
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}
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inline static struct DesktopDamage * finishDesktopDamage(struct Inst * this)
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{
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return this->desktopDamage + atomic_fetch_add(&this->desktopDamageIdx, 1) % DESKTOP_DAMAGE_COUNT;
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}
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static bool egl_create(void ** opaque, const LG_RendererParams params, bool * needsOpenGL)
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{
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// check if EGL is even available
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@ -209,7 +221,8 @@ static bool egl_create(void ** opaque, const LG_RendererParams params, bool * ne
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this->screenScaleY = 1.0f;
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this->uiScale = 1.0;
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atomic_init(&this->desktopDamage, NULL);
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atomic_init(&this->desktopDamageIdx, 0);
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this->desktopDamage[0].count = -1;
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this->importTimings = ringbuffer_new(256, sizeof(float));
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this->importGraph = app_registerGraph("IMPORT", this->importTimings, 0.0f, 5.0f);
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@ -419,14 +432,7 @@ static void egl_on_resize(void * opaque, const int width, const int height, cons
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egl_calc_mouse_state(this);
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struct DesktopDamage * damage = malloc(sizeof(struct DesktopDamage));
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if (!damage)
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{
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DEBUG_FATAL("Out of memory");
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abort();
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}
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damage->count = 0;
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free(atomic_exchange(&this->desktopDamage, damage));
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currentDesktopDamage(this)->count = -1;
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// this is needed to refresh the font atlas texture
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ImGui_ImplOpenGL3_Shutdown();
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@ -512,15 +518,14 @@ static bool egl_on_frame(void * opaque, const FrameBuffer * frame, int dmaFd,
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this->start = true;
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struct DesktopDamage * damage = malloc(sizeof(struct DesktopDamage));
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if (!damage)
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struct DesktopDamage * damage = currentDesktopDamage(this);
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if (damage->count == -1 || damage->count + damageRectsCount >= KVMFR_MAX_DAMAGE_RECTS)
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damage->count = -1;
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else
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{
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DEBUG_FATAL("Out of memory");
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abort();
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memcpy(damage->rects + damage->count, damageRects, damageRectsCount * sizeof(FrameDamageRect));
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damage->count += damageRectsCount;
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}
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damage->count = damageRectsCount;
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memcpy(damage->rects, damageRects, damageRectsCount * sizeof(FrameDamageRect));
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free(atomic_exchange(&this->desktopDamage, damage));
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return true;
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}
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@ -810,11 +815,10 @@ static bool egl_render(void * opaque, LG_RendererRotate rotate, const bool newFr
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bool hasOverlay = false;
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struct CursorState cursorState = { .visible = false };
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struct DesktopDamage * desktopDamage = NULL;
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struct DesktopDamage * desktopDamage = finishDesktopDamage(this);
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if (this->start)
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{
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desktopDamage = atomic_exchange(&this->desktopDamage, NULL);
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if (egl_desktop_render(this->desktop,
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this->translateX, this->translateY,
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this->scaleX , this->scaleY ,
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@ -833,7 +837,7 @@ static bool egl_render(void * opaque, LG_RendererRotate rotate, const bool newFr
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this->width, this->height);
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}
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else
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desktopDamage->count = 0;
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desktopDamage->count = -1;
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}
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if (!this->waitDone)
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@ -865,7 +869,7 @@ static bool egl_render(void * opaque, LG_RendererRotate rotate, const bool newFr
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hasOverlay = true;
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}
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if (desktopDamage && rotate != LG_ROTATE_0)
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if (desktopDamage->count > 0 && rotate != LG_ROTATE_0)
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{
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for (int i = 0; i < desktopDamage->count; ++i)
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{
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@ -958,10 +962,8 @@ static bool egl_render(void * opaque, LG_RendererRotate rotate, const bool newFr
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this->cursorLast = cursorState;
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if (desktopDamage)
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{
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if (desktopDamage->count == 0)
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// Zero damage count means invalidating entire window.
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if (desktopDamage->count == -1)
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// -1 damage count means invalidating entire window.
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damageIdx = 0;
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else
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{
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@ -981,11 +983,11 @@ static bool egl_render(void * opaque, LG_RendererRotate rotate, const bool newFr
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}
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}
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}
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}
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else
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damageIdx = 0;
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this->hadOverlay = hasOverlay;
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free(desktopDamage);
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desktopDamage->count = 0;
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app_eglSwapBuffers(this->display, this->surface, damage, damageIdx);
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return true;
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