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[client/host] added new asyncronous memory copy
This changes the method of the memory copy from the host application to the guest. Instead of performing a full copy from the capture device into shared memory, and then flagging the new frame, we instead set a write pointer, flag the client that there is a new frame and then copy in chunks of 1024 bytes until the entire frame is copied. The client upon seeing the new frame flag begins to poll at high frequency the write pointer and upon each update copies as much as it can into the texture. This should improve latency but also slightly increase CPU usage on the client due to the high frequency polling.
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@@ -28,6 +28,6 @@ typedef struct EGL_Desktop EGL_Desktop;
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bool egl_desktop_init(EGL_Desktop ** desktop);
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void egl_desktop_free(EGL_Desktop ** desktop);
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bool egl_desktop_prepare_update(EGL_Desktop * desktop, const bool sourceChanged, const LG_RendererFormat format, const uint8_t * data);
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bool egl_desktop_prepare_update(EGL_Desktop * desktop, const bool sourceChanged, const LG_RendererFormat format, const FrameBuffer frame);
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void egl_desktop_perform_update(EGL_Desktop * desktop, const bool sourceChanged);
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bool egl_desktop_render(EGL_Desktop * desktop, const float x, const float y, const float scaleX, const float scaleY, const bool nearest);
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