mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-29 00:27:18 +00:00
[client] Added GL_ARB_buffer_storage support
This improves client performance by 4x if the video driver supports this extension. OpenGL 4.1 is required for this feature to be used
This commit is contained in:
parent
9c90a53871
commit
d1ef8d204a
183
client/main.c
183
client/main.c
@ -27,7 +27,9 @@ Place, Suite 330, Boston, MA 02111-1307 USA
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#include <stdbool.h>
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#include <assert.h>
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#define GL_GLEXT_PROTOTYPES
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include "debug.h"
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#include "memcpySSE.h"
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@ -37,10 +39,12 @@ Place, Suite 330, Boston, MA 02111-1307 USA
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#include "kb.h"
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typedef void (*CompFunc)(uint8_t * dst, const uint8_t * src, const size_t len);
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typedef void (*DrawFunc)(CompFunc compFunc, SDL_Texture * texture, uint8_t * dst, const uint8_t * src);
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typedef void (*DrawFunc)(CompFunc compFunc, uint8_t * dst, const uint8_t * src);
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struct KVMGFXState
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{
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bool hasBufferStorage;
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bool running;
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bool started;
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bool windowChanged;
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@ -90,64 +94,27 @@ inline bool areFormatsSame(const struct KVMGFXHeader s1, const struct KVMGFXHead
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(s1.height == s2.height );
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}
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void drawFunc_ARGB10(CompFunc compFunc, SDL_Texture * texture, uint8_t * dst, const uint8_t * src)
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{
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SDL_UpdateTexture(texture, NULL, src, state.shm->stride * 4);
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ivshmem_kick_irq(state.shm->guestID, 0);
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}
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void drawFunc_ARGB(CompFunc compFunc, SDL_Texture * texture, uint8_t * dst, const uint8_t * src)
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void drawFunc_ARGB(CompFunc compFunc, uint8_t * dst, const uint8_t * src)
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{
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compFunc(dst, src, state.shm->height * state.shm->stride * 4);
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ivshmem_kick_irq(state.shm->guestID, 0);
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SDL_UnlockTexture(texture);
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}
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void drawFunc_RGB(CompFunc compFunc, SDL_Texture * texture, uint8_t * dst, const uint8_t * src)
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void drawFunc_RGB(CompFunc compFunc, uint8_t * dst, const uint8_t * src)
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{
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compFunc(dst, src, state.shm->height * state.shm->stride * 3);
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ivshmem_kick_irq(state.shm->guestID, 0);
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SDL_UnlockTexture(texture);
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}
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void drawFunc_XOR(CompFunc compFunc, SDL_Texture * texture, uint8_t * dst, const uint8_t * src)
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{
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glEnable(GL_COLOR_LOGIC_OP);
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glLogicOp(GL_XOR);
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compFunc(dst, src, state.shm->height * state.shm->stride * 3);
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ivshmem_kick_irq(state.shm->guestID, 0);
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SDL_UnlockTexture(texture);
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// clear the buffer for the next frame
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memset(dst, 0, state.shm->height * state.shm->stride * 3);
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}
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void drawFunc_YUV444P(CompFunc compFunc, SDL_Texture * texture, uint8_t * dst, const uint8_t * src)
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{
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compFunc(dst, src, state.shm->height * state.shm->stride * 3);
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ivshmem_kick_irq(state.shm->guestID, 0);
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SDL_UnlockTexture(texture);
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}
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void drawFunc_YUV420P(CompFunc compFunc, SDL_Texture * texture, uint8_t * dst, const uint8_t * src)
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{
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const unsigned int pixels = state.shm->width * state.shm->height;
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SDL_UpdateYUVTexture(texture, NULL,
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src , state.shm->stride,
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src + pixels , state.shm->stride / 2,
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src + pixels + pixels / 4, state.shm->stride / 2
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);
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ivshmem_kick_irq(state.shm->guestID, 0);
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}
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int renderThread(void * unused)
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{
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struct KVMGFXHeader format;
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SDL_Texture *texture = NULL;
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GLuint vboID[2] = {0, 0};
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GLuint vboTex = 0;
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unsigned int texIndex = 0;
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uint8_t *pixels = (uint8_t*)state.shm;
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uint8_t *texPixels = NULL;
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uint8_t *texPixels[2] = {NULL, NULL};
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DrawFunc drawFunc = NULL;
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CompFunc compFunc = NULL;
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@ -196,22 +163,37 @@ int renderThread(void * unused)
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// if the format is invalid or it has changed
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if (!areFormatsSame(format, *state.shm))
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{
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if (state.hasBufferStorage)
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{
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if (vboID[0])
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{
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if (vboTex)
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{
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glDeleteTextures(1, &vboTex);
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vboTex = 0;
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}
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glUnmapBuffer(GL_TEXTURE_BUFFER);
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glDeleteBuffers(2, vboID);
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memset(vboID, 0, sizeof(vboID));
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}
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}
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else
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{
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if (texture)
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{
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SDL_DestroyTexture(texture);
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texture = NULL;
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}
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}
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Uint32 sdlFormat;
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uint8_t bpp;
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switch(state.shm->frameType)
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{
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case FRAME_TYPE_ARGB : sdlFormat = SDL_PIXELFORMAT_ARGB8888 ; drawFunc = drawFunc_ARGB ; break;
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case FRAME_TYPE_RGB : sdlFormat = SDL_PIXELFORMAT_RGB24 ; drawFunc = drawFunc_RGB ; break;
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case FRAME_TYPE_XOR : sdlFormat = SDL_PIXELFORMAT_RGB24 ; drawFunc = drawFunc_XOR ; break;
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case FRAME_TYPE_YUV444P: sdlFormat = SDL_PIXELFORMAT_RGB24 ; drawFunc = drawFunc_YUV444P; break; // incorrect for now
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case FRAME_TYPE_YUV420P: sdlFormat = SDL_PIXELFORMAT_YV12 ; drawFunc = drawFunc_YUV420P; break;
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case FRAME_TYPE_ARGB10 : sdlFormat = SDL_PIXELFORMAT_ARGB2101010; drawFunc = drawFunc_ARGB10 ; break;
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case FRAME_TYPE_ARGB : sdlFormat = SDL_PIXELFORMAT_ARGB8888 ; drawFunc = drawFunc_ARGB ; bpp = 4; break;
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case FRAME_TYPE_RGB : sdlFormat = SDL_PIXELFORMAT_RGB24 ; drawFunc = drawFunc_RGB ; bpp = 3; break;
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default:
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format.frameType = FRAME_TYPE_INVALID;
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continue;
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@ -230,25 +212,113 @@ int renderThread(void * unused)
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SDL_SetWindowSize(state.window, state.shm->width, state.shm->height);
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SDL_SetWindowPosition(state.window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
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texture = SDL_CreateTexture(state.renderer, sdlFormat, SDL_TEXTUREACCESS_STREAMING, state.shm->width, state.shm->height);
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if (state.hasBufferStorage)
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{
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// setup two buffers so we don't have to use fences
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const size_t bufferSize = state.shm->width * state.shm->height * bpp;
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glGenBuffers(2, vboID);
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for (int i = 0; i < 2; ++i)
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{
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, vboID[i]);
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glBufferStorage (GL_PIXEL_UNPACK_BUFFER, bufferSize, 0, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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texPixels[i] = glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, bufferSize, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT);
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if (!texPixels[i])
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{
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DEBUG_ERROR("Failed to map buffer range, turning off buffer storage");
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state.hasBufferStorage = false;
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glDeleteBuffers(2, vboID);
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memset(vboID, 0, sizeof(vboID));
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continue;
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}
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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}
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// create the texture
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glGenTextures(1, &vboTex);
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glBindTexture(GL_TEXTURE_2D, vboTex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_RGBA8,
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state.shm->width, state.shm->height,
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0,
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GL_BGRA,
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GL_UNSIGNED_BYTE,
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(void*)0
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);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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else
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{
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texture = SDL_CreateTexture(state.renderer, sdlFormat, SDL_TEXTUREACCESS_STREAMING, state.shm->width, state.shm->height);
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// this doesnt "lock" anything, pre-fetch the pointers for later use
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int unused;
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SDL_LockTexture(texture, NULL, (void**)&texPixels, &unused);
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}
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memcpy(&format, state.shm, sizeof(format));
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state.windowChanged = true;
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}
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glDisable(GL_COLOR_LOGIC_OP);
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drawFunc(compFunc, texture, texPixels, pixels + state.shm->dataPos);
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if (state.hasBufferStorage)
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{
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// update the pixels
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drawFunc(compFunc, texPixels[texIndex ? 0 : 1], pixels + state.shm->dataPos);
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// update the texture
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, vboTex);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, vboID[texIndex ? 0 : 1]);
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glTexSubImage2D(
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GL_TEXTURE_2D,
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0,
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0, 0,
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state.shm->width, state.shm->height,
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GL_BGRA,
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GL_UNSIGNED_BYTE,
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(void*)0
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);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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// draw the screen
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f, 0.0f); glVertex2f(0.0f , 0.0f );
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glTexCoord2f(1.0f, 0.0f); glVertex2f(state.shm->width, 0.0f );
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glTexCoord2f(0.0f, 1.0f); glVertex2f(0.0f , state.shm->height);
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glTexCoord2f(1.0f, 1.0f); glVertex2f(state.shm->width, state.shm->height);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable(GL_TEXTURE_2D);
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// update our texture index
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if (++texIndex == 2)
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texIndex = 0;
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}
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else
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{
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drawFunc(compFunc, texPixels[0], pixels + state.shm->dataPos);
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SDL_UnlockTexture(texture);
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SDL_RenderCopy(state.renderer, texture, NULL, NULL);
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}
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SDL_RenderPresent(state.renderer);
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state.started = true;
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}
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if (state.hasBufferStorage)
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{
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glDeleteTextures(1, &vboTex );
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glUnmapBuffer (GL_TEXTURE_BUFFER);
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glDeleteBuffers (2, vboID );
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}
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else
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SDL_DestroyTexture(texture);
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return 0;
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}
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@ -476,6 +546,13 @@ int main(int argc, char * argv[])
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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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const GLubyte * extensions = glGetString(GL_EXTENSIONS);
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if (gluCheckExtension((const GLubyte *)"GL_ARB_buffer_storage", extensions))
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{
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DEBUG_INFO("Using GL_ARB_buffer_storage");
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state.hasBufferStorage = true;
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}
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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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