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[client] egl: add low FPS warning when failing to keep up
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@ -31,7 +31,7 @@ Place, Suite 330, Boston, MA 02111-1307 USA
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#include <SDL2/SDL_egl.h>
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#define TEXTURE_COUNT 4
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#define TEXTURE_COUNT 3
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struct Tex
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{
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@ -53,7 +53,7 @@ union TexState
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* s = schedule
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* d = display
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*/
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uint8_t w, u, s, d;
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int8_t w, u, s, d;
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};
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};
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@ -282,6 +282,19 @@ bool egl_texture_setup(EGL_Texture * texture, enum EGL_PixelFormat pixFmt, size_
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return true;
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}
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static void egl_warn_slow()
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{
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static bool warnDone = false;
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if (!warnDone)
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{
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warnDone = true;
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DEBUG_BREAK();
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DEBUG_WARN("The guest is providing updates faster then we are consuming them");
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DEBUG_WARN("Please increase the client FPS to avoid frame skipping");
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DEBUG_BREAK();
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}
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}
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bool egl_texture_update(EGL_Texture * texture, const uint8_t * buffer)
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{
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if (texture->streaming)
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@ -295,7 +308,10 @@ bool egl_texture_update(EGL_Texture * texture, const uint8_t * buffer)
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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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{
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egl_warn_slow();
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return true;
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}
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memcpy(texture->tex[s.w].map, buffer, texture->pboBufferSize);
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@ -331,7 +347,10 @@ bool egl_texture_update_from_frame(EGL_Texture * texture, const FrameBuffer * fr
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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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{
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egl_warn_slow();
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return true;
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}
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framebuffer_read(
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frame,
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@ -411,7 +430,6 @@ enum EGL_TexStatus egl_texture_bind(EGL_Texture * texture)
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texture->tex[s.s].sync = 0;
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LG_LOCK(texture->lock);
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texture->state.d = texture->state.s;
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texture->state.s = (s.s + 1) % TEXTURE_COUNT;
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LG_UNLOCK(texture->lock);
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break;
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@ -426,6 +444,12 @@ enum EGL_TexStatus egl_texture_bind(EGL_Texture * texture)
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return EGL_TEX_STATUS_ERROR;
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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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}
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for(int i = 0; i < texture->planeCount; ++i)
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