[client] reworked sync code to use polling for short delays

This commit is contained in:
Geoffrey McRae 2017-12-06 21:31:38 +11:00
parent a1f574ff2f
commit e1a566bcad

View File

@ -22,6 +22,7 @@ Place, Suite 330, Boston, MA 02111-1307 USA
#include <stdio.h>
#include <stdlib.h>
#include <sys/stat.h>
#include <sys/time.h>
#include <unistd.h>
#include <errno.h>
#include <string.h>
@ -155,23 +156,11 @@ inline bool areFormatsSame(const struct KVMFRHeader s1, const struct KVMFRHeader
(s1.height == s2.height );
}
inline int waitGuest()
inline uint64_t microtime()
{
while(state.running)
{
switch(ivshmem_wait_irq(0, (1000/30)))
{
case IVSHMEM_WAIT_RESULT_OK :
case IVSHMEM_WAIT_RESULT_TIMEOUT:
return true;
case IVSHMEM_WAIT_RESULT_ERROR:
DEBUG_ERROR("error during wait for host");
return false;
}
}
return false;
struct timeval time;
gettimeofday(&time, NULL);
return ((uint64_t)time.tv_sec * 1000000) + time.tv_usec;
}
int renderThread(void * unused)
@ -180,18 +169,53 @@ int renderThread(void * unused)
struct KVMFRHeader header;
const LG_Renderer * lgr = NULL;
void * lgrData;
unsigned int lastTicks = SDL_GetTicks();
unsigned int frameCount = 0;
unsigned int lastFrameCount = 0;
SDL_Texture * textTexture = NULL;
SDL_Rect textRect;
uint64_t waitTime = 0;
uint64_t presentTime = 0;
uint64_t fpsTime = 0;
while(state.running)
{
if (!waitGuest())
glFlush();
if (waitTime < 30000 && waitTime > 2000)
usleep(waitTime - 2000);
// poll for a new frame
while(state.running && header.dataPos == state.shm->dataPos)
{
// if the frame is overdue
if (microtime() - presentTime > waitTime)
{
enum IVSHMEMWaitResult result = ivshmem_wait_irq(0, (1000/30));
if (result == IVSHMEM_WAIT_RESULT_OK)
continue;
if (result == IVSHMEM_WAIT_RESULT_TIMEOUT)
break;
if (result == IVSHMEM_WAIT_RESULT_ERROR)
{
DEBUG_ERROR("error during wait for host");
state.running = false;
break;
}
}
}
if (!state.running)
break;
++frameCount;
// normally you would never put this into an OpenGL application but because
// of our hybrid sleep/poll logic above the GPU has had time to finish up
// anyway. Having this here ensures that the GPU doesn't buffer up
// additional frames if the guest starts to outpace us.
glFinish();
waitTime = microtime() - presentTime;
// we must take a copy of the header, both to let the guest advance and to
// prevent the contained arguments being abused to overflow buffers
@ -320,12 +344,13 @@ int renderThread(void * unused)
if (!params.showFPS)
{
SDL_RenderPresent(state.renderer);
presentTime = microtime();
continue;
}
// for now render the frame counter here, we really should
// move this into the renderers though.
if (frameCount % 10 == 0)
if (fpsTime > 1000000)
{
SDL_Surface *textSurface = NULL;
if (textTexture)
@ -334,12 +359,11 @@ int renderThread(void * unused)
textTexture = NULL;
}
const unsigned int ticks = SDL_GetTicks();
const float avgFPS = (float)(frameCount - lastFrameCount) / ((ticks - lastTicks) / 1000.0f);
char strFPS[12];
snprintf(strFPS, sizeof(strFPS), "FPS: %6.2f", avgFPS);
char str[32];
const float avgFPS = 1000.0f / (((float)fpsTime / frameCount) / 1000.0f);
snprintf(str, sizeof(str), "FPS: %8.4f", avgFPS);
SDL_Color color = {0xff, 0xff, 0xff};
if (!(textSurface = TTF_RenderText_Blended(state.font, strFPS, color)))
if (!(textSurface = TTF_RenderText_Blended(state.font, str, color)))
{
DEBUG_ERROR("Failed to render text");
break;
@ -354,8 +378,8 @@ int renderThread(void * unused)
SDL_SetTextureBlendMode(textTexture, SDL_BLENDMODE_BLEND);
SDL_FreeSurface(textSurface);
lastTicks = ticks;
lastFrameCount = frameCount;
fpsTime = 0;
frameCount = 0;
}
if (textTexture)
@ -386,6 +410,11 @@ int renderThread(void * unused)
}
SDL_RenderPresent(state.renderer);
++frameCount;
uint64_t t = microtime();
fpsTime += t - presentTime;
presentTime = t;
}
if (lgr)
@ -706,15 +735,7 @@ int run()
return -1;
}
if (params.vsync)
{
// try for late swap tearing to help keep sync with the guest
if (SDL_GL_SetSwapInterval(-1) == -1)
SDL_GL_SetSwapInterval(1);
}
else
SDL_GL_SetSwapInterval(0);
SDL_GL_SetSwapInterval(params.vsync ? 1 : 0);
if (params.useBufferStorage)
{
const GLubyte * extensions = glGetString(GL_EXTENSIONS);