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