Commit Graph

10 Commits

Author SHA1 Message Date
Geoffrey McRae
62d1bd1ea2 [common] framebuffer: use stream load instead of plain load 2020-08-03 11:55:38 +10:00
Geoffrey McRae
2329e993ee [common] fixed framebuffer write SIMD code performance 2020-08-03 11:44:24 +10:00
Geoffrey McRae
da655b86c3 [common] improve frambuffer copy to avoid cache pollution (SIMD) 2020-08-03 11:16:30 +10:00
Geoffrey McRae
f6691a90c0 [client/obs] improve frambuffer_read functions to support copy pitch
Fixes #244
2020-04-14 13:27:07 +10:00
Geoffrey McRae
dbd7db7787 [common] fix framebuffer_prepare to use atomic_store 2020-04-12 13:16:55 +10:00
Geoffrey McRae
1222fd40b7 [common] fix FrameBuffer to use atomics correctly
Might Fix #248
2020-04-12 13:14:53 +10:00
Geoffrey McRae
17e05c6fd5 [all] expose the FrameBuffer struct for correct sizeof calculations 2020-01-13 19:30:49 +11:00
Geoffrey McRae
e1bfb1234b [common] obey the destination buffer size 2019-10-14 18:08:06 +11:00
Geoffrey McRae
8ef1aee35c [common] fix bug in framebuffer_read 2019-10-09 14:11:45 +11:00
Geoffrey McRae
bca54ab1f6 [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.
2019-10-09 13:53:02 +11:00