`process` and `bind` are called from the same thread in order, there is
no need for atomic usage here.
This reverts commit 3d7dbd6371.
This reverts commit b3db1ba10b.
It used to be the case that we overwrite this->sync even if it was non-zero
when updating the texture, without deleting the sync object. If we update
faster than we render, the result would be leaking sync objects.
This commit ensures that sync objects are deleted when they are replaced.
This uses the same line sweep algorithm originally created to copy DXGI
textures to IVSHMEM to implement the copy from IVSHMEM to memory-mapped
pixel buffer objects.
This replaces the scaled `destRect` with a version that uses doubles
correcting the rounding error that is causing a failure to properly
clear the black bar areas.
This mesh will later be used to render only damaged portions of the desktop.
We also moved the coordinate transformation for damage overlay into a matrix
and computed by the shader.
After the damage queue PR, EGL damage count 0 means no change, and -1 means
invalidate the entire window. However, several other places have different
semantics, and we are not handling them correctly:
1. KVMFR uses 0 to signal invalidating the entire frame, so if we receive 0
rectangles in egl_on_frame, we should set damage count to -1.
2. The damage overlay treated 0 as full damage, which is now incorrect. This
is fixed, and now it treats 0 as no update, and -1 as full damage.
The way things were handled in EGLTexture is not only very hard to
follow, but broken. This change set breaks up EGLTexture into a modular
design making it easier to implement the various versions.
Note that DMABUF is currently broken and needs to be re-implemented.
There used to be a possible race when a bunch of rectangle is appended, but
the total count is not updated before it's read. Using a lock eliminates
all such races.
If we invalidate the window, we used to not update this->cursorLast, and
this causes us to lose track of the cursor. Now we update this->cursorLast
unconditionally, and this fixes the issue.
This prevents damage from being overwritten when frames are received
faster than could be rendered.
This implementation cycles between two queues, removing all need for
memory allocation.
The default of [0, 50] makes sense for FPS/UPS graphs, but does not for
things like the import graph. The latter should not take more than 5 ms
for sure.
This commit allows the min/max y-axis value to be specified when registering
the graph.
Now that we are drawing with damage rects, when the window is hidden and
then exposed the window may not get fully redrawn. This provides
`app_invalidateWindow` for the display server backend to call when the
screen needs a full redraw.
This is necessary in case overlays change size. When this happens, we must
damage the larger of the overlays' rectangles this frame and last frame.
This erases the overlay from where it is no longer appears.
In order to do this, we must keep track of the rectangles for every overlay
with no exception. We cannot short-circuit the generation of rectangles if
we run out of buffer space, and we must allocate space for MAX_OVERLAY_RECTS
rectangles for every frame. Otherwise, we will not know where to erase the
overlay if it disappears.
While the renderer can internally track this it would be better to
simply provide this information to the renderer directly so it can make
better decisions on how best to update the screen.
1. Use atomics and return exact cursor positions from egl_cursor_render
to avoid race conditions between cursor render and update.
2. Instead of messing with lastCursorValid in various overlays, simply use
the hasOverlay/hadOverlay logic for cursor damage. This simplifies the
logic greatly.
As a result, I believe all cursor-related artifacts are fixed.
Note to reviewer: as atomic_init and atomic_store are implemented as macros,
it is currently not possible to pass structs as compound literals due to the
comma being interpreted as an argument separator by the preprocessor.
Instead of using the desktop <GL/gl.h>, we properly use the OpenGL ES 3.x
headers. Also, we now use GL_EXT_buffer_storage for MAP_PERSISTENT_BIT_EXT
and MAP_COHERENT_BIT_EXT as the core versions are only available in desktop
OpenGL 4.4. Similarly, we need GL_EXT_texture_format_BGRA8888 for GL_BGRA_EXT
as GL_BGRA is desktop-only.
The existing code would overwrite the texture's data even if the texture
is currently being used to render to screen. This changeset generates a
texture for each buffer preventing this invalid usage.
Instead of damaging the entire surface when rendering a cursor move,
we can use the EGL_KHR_swap_buffers_with_damage extension to only
damage the part of the window covered by the cursor. This should
reduce the cursor movement latency on Wayland.
We previously used strstr, which can be prone to false positives when
the name of one extension is a substring of another extension.
This commit creates the helper function util_hasGLExt, which asserts
that the substring found in extension list is bounded by either spaces
or the beginning/end of the string.
The $escape+S keybinding now cycles through the available scale algorithms.
This allows the user to switch between algorithms if the automatic detection
turns out to be problematic.
The algorithms are renumbered so that 0 can be LG_SCALE_AUTO.