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https://github.com/gnif/LookingGlass.git
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Correlate received frames with the texture update actually consumed by the renderer and retain damage until its token becomes renderable. Split client latency into dispatch, import, queue, preparation, setup, effects, desktop, composition, and swap stages in FRAME LATENCY. Exclude diagnostic overlay work from composition and preserve client wait time when producer timing is unavailable. Publish joined samples through a bounded token queue, avoid sleeping while producer timing is finalized, and correct Wayland photon units.
66 lines
2.4 KiB
C
66 lines
2.4 KiB
C
/**
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* Looking Glass
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* Copyright © 2017-2026 The Looking Glass Authors
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* https://looking-glass.io
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#pragma once
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#include "texture.h"
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#include "texture_util.h"
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#include "common/locking.h"
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#define EGL_TEX_BUFFER_MAX 2
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typedef struct TextureBuffer
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{
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EGL_Texture base;
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bool free;
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int texCount;
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GLuint tex[EGL_TEX_BUFFER_MAX];
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EGL_TexBuffer buf[EGL_TEX_BUFFER_MAX];
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int bufFree;
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GLsync sync[EGL_TEX_BUFFER_MAX];
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LG_RendererFrameToken slotToken[EGL_TEX_BUFFER_MAX];
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LG_Lock copyLock;
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int bufIndex;
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int rIndex;
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}
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TextureBuffer;
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bool egl_texBufferInit(EGL_Texture ** texture_, EGL_TexType type,
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EGLDisplay * display);
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void egl_texBufferFree(EGL_Texture * texture_);
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bool egl_texBufferSetup(EGL_Texture * texture_, const EGL_TexSetup * setup);
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EGL_TexStatus egl_texBufferProcess(EGL_Texture * texture_,
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LG_RendererFrameToken frameTokenLimit);
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EGL_TexStatus egl_texBufferGet(EGL_Texture * texture_, GLuint * tex,
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EGL_PixelFormat * fmt);
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EGL_TexStatus egl_texBufferBind(EGL_Texture * texture_, GLuint unit);
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bool egl_texBufferStreamInit(EGL_Texture ** texture_, EGL_TexType type,
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EGLDisplay * display);
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bool egl_texBufferStreamSetup(EGL_Texture * texture_,
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const EGL_TexSetup * setup);
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/* Returns with copyLock held when the current upload buffer is safe to write. */
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bool egl_texBufferStreamLock(TextureBuffer * texture);
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EGL_TexStatus egl_texBufferStreamProcess(EGL_Texture * texture_,
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LG_RendererFrameToken frameTokenLimit);
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EGL_TexStatus egl_texBufferStreamGet(EGL_Texture * texture_, GLuint * tex,
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EGL_PixelFormat * fmt);
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