mirror of
https://github.com/gnif/LookingGlass.git
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bca54ab1f6
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.
386 lines
11 KiB
C
386 lines
11 KiB
C
/*
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Looking Glass - KVM FrameRelay (KVMFR) Client
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Copyright (C) 2017-2019 Geoffrey McRae <geoff@hostfission.com>
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https://looking-glass.hostfission.com
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This program is free software; you can redistribute it and/or modify it under
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the terms of the GNU General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
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PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "texture.h"
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#include "common/debug.h"
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#include "common/locking.h"
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#include "common/framebuffer.h"
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#include "debug.h"
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#include "utils.h"
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#include <stdlib.h>
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#include <string.h>
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#include <stdio.h>
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#include <SDL2/SDL_egl.h>
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struct EGL_Texture
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{
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enum EGL_PixelFormat pixFmt;
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size_t width, height;
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bool streaming;
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bool ready;
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int textureCount;
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GLuint textures[3];
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GLuint samplers[3];
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size_t planes[3][3];
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GLintptr offsets[3];
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GLenum intFormat;
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GLenum format;
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GLenum dataType;
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bool hasPBO;
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GLuint pbo[2];
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int pboRIndex;
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int pboWIndex;
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volatile int pboCount;
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size_t pboBufferSize;
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void * pboMap[2];
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GLsync pboSync[2];
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};
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bool egl_texture_init(EGL_Texture ** texture)
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{
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*texture = (EGL_Texture *)malloc(sizeof(EGL_Texture));
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if (!*texture)
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{
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DEBUG_ERROR("Failed to malloc EGL_Texture");
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return false;
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}
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memset(*texture, 0, sizeof(EGL_Texture));
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return true;
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}
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void egl_texture_free(EGL_Texture ** texture)
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{
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if (!*texture)
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return;
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if ((*texture)->textureCount > 0)
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{
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glDeleteTextures((*texture)->textureCount, (*texture)->textures);
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glDeleteSamplers((*texture)->textureCount, (*texture)->samplers);
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}
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if ((*texture)->hasPBO)
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{
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for(int i = 0; i < 2; ++i)
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{
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, (*texture)->pbo[i]);
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glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
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if ((*texture)->pboSync[i])
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glDeleteSync((*texture)->pboSync[i]);
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}
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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glDeleteBuffers(2, (*texture)->pbo);
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}
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free(*texture);
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*texture = NULL;
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}
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bool egl_texture_setup(EGL_Texture * texture, enum EGL_PixelFormat pixFmt, size_t width, size_t height, size_t stride, bool streaming)
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{
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int textureCount;
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texture->pixFmt = pixFmt;
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texture->width = width;
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texture->height = height;
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texture->streaming = streaming;
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texture->ready = false;
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switch(pixFmt)
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{
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case EGL_PF_BGRA:
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textureCount = 1;
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texture->format = GL_BGRA;
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texture->planes[0][0] = width;
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texture->planes[0][1] = height;
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texture->planes[0][2] = stride / 4;
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texture->offsets[0] = 0;
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texture->intFormat = GL_BGRA;
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texture->dataType = GL_UNSIGNED_BYTE;
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texture->pboBufferSize = height * stride;
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break;
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case EGL_PF_RGBA:
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textureCount = 1;
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texture->format = GL_RGBA;
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texture->planes[0][0] = width;
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texture->planes[0][1] = height;
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texture->planes[0][2] = stride / 4;
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texture->offsets[0] = 0;
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texture->intFormat = GL_BGRA;
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texture->dataType = GL_UNSIGNED_BYTE;
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texture->pboBufferSize = height * stride;
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break;
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case EGL_PF_RGBA10:
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textureCount = 1;
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texture->format = GL_RGBA;
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texture->planes[0][0] = width;
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texture->planes[0][1] = height;
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texture->planes[0][2] = stride / 4;
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texture->offsets[0] = 0;
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texture->intFormat = GL_RGB10_A2;
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texture->dataType = GL_UNSIGNED_INT_2_10_10_10_REV;
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texture->pboBufferSize = height * stride;
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break;
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case EGL_PF_YUV420:
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textureCount = 3;
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texture->format = GL_RED;
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texture->planes[0][0] = width;
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texture->planes[0][1] = height;
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texture->planes[0][2] = stride;
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texture->planes[1][0] = width / 2;
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texture->planes[1][1] = height / 2;
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texture->planes[1][2] = stride / 2;
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texture->planes[2][0] = width / 2;
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texture->planes[2][1] = height / 2;
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texture->planes[2][2] = stride / 2;
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texture->offsets[0] = 0;
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texture->offsets[1] = stride * height;
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texture->offsets[2] = texture->offsets[1] + (texture->offsets[1] / 4);
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texture->dataType = GL_UNSIGNED_BYTE;
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texture->pboBufferSize = texture->offsets[2] + (texture->offsets[1] / 4);
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break;
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default:
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DEBUG_ERROR("Unsupported pixel format");
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return false;
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}
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if (textureCount > texture->textureCount)
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{
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if (texture->textureCount > 0)
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{
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glDeleteTextures(texture->textureCount, texture->textures);
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glDeleteSamplers(texture->textureCount, texture->samplers);
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}
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texture->textureCount = textureCount;
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glGenTextures(texture->textureCount, texture->textures);
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glGenSamplers(texture->textureCount, texture->samplers);
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}
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for(int i = 0; i < textureCount; ++i)
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{
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glSamplerParameteri(texture->samplers[i], GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glSamplerParameteri(texture->samplers[i], GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glSamplerParameteri(texture->samplers[i], GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE);
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glSamplerParameteri(texture->samplers[i], GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE);
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glBindTexture(GL_TEXTURE_2D, texture->textures[i]);
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glTexImage2D(GL_TEXTURE_2D, 0, texture->intFormat, texture->planes[i][0], texture->planes[i][1],
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0, texture->format, texture->dataType, NULL);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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if (streaming)
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{
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if (texture->hasPBO)
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{
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// release old PBOs and delete the buffers
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for(int i = 0; i < 2; ++i)
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{
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->pbo[i]);
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glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
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}
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glDeleteBuffers(2, texture->pbo);
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}
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glGenBuffers(2, texture->pbo);
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texture->hasPBO = true;
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for(int i = 0; i < 2; ++i)
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{
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->pbo[i]);
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glBufferStorage(
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GL_PIXEL_UNPACK_BUFFER,
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texture->pboBufferSize,
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NULL,
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GL_MAP_PERSISTENT_BIT |
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GL_MAP_WRITE_BIT
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);
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texture->pboMap[i] = glMapBufferRange(
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GL_PIXEL_UNPACK_BUFFER,
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0,
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texture->pboBufferSize,
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GL_MAP_PERSISTENT_BIT |
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GL_MAP_WRITE_BIT |
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GL_MAP_UNSYNCHRONIZED_BIT |
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GL_MAP_INVALIDATE_BUFFER_BIT |
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GL_MAP_FLUSH_EXPLICIT_BIT
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);
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if (!texture->pboMap[i])
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{
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EGL_ERROR("glMapBufferRange failed for %d of %lu bytes", i, texture->pboBufferSize);
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return false;
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}
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}
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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}
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return true;
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}
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bool egl_texture_update(EGL_Texture * texture, const uint8_t * buffer)
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{
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if (texture->streaming)
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{
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/* NOTE: DO NOT use any gl commands here as streaming must be thread safe */
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if (texture->pboCount == 2)
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return true;
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/* update the GPU buffer */
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memcpy(texture->pboMap[texture->pboWIndex], buffer, texture->pboBufferSize);
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texture->pboSync[texture->pboWIndex] = 0;
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if (++texture->pboWIndex == 2)
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texture->pboWIndex = 0;
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INTERLOCKED_INC(&texture->pboCount);
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}
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else
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{
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/* Non streaming, this is NOT thread safe */
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for(int i = 0; i < texture->textureCount; ++i)
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{
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glBindTexture(GL_TEXTURE_2D, texture->textures[i]);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, texture->planes[i][0]);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->planes[i][0], texture->planes[i][1],
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texture->format, texture->dataType, buffer + texture->offsets[i]);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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return true;
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}
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bool egl_texture_update_from_frame(EGL_Texture * texture, const FrameBuffer frame)
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{
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if (!texture->streaming)
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return false;
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if (texture->pboCount == 2)
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return true;
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framebuffer_read(frame, texture->pboMap[texture->pboWIndex], texture->pboBufferSize);
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texture->pboSync[texture->pboWIndex] = 0;
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if (++texture->pboWIndex == 2)
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texture->pboWIndex = 0;
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INTERLOCKED_INC(&texture->pboCount);
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return true;
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}
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enum EGL_TexStatus egl_texture_process(EGL_Texture * texture)
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{
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if (!texture->streaming)
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return EGL_TEX_STATUS_OK;
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if (texture->pboCount == 0)
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return texture->ready ? EGL_TEX_STATUS_OK : EGL_TEX_STATUS_NOTREADY;
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/* process any buffers that have not yet been flushed */
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int pos = texture->pboRIndex;
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for(int i = 0; i < texture->pboCount; ++i)
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{
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if (texture->pboSync[pos] == 0)
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{
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->pbo[pos]);
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glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, texture->pboBufferSize);
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texture->pboSync[pos] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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}
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if (++pos == 2)
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pos = 0;
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}
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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/* wait for the buffer to be ready */
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pos = texture->pboRIndex;
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switch(glClientWaitSync(texture->pboSync[pos], 0, 0))
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{
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case GL_ALREADY_SIGNALED:
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case GL_CONDITION_SATISFIED:
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break;
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case GL_TIMEOUT_EXPIRED:
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return texture->ready ? EGL_TEX_STATUS_OK : EGL_TEX_STATUS_NOTREADY;
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case GL_WAIT_FAILED:
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glDeleteSync(texture->pboSync[pos]);
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EGL_ERROR("glClientWaitSync failed");
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return EGL_TEX_STATUS_ERROR;
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}
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/* delete the sync and bind the buffer */
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glDeleteSync(texture->pboSync[pos]);
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texture->pboSync[pos] = 0;
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->pbo[pos]);
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/* update the textures */
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for(int i = 0; i < texture->textureCount; ++i)
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{
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glBindTexture(GL_TEXTURE_2D, texture->textures[i]);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, texture->planes[i][2]);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->planes[i][0], texture->planes[i][1],
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texture->format, texture->dataType, (const void *)texture->offsets[i]);
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}
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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/* advance the read index */
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if (++texture->pboRIndex == 2)
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texture->pboRIndex = 0;
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INTERLOCKED_DEC(&texture->pboCount);
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texture->ready = true;
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return EGL_TEX_STATUS_OK;
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}
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enum EGL_TexStatus egl_texture_bind(EGL_Texture * texture)
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{
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/* if there are no new buffers ready, then just bind the textures */
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if (texture->streaming && !texture->ready)
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return EGL_TEX_STATUS_NOTREADY;
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for(int i = 0; i < texture->textureCount; ++i)
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{
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(GL_TEXTURE_2D, texture->textures[i]);
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glBindSampler(i, texture->samplers[i]);
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}
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return EGL_TEX_STATUS_OK;
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}
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int egl_texture_count(EGL_Texture * texture)
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{
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return texture->textureCount;
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} |