Enhance EGLRenderer's waitForRender() implementation

This commit is contained in:
Cameron Gutman 2022-04-10 20:20:44 -05:00
parent d8dbe77427
commit 0f5d4aa72f

View File

@ -861,9 +861,16 @@ void EGLRenderer::waitToRender()
// Wait for the previous buffer swap to finish before picking the next frame to render.
// This way we'll get the latest available frame and render it without blocking.
if (m_LastRenderSync != EGL_NO_SYNC) {
SDL_assert(m_eglClientWaitSync != nullptr);
m_eglClientWaitSync(m_EGLDisplay, m_LastRenderSync, EGL_SYNC_FLUSH_COMMANDS_BIT, EGL_FOREVER);
if (m_BlockingSwapBuffers) {
// Try to use eglClientWaitSync() if the driver supports it
if (m_LastRenderSync != EGL_NO_SYNC) {
SDL_assert(m_eglClientWaitSync != nullptr);
m_eglClientWaitSync(m_EGLDisplay, m_LastRenderSync, EGL_SYNC_FLUSH_COMMANDS_BIT, EGL_FOREVER);
}
else {
// Use glFinish() if fences aren't available
glFinish();
}
}
}
@ -925,8 +932,14 @@ void EGLRenderer::renderFrame(AVFrame* frame)
SDL_GL_SwapWindow(m_Window);
if (m_BlockingSwapBuffers) {
// This glClear() requires the new back buffer to complete. This ensures
// our eglClientWaitSync() or glFinish() call in waitToRender() will not
// return before the new buffer is actually ready for rendering.
glClear(GL_COLOR_BUFFER_BIT);
// If we this EGL implementation supports fences, use those to delay
// rendering the next frame until this one is completed.
// rendering the next frame until this one is completed. If not, we'll
// have to just use glFinish().
if (m_eglClientWaitSync != nullptr) {
// Delete the sync object from last render
if (m_LastRenderSync != EGL_NO_SYNC) {
@ -942,17 +955,6 @@ void EGLRenderer::renderFrame(AVFrame* frame)
m_LastRenderSync = m_eglCreateSyncKHR(m_EGLDisplay, EGL_SYNC_FENCE, nullptr);
}
}
else {
// This glClear() forces us to block until the buffer swap is
// complete to continue rendering. Mesa won't actually wait
// for the swap with just glFinish() alone. Waiting here keeps us
// in lock step with the display refresh rate. If we don't wait
// here, we'll stall on the first GL call next frame. Doing the
// wait here instead allows more time for a newer frame to arrive
// for next renderFrame() call.
glClear(GL_COLOR_BUFFER_BIT);
glFinish();
}
}
m_Backend->freeEGLImages(m_EGLDisplay, imgs);