CameraView: sync pbo with glFence instead of calling glFinish (#23409)
* CameraView: sync pbo with glFence instead of calling glFinish (#23293) * Sync pbo with fence * use std::unique_ptr * cameraview.cc: call glFlush after creating fence Co-authored-by: Dean Lee <deanlee3@gmail.com>pull/23447/head
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c4b36ce11e
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d77782ea93
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@ -202,9 +202,15 @@ void CameraViewWidget::paintGL() {
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glClearColor(bg.redF(), bg.greenF(), bg.blueF(), bg.alphaF());
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glClear(GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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std::lock_guard lk(lock);
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if (latest_texture_id == -1) return;
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glViewport(0, 0, width(), height());
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// sync with the PBO
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if (wait_fence) {
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wait_fence->wait();
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}
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glBindVertexArray(frame_vao);
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glActiveTexture(GL_TEXTURE0);
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@ -289,26 +295,33 @@ void CameraViewWidget::vipcThread() {
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}
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if (VisionBuf *buf = vipc_client->recv(nullptr, 1000)) {
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if (!Hardware::EON()) {
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void *texture_buffer = gl_buffer->map(QOpenGLBuffer::WriteOnly);
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{
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std::lock_guard lk(lock);
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if (!Hardware::EON()) {
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void *texture_buffer = gl_buffer->map(QOpenGLBuffer::WriteOnly);
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if (texture_buffer == nullptr) {
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LOGE("gl_buffer->map returned nullptr");
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continue;
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}
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memcpy(texture_buffer, buf->addr, buf->len);
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gl_buffer->unmap();
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if (texture_buffer == nullptr) {
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LOGE("gl_buffer->map returned nullptr");
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continue;
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// copy pixels from PBO to texture object
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glBindTexture(GL_TEXTURE_2D, texture[buf->idx]->frame_tex);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, buf->width, buf->height, GL_RGB, GL_UNSIGNED_BYTE, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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assert(glGetError() == GL_NO_ERROR);
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wait_fence.reset(new WaitFence());
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// Ensure the fence is in the GPU command queue, or waiting on it might block
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// https://www.khronos.org/opengl/wiki/Sync_Object#Flushing_and_contexts
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glFlush();
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}
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memcpy(texture_buffer, buf->addr, buf->len);
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gl_buffer->unmap();
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// copy pixels from PBO to texture object
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glBindTexture(GL_TEXTURE_2D, texture[buf->idx]->frame_tex);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, buf->width, buf->height, GL_RGB, GL_UNSIGNED_BYTE, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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assert(glGetError() == GL_NO_ERROR);
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// use glFinish to ensure that the texture has been uploaded.
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glFinish();
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latest_texture_id = buf->idx;
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}
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latest_texture_id = buf->idx;
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// Schedule update. update() will be invoked on the gui thread.
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QMetaObject::invokeMethod(this, "update");
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@ -36,11 +36,20 @@ protected:
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virtual void updateFrameMat(int w, int h);
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void vipcThread();
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struct WaitFence {
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WaitFence() { sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0); }
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~WaitFence() { glDeleteSync(sync); }
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void wait() { glWaitSync(sync, 0, GL_TIMEOUT_IGNORED); }
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GLsync sync = 0;
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};
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bool zoomed_view;
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std::atomic<int> latest_texture_id = -1;
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std::mutex lock;
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int latest_texture_id = -1;
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GLuint frame_vao, frame_vbo, frame_ibo;
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mat4 frame_mat;
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std::unique_ptr<EGLImageTexture> texture[UI_BUF_COUNT];
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std::unique_ptr<WaitFence> wait_fence;
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std::unique_ptr<QOpenGLShaderProgram> program;
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QColor bg = QColor("#000000");
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@ -50,7 +59,6 @@ protected:
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std::atomic<VisionStreamType> stream_type;
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QThread *vipc_thread = nullptr;
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protected slots:
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void vipcConnected(VisionIpcClient *vipc_client);
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};
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