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gpu.cpp
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gpu.cpp
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#include <bcm_host.h> // bcm_host_init, bcm_host_deinit
#include <linux/futex.h> // FUTEX_WAKE
#include <sys/syscall.h> // SYS_futex
#include <syslog.h> // syslog, LOG_ERR
#include <stdio.h> // fprintf
#include <math.h> // floor
#include "config.h"
#include "gpu.h"
#include "display.h"
#include "tick.h"
#include "util.h"
#include "statistics.h"
#include "mem_alloc.h"
bool MarkProgramQuitting(void);
// Uncomment these build options to make the display output a random performance test pattern instead of the actual
// display content. Used to debug/measure performance.
// #define RANDOM_TEST_PATTERN
#define RANDOM_TEST_PATTERN_STRIPE_WIDTH DISPLAY_DRAWABLE_WIDTH
#define RANDOM_TEST_PATTERN_FRAME_RATE 120
DISPMANX_DISPLAY_HANDLE_T display;
DISPMANX_RESOURCE_HANDLE_T screen_resource;
VC_RECT_T rect;
int frameTimeHistorySize = 0;
FrameHistory frameTimeHistory[FRAME_HISTORY_MAX_SIZE] = {};
uint16_t *videoCoreFramebuffer[2] = {};
volatile int numNewGpuFrames = 0;
int displayXOffset = 0;
int displayYOffset = 0;
int gpuFrameWidth = 0;
int gpuFrameHeight = 0;
int gpuFramebufferScanlineStrideBytes = 0;
int gpuFramebufferSizeBytes = 0;
int excessPixelsLeft = 0;
int excessPixelsRight = 0;
int excessPixelsTop = 0;
int excessPixelsBottom = 0;
// If one first runs content that updates at e.g. 24fps, a video perhaps, the frame rate histogram will lock to that update
// rate and frame snapshots are done at 24fps. Later when user quits watching the video, and returns to e.g. 60fps updated
// launcher menu, there needs to be some mechanism that detects that update rate has now increased, and synchronizes to the
// new update rate. If snapshots keep occurring at fixed 24fps, the increase in content update rate would go unnoticed.
// Therefore maintain a "linear increases/geometric slowdowns" style of factor that pulls the frame snapshotting mechanism
// to drive itself at faster rates, poking snapshots to be performed more often to discover if the content update rate is
// more than what is currently expected.
int eagerFastTrackToSnapshottingFramesEarlierFactor = 0;
uint64_t lastFramePollTime = 0;
pthread_t gpuPollingThread;
int RoundUpToMultipleOf(int val, int multiple)
{
return ((val + multiple - 1) / multiple) * multiple;
}
// Tests if the pixels on the given new captured frame actually contain new image data from the previous frame
bool IsNewFramebuffer(uint16_t *possiblyNewFramebuffer, uint16_t *oldFramebuffer)
{
for(uint32_t *newfb = (uint32_t*)possiblyNewFramebuffer, *oldfb = (uint32_t*)oldFramebuffer, *endfb = (uint32_t*)oldFramebuffer + gpuFramebufferSizeBytes/4; oldfb < endfb;)
if (*newfb++ != *oldfb++)
return true;
return false;
}
bool SnapshotFramebuffer(uint16_t *destination)
{
lastFramePollTime = tick();
#ifdef RANDOM_TEST_PATTERN
// Generate random noise that updates each frame
// uint32_t randomColor = rand() % 65536;
static int col = 0;
static int barY = 0;
static uint64_t lastTestImage = tick();
uint32_t randomColor = ((31 + ABS(col - 32)) << 5);
uint64_t now = tick();
if (now - lastTestImage >= 1000000/RANDOM_TEST_PATTERN_FRAME_RATE)
{
col = (col + 2) & 31;
lastTestImage = now;
}
randomColor = randomColor | (randomColor << 16);
uint32_t *newfb = (uint32_t*)destination;
for(int y = 0; y < gpuFrameHeight; ++y)
{
int x = 0;
const int XX = RANDOM_TEST_PATTERN_STRIPE_WIDTH>>1;
while(x <= gpuFrameWidth>>1)
{
for(int X = 0; x+X < gpuFrameWidth>>1; ++X)
{
if (y == barY)
newfb[x+X] = 0xFFFFFFFF;
else if (y == barY+1 || y == barY-1)
newfb[x+X] = 0;
else
newfb[x+X] = randomColor;
}
x += XX + 6;
}
newfb += gpuFramebufferScanlineStrideBytes>>2;
}
barY = (barY + 1) % gpuFrameHeight;
#else
// Grab a new frame from the GPU. TODO: Figure out a way to get a frame callback for each GPU-rendered frame,
// that would be vastly superior for lower latency, reduced stuttering and lighter processing overhead.
// Currently this implemented method just takes a snapshot of the most current GPU framebuffer contents,
// without any concept of "finished frames". If this is the case, it's possible that this could grab the same
// frame twice, and then potentially missing, or displaying the later appearing new frame at a very last moment.
// Profiling, the following two lines take around ~1msec of time.
int failed = vc_dispmanx_snapshot(display, screen_resource, (DISPMANX_TRANSFORM_T)0);
if (failed)
{
// We cannot do much better here (or do not know what to do), it looks like if vc_dispmanx_snapshot() fails once, it will crash if attempted to be called again, and it will not recover. We can only terminate here. Sad :/
printf("vc_dispmanx_snapshot() failed with return code %d! If this appears related to a change in HDMI/display resolution, see https://github.com/juj/fbcp-ili9341/issues/28 and https://github.com/raspberrypi/userland/issues/461 (try setting fbcp-ili9341 up as an infinitely restarting system service to recover)\n", failed);
MarkProgramQuitting();
return false;
}
// BUG in vc_dispmanx_resource_read_data(!!): If one is capturing a small subrectangle of a large screen resource rectangle, the destination pointer
// is in vc_dispmanx_resource_read_data() incorrectly still taken to point to the top-left corner of the large screen resource, instead of the top-left
// corner of the subrectangle to capture. Therefore do dirty pointer arithmetic to adjust for this. To make this safe, videoCoreFramebuffer is allocated
// double its needed size so that this adjusted pointer does not reference outside allocated memory (if it did, vc_dispmanx_resource_read_data() was seen
// to randomly fail and then subsequently hang if called a second time)
#ifdef DISPLAY_FLIP_ORIENTATION_IN_SOFTWARE
static uint16_t *tempTransposeBuffer = 0; // Allocate as static here to keep the number of #ifdefs down a bit
const int pixelWidth = gpuFrameHeight+excessPixelsTop+excessPixelsBottom;
const int pixelHeight = gpuFrameWidth + excessPixelsLeft + excessPixelsRight;
const int stride = RoundUpToMultipleOf(pixelWidth*sizeof(uint16_t), 32);
if (!tempTransposeBuffer)
{
tempTransposeBuffer = (uint16_t *)Malloc(pixelHeight * stride * 2, "gpu.cpp tempTransposeBuffer");
tempTransposeBuffer += pixelHeight * (stride>>1);
}
uint16_t *destPtr = tempTransposeBuffer - excessPixelsLeft * (stride >> 1) - excessPixelsTop;
#else
uint16_t *destPtr = destination - excessPixelsTop*(gpuFramebufferScanlineStrideBytes>>1) - excessPixelsLeft;
const int stride = gpuFramebufferScanlineStrideBytes;
#endif
failed = vc_dispmanx_resource_read_data(screen_resource, &rect, destPtr, stride);
if (failed)
{
printf("vc_dispmanx_resource_read_data failed with return code %d!\n", failed);
MarkProgramQuitting();
return false;
}
#ifdef DISPLAY_FLIP_ORIENTATION_IN_SOFTWARE
// Transpose the snapshotted frame from landscape to portrait. The following takes around 0.5-1.0 msec
// of extra CPU time, so while this improves tearing to be perhaps a bit nicer visually, it probably
// is not good on the Pi Zero.
for(int y = 0; y < gpuFrameHeight; ++y)
for(int x = 0; x < gpuFrameWidth; ++x)
destination[y*(gpuFramebufferScanlineStrideBytes>>1)+x] = tempTransposeBuffer[x*(stride>>1)+y];
#endif
#endif
return true;
}
#ifdef USE_GPU_VSYNC
void VsyncCallback(DISPMANX_UPDATE_HANDLE_T u, void *arg)
{
// If TARGET_FRAME_RATE is e.g. 30 or 20, decimate only every second or third vsync callback to be processed.
static int frameSkipCounter = 0;
frameSkipCounter += TARGET_FRAME_RATE;
if (frameSkipCounter < 60) return;
frameSkipCounter -= 60;
__atomic_fetch_add(&numNewGpuFrames, 1, __ATOMIC_SEQ_CST);
syscall(SYS_futex, &numNewGpuFrames, FUTEX_WAKE, 1, 0, 0, 0); // Wake the main thread if it was sleeping to get a new frame
}
#else // !USE_GPU_VSYNC
extern volatile bool programRunning;
void *gpu_polling_thread(void*)
{
uint64_t lastNewFrameReceivedTime = tick();
while(programRunning)
{
#ifdef SAVE_BATTERY_BY_SLEEPING_UNTIL_TARGET_FRAME
const int64_t earlyFramePrediction = 500;
uint64_t earliestNextFrameArrivaltime = lastNewFrameReceivedTime + 1000000/TARGET_FRAME_RATE - earlyFramePrediction;
uint64_t now = tick();
if (earliestNextFrameArrivaltime > now)
usleep(earliestNextFrameArrivaltime - now);
#endif
#if defined(SAVE_BATTERY_BY_PREDICTING_FRAME_ARRIVAL_TIMES) || defined(SAVE_BATTERY_BY_SLEEPING_WHEN_IDLE)
uint64_t nextFrameArrivalTime = PredictNextFrameArrivalTime();
int64_t timeToSleep = nextFrameArrivalTime - tick();
const int64_t minimumSleepTime = 150; // Don't sleep if the next frame is expected to arrive in less than this much time
if (timeToSleep > minimumSleepTime)
usleep(timeToSleep - minimumSleepTime);
#endif
uint64_t t0 = tick();
bool gotNewFramebuffer = SnapshotFramebuffer(videoCoreFramebuffer[0]);
// Check the pixel contents of the snapshot to see if we actually received a new frame to render
gotNewFramebuffer = gotNewFramebuffer && IsNewFramebuffer(videoCoreFramebuffer[0], videoCoreFramebuffer[1]);
if (gotNewFramebuffer)
{
lastNewFrameReceivedTime = t0;
AddHistogramSample(lastNewFrameReceivedTime);
}
uint64_t t1 = tick();
if (!gotNewFramebuffer)
{
#ifdef STATISTICS
__atomic_fetch_add(&timeWastedPollingGPU, t1-t0, __ATOMIC_RELAXED);
#endif
// We did not get a new frame - halve the eager fast tracking factor geometrically, we are probably
// near synchronized to the update rate of the content.
eagerFastTrackToSnapshottingFramesEarlierFactor /= 2;
continue;
}
else
{
// We got a new framebuffer, so linearly increase the driving rate to snapshot next framebuffer a bit earlier, in case
// our update rate is too slow for the content.
++eagerFastTrackToSnapshottingFramesEarlierFactor;
memcpy(videoCoreFramebuffer[1], videoCoreFramebuffer[0], gpuFramebufferSizeBytes);
__atomic_fetch_add(&numNewGpuFrames, 1, __ATOMIC_SEQ_CST);
syscall(SYS_futex, &numNewGpuFrames, FUTEX_WAKE, 1, 0, 0, 0); // Wake the main thread if it was sleeping to get a new frame
}
}
pthread_exit(0);
}
#endif // ~USE_GPU_VSYNC
// Since we are polling for received GPU frames, run a histogram to predict when the next frame will arrive.
// The histogram needs to be sufficiently small as to not cause a lag when frame rate suddenly changes on e.g.
// main menu <-> ingame transitions
uint64_t frameArrivalTimes[HISTOGRAM_SIZE];
uint64_t frameArrivalTimesTail = 0;
int histogramSize = 0;
// If framerate has been high for a long time, but then drops to e.g. 1fps, it would take a very very long time to fill up
// the histogram of these 1fps intervals, so fbcp-ili9341 would take a long time to go back to sleep. Introduce a max age
// for histogram entries of 10 seconds, so that if refresh rate drops from 60hz to 1hz, then after 10 seconds the histogram
// buffer will have only these 1fps intervals in it, and it will go to sleep to yield CPU time.
#define HISTOGRAM_MAX_SAMPLE_AGE 10000000
void AddHistogramSample(uint64_t t)
{
frameArrivalTimes[frameArrivalTimesTail] = t;
frameArrivalTimesTail = (frameArrivalTimesTail + 1) % HISTOGRAM_SIZE;
if (histogramSize < HISTOGRAM_SIZE) ++histogramSize;
// Expire too old entries.
while(t - GET_HISTOGRAM(histogramSize-1) > HISTOGRAM_MAX_SAMPLE_AGE) --histogramSize;
}
int cmp(const void *e1, const void *e2) { return *(uint64_t*)e1 > *(uint64_t*)e2; }
uint64_t EstimateFrameRateInterval()
{
#ifdef RANDOM_TEST_PATTERN
return 1000000/RANDOM_TEST_PATTERN_FRAME_RATE;
#endif
if (histogramSize == 0) return 1000000/TARGET_FRAME_RATE;
uint64_t mostRecentFrame = GET_HISTOGRAM(0);
// High sleep mode hacks to save battery when ~idle: (These could be removed with an event based VideoCore display refresh API)
uint64_t timeNow = tick();
#ifdef SAVE_BATTERY_BY_SLEEPING_WHEN_IDLE
// "Deep sleep" options: is user leaves the device with static content on screen for a long time.
if (timeNow - mostRecentFrame > 60000000) { histogramSize = 1; return 500000; } // if it's been more than one minute since last seen update, assume interval of 500ms.
if (timeNow - mostRecentFrame > 5000000) return lastFramePollTime + 100000; // if it's been more than 5 seconds since last seen update, assume interval of 100ms.
#endif
#ifndef SAVE_BATTERY_BY_PREDICTING_FRAME_ARRIVAL_TIMES
return 1000000/TARGET_FRAME_RATE;
#else
if (histogramSize < 2) return 100000; // Frame histogram needs to have at least a few entries to bootstrap, if there's very few, either refresh rate is low, or fbcp-ili9341 just started
// Look at the intervals of all previous arrived frames, and take some percentile value as our expected current frame rate
uint64_t intervals[HISTOGRAM_SIZE-1];
for(int i = 0; i < histogramSize-1; ++i)
intervals[i] = MIN(100000, GET_HISTOGRAM(i) - GET_HISTOGRAM(i+1));
qsort(intervals, histogramSize-1, sizeof(uint64_t), cmp);
// Apply frame rate increase discovery factor to both the percentile position and the interpreted frame interval to catch
// up with display update rate if it has increased
int percentile = (histogramSize-1)*2/5;
percentile = MAX(percentile-eagerFastTrackToSnapshottingFramesEarlierFactor, 0);
uint64_t interval = intervals[percentile];
// Fast tracking #1: Always look at two most recent frames in addition to the ~40% percentile and follow whichever is a shorter period of time
interval = MIN(interval, GET_HISTOGRAM(0) - GET_HISTOGRAM(1));
// Fast tracking #2: if we seem to always get a new frame whenever snapshotting, we should try speeding up
interval = MAX((int64_t)interval - eagerFastTrackToSnapshottingFramesEarlierFactor*1000, (int64_t)1000000/TARGET_FRAME_RATE);
if (interval > 100000) interval = 100000;
return MAX(interval, 1000000/TARGET_FRAME_RATE);
#endif
}
uint64_t PredictNextFrameArrivalTime()
{
uint64_t mostRecentFrame = histogramSize > 0 ? GET_HISTOGRAM(0) : tick();
// High sleep mode hacks to save battery when ~idle: (These could be removed with an event based VideoCore display refresh API)
uint64_t timeNow = tick();
#ifdef SAVE_BATTERY_BY_SLEEPING_WHEN_IDLE
// "Deep sleep" options: is user leaves the device with static content on screen for a long time.
if (timeNow - mostRecentFrame > 60000000) { histogramSize = 1; return lastFramePollTime + 100000; } // if it's been more than one minute since last seen update, assume interval of 100ms.
if (timeNow - mostRecentFrame > 5000000) return lastFramePollTime + 100000; // if it's been more than 5 seconds since last seen update, assume interval of 100ms.
#endif
uint64_t interval = EstimateFrameRateInterval();
// Assume that frames are arriving at times mostRecentFrame + k * interval.
// Find integer k such that mostRecentFrame + k * interval >= timeNow
// i.e. k = ceil((timeNow - mostRecentFrame) / interval)
uint64_t k = (timeNow - mostRecentFrame + interval - 1) / interval;
uint64_t nextFrameArrivalTime = mostRecentFrame + k * interval;
uint64_t timeOfPreviousMissedFrame = nextFrameArrivalTime - interval;
// If there should have been a frame just 1/3rd of our interval window ago, assume it was just missed and report back "the next frame is right now"
if (timeNow - timeOfPreviousMissedFrame < interval/3 && timeOfPreviousMissedFrame > mostRecentFrame) return timeNow;
else return nextFrameArrivalTime;
}
void InitGPU()
{
// Initialize GPU frame grabbing subsystem
bcm_host_init();
display = vc_dispmanx_display_open(0);
if (!display) FATAL_ERROR("vc_dispmanx_display_open failed! Make sure to have hdmi_force_hotplug=1 setting in /boot/config.txt");
DISPMANX_MODEINFO_T display_info;
int ret = vc_dispmanx_display_get_info(display, &display_info);
if (ret) FATAL_ERROR("vc_dispmanx_display_get_info failed!");
#ifdef DISPLAY_FLIP_ORIENTATION_IN_SOFTWARE
// Pretend that the display framebuffer would be in portrait mode for the purposes of size computation etc.
// Snapshotting code transposes the obtained framebuffer immediately after capture from landscape to portrait to make it so.
SWAPU32(display_info.width, display_info.height);
printf("DISPLAY_FLIP_ORIENTATION_IN_SOFTWARE: Swapping width/height to update display in portrait mode to minimize tearing.\n");
#endif
// We may need to scale the main framebuffer to fit the native pixel size of the display. Always want to do such scaling in aspect ratio fixed mode to not stretch the image.
// (For non-square pixels or similar, could apply a correction factor here to fix aspect ratio)
// Often it happens that the content that is being rendered already has black letterboxes/pillarboxes if it was produced for a different aspect ratio than
// what the current HDMI resolution is. However the current HDMI resolution might not be in the same aspect ratio as DISPLAY_DRAWABLE_WIDTH x DISPLAY_DRAWABLE_HEIGHT.
// Therefore we may be aspect ratio correcting content that has already letterboxes/pillarboxes on it, which can result in letterboxes-on-pillarboxes, or vice versa.
// To enable removing the double aspect ratio correction, the following settings enable "overscan": crop left/right and top/down parts of the source image
// to remove the letterboxed parts of the source. This overscan method can also used to crop excess edges of old emulator based games intended for analog TVs,
// e.g. NES games often had graphical artifacts on left or right edge of the screen when the game scrolls, which usually were hidden on analog TVs with overscan.
/* In /opt/retropie/configs/nes/retroarch.cfg, if running fceumm NES emulator, put:
aspect_ratio_index = "22"
custom_viewport_width = "256"
custom_viewport_height = "224"
custom_viewport_x = "32"
custom_viewport_y = "8"
(see https://github.com/RetroPie/RetroPie-Setup/wiki/Smaller-RetroArch-Screen)
and configure /boot/config.txt to 320x240 HDMI mode to get pixel perfect rendering without blurring scaling.
Curiously, if using quicknes emulator instead, it seems to render to a horizontally 16 pixels smaller resolution. Therefore put in
aspect_ratio_index = "22"
custom_viewport_width = "240"
custom_viewport_height = "224"
custom_viewport_x = "40"
custom_viewport_y = "8"
instead for pixel perfect rendering. Also in /opt/retropie/configs/all/retroarch.cfg, set
video_fullscreen_x = "320"
video_fullscreen_y = "240"
*/
// The overscan values are in normalized 0.0 .. 1.0 percentages of the total width/height of the screen.
double overscanLeft = 0.00;
double overscanRight = 0.00;
double overscanTop = 0.00;
double overscanBottom = 0.00;
// If specified, computes overscan that crops away equally much content from all sides of the source frame
// to display the center of the source frame pixel perfect.
#ifdef DISPLAY_CROPPED_INSTEAD_OF_SCALING
if (DISPLAY_DRAWABLE_WIDTH < display_info.width)
{
overscanLeft = (display_info.width - DISPLAY_DRAWABLE_WIDTH) * 0.5 / display_info.width;
overscanRight = overscanLeft;
}
if (DISPLAY_DRAWABLE_HEIGHT < display_info.height)
{
overscanTop = (display_info.height - DISPLAY_DRAWABLE_HEIGHT) * 0.5 / display_info.height;
overscanBottom = overscanTop;
}
#endif
// Overscan must be actual pixels - can't be fractional, so round the overscan %s so that they align with
// pixel boundaries of the source image.
overscanLeft = (double)ROUND_TO_FLOOR_INT(display_info.width * overscanLeft) / display_info.width;
overscanRight = (double)ROUND_TO_CEIL_INT(display_info.width * overscanRight) / display_info.width;
overscanTop = (double)ROUND_TO_FLOOR_INT(display_info.height * overscanTop) / display_info.height;
overscanBottom = (double)ROUND_TO_CEIL_INT(display_info.height * overscanBottom) / display_info.height;
int relevantDisplayWidth = ROUND_TO_NEAREST_INT(display_info.width * (1.0 - overscanLeft - overscanRight));
int relevantDisplayHeight = ROUND_TO_NEAREST_INT(display_info.height * (1.0 - overscanTop - overscanBottom));
printf("Relevant source display area size with overscan cropped away: %dx%d.\n", relevantDisplayWidth, relevantDisplayHeight);
double scalingFactorWidth = (double)DISPLAY_DRAWABLE_WIDTH/relevantDisplayWidth;
double scalingFactorHeight = (double)DISPLAY_DRAWABLE_HEIGHT/relevantDisplayHeight;
#ifndef DISPLAY_BREAK_ASPECT_RATIO_WHEN_SCALING
// If doing aspect ratio correct scaling, scale both width and height by equal proportions
scalingFactorWidth = scalingFactorHeight = MIN(scalingFactorWidth, scalingFactorHeight);
#endif
// Since display resolution must be full pixels and not fractional, round the scaling to nearest pixel size
// (and recompute after the subpixel rounding what the actual scaling factor ends up being)
int scaledWidth = ROUND_TO_NEAREST_INT(relevantDisplayWidth * scalingFactorWidth);
int scaledHeight = ROUND_TO_NEAREST_INT(relevantDisplayHeight * scalingFactorHeight);
scalingFactorWidth = (double)scaledWidth/relevantDisplayWidth;
scalingFactorHeight = (double)scaledHeight/relevantDisplayHeight;
displayXOffset = DISPLAY_COVERED_LEFT_SIDE + (DISPLAY_DRAWABLE_WIDTH - scaledWidth) / 2;
displayYOffset = DISPLAY_COVERED_TOP_SIDE + (DISPLAY_DRAWABLE_HEIGHT - scaledHeight) / 2;
excessPixelsLeft = ROUND_TO_NEAREST_INT(display_info.width * overscanLeft * scalingFactorWidth);
excessPixelsRight = ROUND_TO_NEAREST_INT(display_info.width * overscanRight * scalingFactorWidth);
excessPixelsTop = ROUND_TO_NEAREST_INT(display_info.height * overscanTop * scalingFactorHeight);
excessPixelsBottom = ROUND_TO_NEAREST_INT(display_info.height * overscanBottom * scalingFactorHeight);
gpuFrameWidth = scaledWidth;
gpuFrameHeight = scaledHeight;
gpuFramebufferScanlineStrideBytes = RoundUpToMultipleOf((gpuFrameWidth + excessPixelsLeft + excessPixelsRight) * 2, 32);
gpuFramebufferSizeBytes = gpuFramebufferScanlineStrideBytes * (gpuFrameHeight + excessPixelsTop + excessPixelsBottom);
// BUG in vc_dispmanx_resource_read_data(!!): If one is capturing a small subrectangle of a large screen resource rectangle, the destination pointer
// is in vc_dispmanx_resource_read_data() incorrectly still taken to point to the top-left corner of the large screen resource, instead of the top-left
// corner of the subrectangle to capture. Therefore do dirty pointer arithmetic to adjust for this. To make this safe, videoCoreFramebuffer is allocated
// double its needed size so that this adjusted pointer does not reference outside allocated memory (if it did, vc_dispmanx_resource_read_data() was seen
// to randomly fail and then subsequently hang if called a second time)
videoCoreFramebuffer[0] = (uint16_t *)Malloc(gpuFramebufferSizeBytes*2, "gpu.cpp framebuffer0");
videoCoreFramebuffer[1] = (uint16_t *)Malloc(gpuFramebufferSizeBytes*2, "gpu.cpp framebuffer1");
memset(videoCoreFramebuffer[0], 0, gpuFramebufferSizeBytes*2);
memset(videoCoreFramebuffer[1], 0, gpuFramebufferSizeBytes*2);
videoCoreFramebuffer[0] += (gpuFramebufferSizeBytes>>1);
videoCoreFramebuffer[1] += (gpuFramebufferSizeBytes>>1);
syslog(LOG_INFO, "GPU display is %dx%d. SPI display is %dx%d with drawable area of %dx%d. Applying scaling factor horiz=%.2fx & vert=%.2fx, xOffset: %d, yOffset: %d, scaledWidth: %d, scaledHeight: %d", display_info.width, display_info.height, DISPLAY_WIDTH, DISPLAY_HEIGHT, DISPLAY_DRAWABLE_WIDTH, DISPLAY_DRAWABLE_HEIGHT, scalingFactorWidth, scalingFactorHeight, displayXOffset, displayYOffset, scaledWidth, scaledHeight);
printf("Source GPU display is %dx%d. Output SPI display is %dx%d with a drawable area of %dx%d. Applying scaling factor horiz=%.2fx & vert=%.2fx, xOffset: %d, yOffset: %d, scaledWidth: %d, scaledHeight: %d\n", display_info.width, display_info.height, DISPLAY_WIDTH, DISPLAY_HEIGHT, DISPLAY_DRAWABLE_WIDTH, DISPLAY_DRAWABLE_HEIGHT, scalingFactorWidth, scalingFactorHeight, displayXOffset, displayYOffset, scaledWidth, scaledHeight);
uint32_t image_prt;
printf("Creating dispmanX resource of size %dx%d (aspect ratio=%f).\n", scaledWidth + excessPixelsLeft + excessPixelsRight, scaledHeight + excessPixelsTop + excessPixelsBottom, (double)(scaledWidth + excessPixelsLeft + excessPixelsRight) / (scaledHeight + excessPixelsTop + excessPixelsBottom));
#ifdef DISPLAY_FLIP_ORIENTATION_IN_SOFTWARE
screen_resource = vc_dispmanx_resource_create(VC_IMAGE_RGB565, scaledHeight + excessPixelsTop + excessPixelsBottom, scaledWidth + excessPixelsLeft + excessPixelsRight, &image_prt);
vc_dispmanx_rect_set(&rect, excessPixelsTop, excessPixelsLeft, scaledHeight, scaledWidth);
#else
screen_resource = vc_dispmanx_resource_create(VC_IMAGE_RGB565, scaledWidth + excessPixelsLeft + excessPixelsRight, scaledHeight + excessPixelsTop + excessPixelsBottom, &image_prt);
vc_dispmanx_rect_set(&rect, excessPixelsLeft, excessPixelsTop, scaledWidth, scaledHeight);
#endif
if (!screen_resource) FATAL_ERROR("vc_dispmanx_resource_create failed!");
printf("GPU grab rectangle is offset x=%d,y=%d, size w=%dxh=%d, aspect ratio=%f\n", excessPixelsLeft, excessPixelsTop, scaledWidth, scaledHeight, (double)scaledWidth / scaledHeight);
#ifdef USE_GPU_VSYNC
// Register to receive vsync notifications. This is a heuristic, since the application might not be locked at vsync, and even
// if it was, this signal is not a guaranteed edge trigger for availability of new frames.
vc_dispmanx_vsync_callback(display, VsyncCallback, 0);
#else
// Record some fake samples to frame rate histogram to fast track it to warm state.
uint64_t now = tick();
for(int i = 0; i < HISTOGRAM_SIZE; ++i)
AddHistogramSample(now - 1000000ULL*(HISTOGRAM_SIZE-i) / TARGET_FRAME_RATE);
int rc = pthread_create(&gpuPollingThread, NULL, gpu_polling_thread, NULL); // After creating the thread, it is assumed to have ownership of the SPI bus, so no SPI chat on the main thread after this.
if (rc != 0) FATAL_ERROR("Failed to create GPU polling thread!");
#endif
}
void DeinitGPU()
{
#ifdef USE_GPU_VSYNC
if (display) vc_dispmanx_vsync_callback(display, NULL, 0);
#else
pthread_join(gpuPollingThread, NULL);
gpuPollingThread = (pthread_t)0;
#endif
if (screen_resource)
{
vc_dispmanx_resource_delete(screen_resource);
screen_resource = 0;
}
if (display)
{
vc_dispmanx_display_close(display);
display = 0;
}
bcm_host_deinit();
}