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[PULL,4/9] sdl: restore optimized redraw

Message ID 20180216115410.27287-5-kraxel@redhat.com
State New
Headers show
Series [PULL,1/9] vnc: remove bogus object_unref on client socket | expand

Commit Message

Gerd Hoffmann Feb. 16, 2018, 11:54 a.m. UTC
From: Anatoly Trosinenko <anatoly.trosinenko@gmail.com>

The documentation on SDL_RenderPresent function states that
"the backbuffer should be considered invalidated after each present",
so copy the entire texture on each redraw.

On the other hand, SDL_UpdateTexture function is described as
"fairly slow function", so restrict it to just the changed pixels.

Also added SDL_RenderClear call, as suggested in the documentation
page on SDL_RenderPresent.

Signed-off-by: Anatoly Trosinenko <anatoly.trosinenko@gmail.com>
Message-id: 20180205133228.25082-1-anatoly.trosinenko@gmail.com
Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
---
 ui/sdl2-2d.c | 21 ++++++---------------
 1 file changed, 6 insertions(+), 15 deletions(-)

Comments

Peter Maydell April 27, 2018, 1:08 p.m. UTC | #1
On 16 February 2018 at 11:54, Gerd Hoffmann <kraxel@redhat.com> wrote:
> From: Anatoly Trosinenko <anatoly.trosinenko@gmail.com>
>
> The documentation on SDL_RenderPresent function states that
> "the backbuffer should be considered invalidated after each present",
> so copy the entire texture on each redraw.
>
> On the other hand, SDL_UpdateTexture function is described as
> "fairly slow function", so restrict it to just the changed pixels.
>
> Also added SDL_RenderClear call, as suggested in the documentation
> page on SDL_RenderPresent.
>
> Signed-off-by: Anatoly Trosinenko <anatoly.trosinenko@gmail.com>
> Message-id: 20180205133228.25082-1-anatoly.trosinenko@gmail.com
> Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
> ---
>  ui/sdl2-2d.c | 21 ++++++---------------
>  1 file changed, 6 insertions(+), 15 deletions(-)
>
> diff --git a/ui/sdl2-2d.c b/ui/sdl2-2d.c
> index 8ab68d67b9..1f34817bae 100644
> --- a/ui/sdl2-2d.c
> +++ b/ui/sdl2-2d.c
> @@ -36,6 +36,8 @@ void sdl2_2d_update(DisplayChangeListener *dcl,
>      struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
>      DisplaySurface *surf = qemu_console_surface(dcl->con);
>      SDL_Rect rect;
> +    size_t surface_data_offset = surface_bytes_per_pixel(surf) * x +
> +                                 surface_stride(surf) * y;
>
>      assert(!scon->opengl);
>

Hi. Coverity points out (CID 1390598) that this change adds
a use of 'surf' before the "if (!surf) { return; }" check.
I suspect the calculation of surface_data_offset should be
done lower in the function, after all the early-exit checks.

thanks
-- PMM
diff mbox series

Patch

diff --git a/ui/sdl2-2d.c b/ui/sdl2-2d.c
index 8ab68d67b9..1f34817bae 100644
--- a/ui/sdl2-2d.c
+++ b/ui/sdl2-2d.c
@@ -36,6 +36,8 @@  void sdl2_2d_update(DisplayChangeListener *dcl,
     struct sdl2_console *scon = container_of(dcl, struct sdl2_console, dcl);
     DisplaySurface *surf = qemu_console_surface(dcl->con);
     SDL_Rect rect;
+    size_t surface_data_offset = surface_bytes_per_pixel(surf) * x +
+                                 surface_stride(surf) * y;
 
     assert(!scon->opengl);
 
@@ -46,27 +48,16 @@  void sdl2_2d_update(DisplayChangeListener *dcl,
         return;
     }
 
-    /*
-     * SDL2 seems to do some double-buffering, and trying to only
-     * update the changed areas results in only one of the two buffers
-     * being updated.  Which flickers alot.  So lets not try to be
-     * clever do a full update every time ...
-     */
-#if 0
     rect.x = x;
     rect.y = y;
     rect.w = w;
     rect.h = h;
-#else
-    rect.x = 0;
-    rect.y = 0;
-    rect.w = surface_width(surf);
-    rect.h = surface_height(surf);
-#endif
 
-    SDL_UpdateTexture(scon->texture, NULL, surface_data(surf),
+    SDL_UpdateTexture(scon->texture, &rect,
+                      surface_data(surf) + surface_data_offset,
                       surface_stride(surf));
-    SDL_RenderCopy(scon->real_renderer, scon->texture, &rect, &rect);
+    SDL_RenderClear(scon->real_renderer);
+    SDL_RenderCopy(scon->real_renderer, scon->texture, NULL, NULL);
     SDL_RenderPresent(scon->real_renderer);
 }