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https://github.com/gnif/LookingGlass.git
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[client] egl: fix incorrect texture usage
The existing code would overwrite the texture's data even if the texture is currently being used to render to screen. This changeset generates a texture for each buffer preventing this invalid usage.
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@ -76,7 +76,7 @@ struct EGL_Texture
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struct BufferState state;
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int bufferCount;
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GLuint tex;
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GLuint tex[BUFFER_COUNT];
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struct Buffer buf[BUFFER_COUNT];
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size_t dmaImageCount;
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@ -130,7 +130,7 @@ void egl_texture_free(EGL_Texture ** texture)
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}
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}
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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glDeleteTextures(1, &(*texture)->tex);
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glDeleteTextures((*texture)->bufferCount, (*texture)->tex);
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for (size_t i = 0; i < (*texture)->dmaImageUsed; ++i)
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eglDestroyImage((*texture)->display, (*texture)->dmaImages[i].image);
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@ -150,7 +150,8 @@ static bool egl_texture_map(EGL_Texture * texture, uint8_t i)
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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_PERSISTENT_BIT
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GL_MAP_PERSISTENT_BIT |
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GL_MAP_COHERENT_BIT
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);
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if (!texture->buf[i].map)
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@ -250,8 +251,8 @@ bool egl_texture_setup(EGL_Texture * texture, enum EGL_PixelFormat pixFmt, size_
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texture->pitch = stride / texture->bpp;
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if (texture->tex)
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glDeleteTextures(1, &texture->tex);
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glGenTextures(1, &texture->tex);
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glDeleteTextures(texture->bufferCount, texture->tex);
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glGenTextures(texture->bufferCount, texture->tex);
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if (!texture->sampler)
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{
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@ -277,9 +278,12 @@ bool egl_texture_setup(EGL_Texture * texture, enum EGL_PixelFormat pixFmt, size_
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return true;
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}
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glBindTexture(GL_TEXTURE_2D, texture->tex);
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glTexImage2D(GL_TEXTURE_2D, 0, texture->intFormat, texture->width,
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texture->height, 0, texture->format, texture->dataType, NULL);
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for(int i = 0; i < texture->bufferCount; ++i)
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{
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glBindTexture(GL_TEXTURE_2D, texture->tex[i]);
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glTexImage2D(GL_TEXTURE_2D, 0, texture->intFormat, texture->width,
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texture->height, 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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@ -295,8 +299,9 @@ bool egl_texture_setup(EGL_Texture * texture, enum EGL_PixelFormat pixFmt, size_
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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_WRITE_BIT |
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GL_MAP_PERSISTENT_BIT
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GL_MAP_WRITE_BIT |
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GL_MAP_PERSISTENT_BIT |
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GL_MAP_COHERENT_BIT
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);
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if (!egl_texture_map(texture, i))
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@ -338,7 +343,7 @@ bool egl_texture_update(EGL_Texture * texture, const uint8_t * buffer)
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}
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else
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{
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glBindTexture(GL_TEXTURE_2D, texture->tex);
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glBindTexture(GL_TEXTURE_2D, texture->tex[0]);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, texture->pitch);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->width, texture->height,
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texture->format, texture->dataType, buffer);
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@ -459,7 +464,7 @@ bool egl_texture_update_from_dma(EGL_Texture * texture, const FrameBuffer * fram
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glBindFramebuffer(GL_FRAMEBUFFER, texture->dmaFBO);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture->dmaTex, 0);
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glBindTexture(GL_TEXTURE_2D, texture->tex);
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glBindTexture(GL_TEXTURE_2D, texture->tex[0]);
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glCopyTexImage2D(GL_TEXTURE_2D, 0, texture->intFormat, 0, 0, texture->width, texture->height, 0);
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GLsync fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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@ -506,7 +511,7 @@ enum EGL_TexStatus egl_texture_process(EGL_Texture * texture)
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if (!texture->dma)
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{
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->buf[b].pbo);
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glBindTexture(GL_TEXTURE_2D, texture->tex);
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glBindTexture(GL_TEXTURE_2D, texture->tex[b]);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, texture->pitch);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->width, texture->height,
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texture->format, texture->dataType, (const void *)0);
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@ -529,6 +534,7 @@ enum EGL_TexStatus egl_texture_bind(EGL_Texture * texture)
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{
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uint8_t ss = atomic_load_explicit(&texture->state.s, memory_order_acquire);
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uint8_t sd = atomic_load_explicit(&texture->state.d, memory_order_acquire);
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GLuint tex = texture->tex[0];
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if (texture->streaming)
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{
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@ -569,10 +575,12 @@ enum EGL_TexStatus egl_texture_bind(EGL_Texture * texture)
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if (ss != sd && ss != (uint8_t)(sd + 1))
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sd = atomic_fetch_add_explicit(&texture->state.d, 1,
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memory_order_release) + 1;
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tex = texture->tex[sd % BUFFER_COUNT];
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}
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texture->tex);
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glBindTexture(GL_TEXTURE_2D, tex);
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glBindSampler(0, texture->sampler);
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return EGL_TEX_STATUS_OK;
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