[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.
This commit is contained in:
Geoffrey McRae 2021-06-08 20:39:10 +10:00
parent d20e4d1de5
commit 20d20f5c8a

View File

@ -76,7 +76,7 @@ struct EGL_Texture
struct BufferState state;
int bufferCount;
GLuint tex;
GLuint tex[BUFFER_COUNT];
struct Buffer buf[BUFFER_COUNT];
size_t dmaImageCount;
@ -130,7 +130,7 @@ void egl_texture_free(EGL_Texture ** texture)
}
}
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glDeleteTextures(1, &(*texture)->tex);
glDeleteTextures((*texture)->bufferCount, (*texture)->tex);
for (size_t i = 0; i < (*texture)->dmaImageUsed; ++i)
eglDestroyImage((*texture)->display, (*texture)->dmaImages[i].image);
@ -150,7 +150,8 @@ static bool egl_texture_map(EGL_Texture * texture, uint8_t i)
GL_MAP_WRITE_BIT |
GL_MAP_UNSYNCHRONIZED_BIT |
GL_MAP_INVALIDATE_BUFFER_BIT |
GL_MAP_PERSISTENT_BIT
GL_MAP_PERSISTENT_BIT |
GL_MAP_COHERENT_BIT
);
if (!texture->buf[i].map)
@ -250,8 +251,8 @@ bool egl_texture_setup(EGL_Texture * texture, enum EGL_PixelFormat pixFmt, size_
texture->pitch = stride / texture->bpp;
if (texture->tex)
glDeleteTextures(1, &texture->tex);
glGenTextures(1, &texture->tex);
glDeleteTextures(texture->bufferCount, texture->tex);
glGenTextures(texture->bufferCount, texture->tex);
if (!texture->sampler)
{
@ -277,9 +278,12 @@ bool egl_texture_setup(EGL_Texture * texture, enum EGL_PixelFormat pixFmt, size_
return true;
}
glBindTexture(GL_TEXTURE_2D, texture->tex);
glTexImage2D(GL_TEXTURE_2D, 0, texture->intFormat, texture->width,
texture->height, 0, texture->format, texture->dataType, NULL);
for(int i = 0; i < texture->bufferCount; ++i)
{
glBindTexture(GL_TEXTURE_2D, texture->tex[i]);
glTexImage2D(GL_TEXTURE_2D, 0, texture->intFormat, texture->width,
texture->height, 0, texture->format, texture->dataType, NULL);
}
glBindTexture(GL_TEXTURE_2D, 0);
if (!streaming)
@ -295,8 +299,9 @@ bool egl_texture_setup(EGL_Texture * texture, enum EGL_PixelFormat pixFmt, size_
GL_PIXEL_UNPACK_BUFFER,
texture->pboBufferSize,
NULL,
GL_MAP_WRITE_BIT |
GL_MAP_PERSISTENT_BIT
GL_MAP_WRITE_BIT |
GL_MAP_PERSISTENT_BIT |
GL_MAP_COHERENT_BIT
);
if (!egl_texture_map(texture, i))
@ -338,7 +343,7 @@ bool egl_texture_update(EGL_Texture * texture, const uint8_t * buffer)
}
else
{
glBindTexture(GL_TEXTURE_2D, texture->tex);
glBindTexture(GL_TEXTURE_2D, texture->tex[0]);
glPixelStorei(GL_UNPACK_ROW_LENGTH, texture->pitch);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->width, texture->height,
texture->format, texture->dataType, buffer);
@ -459,7 +464,7 @@ bool egl_texture_update_from_dma(EGL_Texture * texture, const FrameBuffer * fram
glBindFramebuffer(GL_FRAMEBUFFER, texture->dmaFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture->dmaTex, 0);
glBindTexture(GL_TEXTURE_2D, texture->tex);
glBindTexture(GL_TEXTURE_2D, texture->tex[0]);
glCopyTexImage2D(GL_TEXTURE_2D, 0, texture->intFormat, 0, 0, texture->width, texture->height, 0);
GLsync fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
@ -506,7 +511,7 @@ enum EGL_TexStatus egl_texture_process(EGL_Texture * texture)
if (!texture->dma)
{
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->buf[b].pbo);
glBindTexture(GL_TEXTURE_2D, texture->tex);
glBindTexture(GL_TEXTURE_2D, texture->tex[b]);
glPixelStorei(GL_UNPACK_ROW_LENGTH, texture->pitch);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->width, texture->height,
texture->format, texture->dataType, (const void *)0);
@ -529,6 +534,7 @@ enum EGL_TexStatus egl_texture_bind(EGL_Texture * texture)
{
uint8_t ss = atomic_load_explicit(&texture->state.s, memory_order_acquire);
uint8_t sd = atomic_load_explicit(&texture->state.d, memory_order_acquire);
GLuint tex = texture->tex[0];
if (texture->streaming)
{
@ -569,10 +575,12 @@ enum EGL_TexStatus egl_texture_bind(EGL_Texture * texture)
if (ss != sd && ss != (uint8_t)(sd + 1))
sd = atomic_fetch_add_explicit(&texture->state.d, 1,
memory_order_release) + 1;
tex = texture->tex[sd % BUFFER_COUNT];
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture->tex);
glBindTexture(GL_TEXTURE_2D, tex);
glBindSampler(0, texture->sampler);
return EGL_TEX_STATUS_OK;