[egl] improve texture upload performance

This commit is contained in:
Geoffrey McRae
2018-10-04 00:09:10 +10:00
parent 1d6dfa048e
commit 741dfd418d
2 changed files with 52 additions and 33 deletions

View File

@@ -43,6 +43,7 @@ struct EGL_Texture
bool hasPBO;
GLuint pbo[2];
int pboIndex;
bool needsUpdate;
size_t pboBufferSize;
};
@@ -172,18 +173,20 @@ bool egl_texture_update(EGL_Texture * texture, const uint8_t * buffer)
{
if (texture->streaming)
{
if (texture->needsUpdate)
{
DEBUG_ERROR("Previous frame was not consumed");
return false;
}
if (++texture->pboIndex == 2)
texture->pboIndex = 0;
/* initiate the data upload */
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->pbo[texture->pboIndex]);
glBufferSubData(GL_PIXEL_UNPACK_BUFFER, 0, texture->pboBufferSize, buffer);
for(int i = 0; i < texture->textureCount; ++i)
{
glBindTexture(GL_TEXTURE_2D, texture->textures[i]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->planes[i][0], texture->planes[i][1],
texture->format, GL_UNSIGNED_BYTE, (const void *)texture->offsets[i]);
}
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
texture->needsUpdate = true;
}
else
{
@@ -193,14 +196,28 @@ bool egl_texture_update(EGL_Texture * texture, const uint8_t * buffer)
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->planes[i][0], texture->planes[i][1],
texture->format, GL_UNSIGNED_BYTE, buffer + texture->offsets[i]);
}
glBindTexture(GL_TEXTURE_2D, 0);
}
glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
void egl_texture_bind(EGL_Texture * texture)
{
if (texture->streaming && texture->needsUpdate)
{
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->pbo[texture->pboIndex]);
for(int i = 0; i < texture->textureCount; ++i)
{
glBindTexture(GL_TEXTURE_2D, texture->textures[i]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->planes[i][0], texture->planes[i][1],
texture->format, GL_UNSIGNED_BYTE, (const void *)texture->offsets[i]);
}
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
texture->needsUpdate = false;
}
for(int i = 0; i < texture->textureCount; ++i)
{
glActiveTexture(GL_TEXTURE0 + i);