mirror of
https://github.com/gnif/LookingGlass.git
synced 2026-07-24 00:02:03 +00:00
[client] egl: cache renderer GL state
Track context-local GL bindings to avoid redundant program, framebuffer, buffer, texture, sampler, viewport, blend, and scissor state changes. Invalidate the cache across context switches, ImGui rendering, and shared object changes. Preserve CPU-backed texture upload correctness by explicitly clearing pixel unpack buffer bindings where required. This reduces hot-path driver overhead without adding waits or GPU synchronization.
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@@ -19,6 +19,7 @@
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*/
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#include "texture_buffer.h"
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#include "state.h"
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#include "egldebug.h"
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@@ -35,7 +36,10 @@ static void egl_texBuffer_cleanup(TextureBuffer * this)
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egl_texUtilFreeBuffers(this->buf, this->texCount);
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if (this->tex[0])
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{
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glDeleteTextures(this->texCount, this->tex);
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egl_stateInvalidateShared();
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}
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for (int i = 0; i < EGL_TEX_BUFFER_MAX; ++i)
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{
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@@ -89,9 +93,10 @@ bool egl_texBufferSetup(EGL_Texture * texture, const EGL_TexSetup * setup)
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egl_texBuffer_cleanup(this);
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glGenTextures(this->texCount, this->tex);
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egl_stateBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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for(int i = 0; i < this->texCount; ++i)
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{
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glBindTexture(GL_TEXTURE_2D, this->tex[i]);
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egl_stateBindTexture(0, GL_TEXTURE_2D, this->tex[i]);
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glTexImage2D(GL_TEXTURE_2D,
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0,
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texture->format.intFormat,
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@@ -103,7 +108,6 @@ bool egl_texBufferSetup(EGL_Texture * texture, const EGL_TexSetup * setup)
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NULL);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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this->bufIndex = 0;
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this->rIndex = -1;
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@@ -118,7 +122,8 @@ static bool egl_texBufferUpdate(EGL_Texture * texture, const EGL_TexUpdate * upd
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TextureBuffer * this = UPCAST(TextureBuffer, texture);
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DEBUG_ASSERT(update->type == EGL_TEXTYPE_BUFFER);
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glBindTexture(GL_TEXTURE_2D, this->tex[0]);
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egl_stateBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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egl_stateBindTexture(0, GL_TEXTURE_2D, this->tex[0]);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, update->stride);
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glTexSubImage2D(GL_TEXTURE_2D,
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0,
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@@ -129,8 +134,6 @@ static bool egl_texBufferUpdate(EGL_Texture * texture, const EGL_TexUpdate * upd
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texture->format.format,
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texture->format.dataType,
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update->buffer);
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glBindTexture(GL_TEXTURE_2D, 0);
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return true;
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}
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@@ -292,8 +295,8 @@ EGL_TexStatus egl_texBufferStreamProcess(EGL_Texture * texture)
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if (!keepLocked)
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LG_UNLOCK(this->copyLock);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, buffer->pbo);
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glBindTexture(GL_TEXTURE_2D, tex);
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egl_stateBindBuffer(GL_PIXEL_UNPACK_BUFFER, buffer->pbo);
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egl_stateBindTexture(0, GL_TEXTURE_2D, tex);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, texture->format.stride);
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glTexSubImage2D(GL_TEXTURE_2D,
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@@ -303,9 +306,6 @@ EGL_TexStatus egl_texBufferStreamProcess(EGL_Texture * texture)
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texture->format.format,
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texture->format.dataType,
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(const void *)0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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this->sync[index] = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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if (unlikely(!this->sync[index]))
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{
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@@ -348,7 +348,7 @@ EGL_TexStatus egl_texBufferBind(EGL_Texture * texture)
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if ((status = texture->ops.get(texture, &tex, NULL)) != EGL_TEX_STATUS_OK)
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return status;
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glBindTexture(GL_TEXTURE_2D, tex);
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egl_stateBindTexture(0, GL_TEXTURE_2D, tex);
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return EGL_TEX_STATUS_OK;
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}
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