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https://github.com/gnif/LookingGlass.git
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[client] egl: don't map the texture until it's needed
The texture buffer may still be in use if we try to re-map it immediately, instead only map when we need it mapped, and unmap immediately after advancing the offset allowing the render thread to continue while the unmap operation occurs
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67dec216d2
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@ -300,9 +300,6 @@ bool egl_texture_setup(EGL_Texture * texture, enum EGL_PixelFormat pixFmt, size_
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NULL,
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GL_MAP_WRITE_BIT
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);
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if (!egl_texture_map(texture, i))
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return false;
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}
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return true;
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@ -335,12 +332,15 @@ bool egl_texture_update(EGL_Texture * texture, const uint8_t * buffer)
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return true;
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}
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if (!egl_texture_map(texture, s.w))
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return EGL_TEX_STATUS_ERROR;
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memcpy(texture->tex[s.w].map, buffer, texture->pboBufferSize);
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atomic_store_explicit(&texture->state.w, next, memory_order_release);
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egl_texture_unmap(texture, s.w);
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}
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else
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{
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/* Non streaming, this is NOT thread safe */
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for(int p = 0; p < texture->planeCount; ++p)
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{
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glBindTexture(GL_TEXTURE_2D, texture->tex[0].t[p]);
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@ -368,6 +368,9 @@ bool egl_texture_update_from_frame(EGL_Texture * texture, const FrameBuffer * fr
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return true;
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}
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if (!egl_texture_map(texture, s.w))
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return EGL_TEX_STATUS_ERROR;
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framebuffer_read(
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frame,
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texture->tex[s.w].map,
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@ -379,6 +382,8 @@ bool egl_texture_update_from_frame(EGL_Texture * texture, const FrameBuffer * fr
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);
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atomic_store_explicit(&texture->state.w, next, memory_order_release);
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egl_texture_unmap(texture, s.w);
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return true;
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}
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@ -395,7 +400,6 @@ enum EGL_TexStatus egl_texture_process(EGL_Texture * texture)
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return texture->ready ? EGL_TEX_STATUS_OK : EGL_TEX_STATUS_NOTREADY;
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/* update the texture */
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egl_texture_unmap(texture, s.u);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, texture->tex[s.u].pbo);
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for(int p = 0; p < texture->planeCount; ++p)
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{
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@ -417,9 +421,6 @@ enum EGL_TexStatus egl_texture_process(EGL_Texture * texture)
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texture->ready = true;
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atomic_store_explicit(&texture->state.u, nextu, memory_order_release);
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if (!egl_texture_map(texture, s.u))
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return EGL_TEX_STATUS_ERROR;
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return EGL_TEX_STATUS_OK;
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}
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