On my machine (Intel UHD Graphics 770), texture processing occasionally
(about 5% of the time) takes more than 20ms (the highest I have seen is
around 32ms) when the host resolution is 2560x1440. This results in the
frame being discarded and the client displays a stale image. Increase the
timeout to 40ms.
`process` and `bind` are called from the same thread in order, there is
no need for atomic usage here.
This reverts commit 3d7dbd6371.
This reverts commit b3db1ba10b.
It used to be the case that we overwrite this->sync even if it was non-zero
when updating the texture, without deleting the sync object. If we update
faster than we render, the result would be leaking sync objects.
This commit ensures that sync objects are deleted when they are replaced.
The way things were handled in EGLTexture is not only very hard to
follow, but broken. This change set breaks up EGLTexture into a modular
design making it easier to implement the various versions.
Note that DMABUF is currently broken and needs to be re-implemented.