mirror of
https://github.com/gnif/LookingGlass.git
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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.
58 lines
1.9 KiB
C
58 lines
1.9 KiB
C
/**
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* Looking Glass
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* Copyright © 2017-2021 The Looking Glass Authors
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* https://looking-glass.io
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#pragma once
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#include "texture.h"
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#include "texture_util.h"
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#include "common/locking.h"
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#define EGL_TEX_BUFFER_MAX 2
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typedef struct TextureBuffer
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{
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EGL_Texture base;
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bool free;
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EGL_TexFormat format;
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int texCount;
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GLuint tex[EGL_TEX_BUFFER_MAX];
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GLuint sampler;
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EGL_TexBuffer buf[EGL_TEX_BUFFER_MAX];
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int bufFree;
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_Atomic(GLsync) sync;
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LG_Lock copyLock;
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int bufIndex;
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int rIndex;
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}
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TextureBuffer;
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bool eglTexBuffer_init(EGL_Texture ** texture_, EGLDisplay * display);
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void eglTexBuffer_free(EGL_Texture * texture_);
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bool eglTexBuffer_setup(EGL_Texture * texture_, const EGL_TexSetup * setup);
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EGL_TexStatus eglTexBuffer_process(EGL_Texture * texture_);
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EGL_TexStatus eglTexBuffer_bind(EGL_Texture * texture_);
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bool eglTexBuffer_stream_init(EGL_Texture ** texture_, EGLDisplay * display);
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bool eglTexBuffer_stream_setup(EGL_Texture * texture_,
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const EGL_TexSetup * setup);
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EGL_TexStatus eglTexBuffer_stream_process(EGL_Texture * texture_);
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EGL_TexStatus eglTexBuffer_stream_bind(EGL_Texture * texture_);
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