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https://github.com/gnif/LookingGlass.git
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[client] egl: remove texture copy in DMABUF path
With more efficient rendering due to buffer age support, we no longer need to copy the texture to avoid excessive dmabuf copies.
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parent
8545d15c85
commit
55703b61b7
1 changed files with 2 additions and 54 deletions
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@ -32,9 +32,6 @@ typedef struct TexDMABUF
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EGLDisplay display;
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GLuint fbo;
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GLuint tex;
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size_t imageCount;
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size_t imageUsed;
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struct
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@ -52,19 +49,7 @@ EGL_TextureOps EGL_TextureDMABUF;
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static void eglTexDMABUF_cleanup(TexDMABUF * this)
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{
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if (this->fbo)
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{
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glDeleteFramebuffers(1, &this->fbo);
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this->fbo = 0;
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}
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if (this->tex)
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{
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glDeleteTextures(1, &this->tex);
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this->tex = 0;
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}
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for(size_t i = 0; i < this->imageUsed; ++i)
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for (size_t i = 0; i < this->imageUsed; ++i)
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eglDestroyImage(this->display, this->images[i].image);
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this->imageUsed = 0;
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@ -111,9 +96,6 @@ static bool eglTexDMABUF_setup(EGL_Texture * texture, const EGL_TexSetup * setup
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if (!eglTexBuffer_setup(&parent->base, setup))
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return false;
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glGenFramebuffers(1, &this->fbo);
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glGenTextures (1, &this->tex);
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glBindTexture(GL_TEXTURE_2D, parent->tex[0]);
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glTexImage2D(GL_TEXTURE_2D,
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0,
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@ -190,53 +172,19 @@ static bool eglTexDMABUF_update(EGL_Texture * texture,
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this->images[index].image = image;
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}
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glBindTexture(GL_TEXTURE_2D, this->tex);
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g_egl_dynProcs.glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, image);
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/* should any of the following even be here? move to process? - gnif */
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glBindFramebuffer(GL_FRAMEBUFFER, this->fbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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this->tex, 0);
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glBindTexture(GL_TEXTURE_2D, parent->tex[0]);
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, parent->format.width,
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parent->format.height);
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GLsync fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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glFlush();
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switch(glClientWaitSync(fence, 0, 20000000)) //20ms
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{
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case GL_ALREADY_SIGNALED:
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case GL_CONDITION_SATISFIED:
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break;
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case GL_TIMEOUT_EXPIRED:
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break;
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case GL_WAIT_FAILED:
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case GL_INVALID_VALUE:
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DEBUG_GL_ERROR("glClientWaitSync failed");
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break;
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}
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glDeleteSync(fence);
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g_egl_dynProcs.glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, image);
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return true;
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}
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static EGL_TexStatus eglTexDMABUF_process(EGL_Texture * texture)
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{
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// TextureBuffer * parent = UPCAST(TextureBuffer, texture);
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// TexDMABUF * this = UPCAST(TexDMABUF , parent);
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return EGL_TEX_STATUS_OK;
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}
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static EGL_TexStatus eglTexDMABUF_bind(EGL_Texture * texture)
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{
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TextureBuffer * parent = UPCAST(TextureBuffer, texture);
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// TexDMABUF * this = UPCAST(TexDMABUF , parent);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, parent->tex[0]);
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