[PATCH] Avoid unnecessarily re-allocating texture buffer when the size hasn't changed.
Sinclair Yeh
sinclair.yeh at intel.com
Thu Jun 6 16:41:30 PDT 2013
v4:
Incorporated krh and anderco's comments. Now adding newly allocated
buffer's dimensions to texture_damage
v3:
* Removed unnecessary parentheses
* Added check for switching from EGL image to SHM buffer
* Moved shader assignment out of IF condition
v2:
Fixed the wrong comparison
v1:
Depending on specific DRI driver implementation, glTexImage2D() with data
set to NULL may or may not re-allocate the texture buffer each time it is
called. Unintended consequences happen if later glTexSubImage2D() is called
to only update a sub-region of the texture buffer.
I've explored moving glTexImage2D() from gl_renderer_attach() and simply
mark the texture dirty, but the current implemention seems cleaner because
I won't have to worry about calling ensure_textures() and re-assigning
gs->shader unnecessarily.
---
src/gl-renderer.c | 31 +++++++++++++++++++++++--------
1 files changed, 23 insertions(+), 8 deletions(-)
diff --git a/src/gl-renderer.c b/src/gl-renderer.c
index d783a0b..63c9c32 100644
--- a/src/gl-renderer.c
+++ b/src/gl-renderer.c
@@ -1204,15 +1204,30 @@ gl_renderer_attach(struct weston_surface *es, struct wl_buffer *buffer)
}
if (wl_buffer_is_shm(buffer)) {
- gs->pitch = wl_shm_buffer_get_stride(buffer) / 4;
- gs->height = wl_shm_buffer_get_height(buffer);
- gs->target = GL_TEXTURE_2D;
+ /* Only allocate a texture if it doesn't match existing one.
+ * If gs->num_images is not 0, then a switch from DRM allocated
+ * buffer to a SHM buffer is happening, and we need to allocate
+ * a new texture buffer.
+ */
+ if (wl_shm_buffer_get_stride(buffer) / 4 != gs->pitch ||
+ wl_shm_buffer_get_height(buffer) != gs->height ||
+ gs->num_images > 0) {
+ gs->pitch = wl_shm_buffer_get_stride(buffer) / 4;
+ gs->height = wl_shm_buffer_get_height(buffer);
+ gs->target = GL_TEXTURE_2D;
+
+ ensure_textures(gs, 1);
+ glBindTexture(GL_TEXTURE_2D, gs->textures[0]);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT,
+ gs->pitch, buffer->height, 0,
+ GL_BGRA_EXT, GL_UNSIGNED_BYTE, NULL);
+ pixman_region32_union_rect(&gs->texture_damage,
+ &gs->texture_damage,
+ 0, 0,
+ gs->pitch / es->buffer_scale,
+ gs->height / es->buffer_scale);
+ }
- ensure_textures(gs, 1);
- glBindTexture(GL_TEXTURE_2D, gs->textures[0]);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT,
- gs->pitch, buffer->height, 0,
- GL_BGRA_EXT, GL_UNSIGNED_BYTE, NULL);
if (wl_shm_buffer_get_format(buffer) == WL_SHM_FORMAT_XRGB8888)
gs->shader = &gr->texture_shader_rgbx;
else
--
1.7.7.6
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