[PATCH] Avoid unnecessarily re-allocating texture buffer when the size hasn't changed.
Sinclair Yeh
sinclair.yeh at intel.com
Tue May 28 17:28:49 PDT 2013
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 be74eba..aa8f581 100644
--- a/src/gl-renderer.c
+++ b/src/gl-renderer.c
@@ -68,6 +68,7 @@ struct gl_surface_state {
struct weston_buffer_reference buffer_ref;
int pitch; /* in pixels */
+ int height;
};
struct gl_renderer {
@@ -1213,18 +1214,31 @@ 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->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 ||
+ buffer->height != gs->height ||
+ gs->num_images > 0) {
+ gs->pitch = wl_shm_buffer_get_stride(buffer) / 4;
+ gs->height = buffer->height;
+ 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);
+ }
- 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)
+ if (wl_shm_buffer_get_format(buffer) ==
+ WL_SHM_FORMAT_XRGB8888)
gs->shader = &gr->texture_shader_rgbx;
else
gs->shader = &gr->texture_shader_rgba;
+
} else if (gr->query_buffer(gr->egl_display, buffer,
EGL_TEXTURE_FORMAT, &format)) {
for (i = 0; i < gs->num_images; i++)
@@ -1279,6 +1293,7 @@ gl_renderer_attach(struct weston_surface *es, struct wl_buffer *buffer)
}
gs->pitch = buffer->width;
+ gs->height = buffer->height;
} else {
weston_log("unhandled buffer type!\n");
weston_buffer_reference(&gs->buffer_ref, NULL);
--
1.7.7.6
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