Always use glTexImage2D instead of glTexSubImage2D for first upload
Previously when uploading SHM data we would initialise the texture with glTexImage2D and NULL data when the buffer is attached. Then if the GL_EXT_unpack_subimage extension is available we would always use glTexSubImage2D to upload the data. The problem with that is that the first glTexImage2D was always setting the internal format to GL_BGRA_EXT and then if a 16-bit texture is used we would later call glTexSubImage2D with a data format of GL_RGBA. Under GLES2 the internal format must always match the data format so this is technically invalid. This patch makes it so that it always calls glTexImage2D when flushing the damage for the first time. That way it will use the right internal format and we don't need to call glTexImage2D with NULL data. https://bugs.freedesktop.org/show_bug.cgi?id=75251
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@ -1069,9 +1069,9 @@ gl_renderer_flush_damage(struct weston_surface *surface)
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glPixelStorei(GL_UNPACK_SKIP_PIXELS_EXT, 0);
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glPixelStorei(GL_UNPACK_SKIP_ROWS_EXT, 0);
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wl_shm_buffer_begin_access(buffer->shm_buffer);
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glTexSubImage2D(GL_TEXTURE_2D, 0,
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0, 0, gs->pitch, buffer->height,
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format, pixel_type, data);
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glTexImage2D(GL_TEXTURE_2D, 0, format,
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gs->pitch, buffer->height, 0,
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format, pixel_type, data);
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wl_shm_buffer_end_access(buffer->shm_buffer);
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goto done;
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}
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@ -1168,10 +1168,6 @@ gl_renderer_attach_shm(struct weston_surface *es, struct weston_buffer *buffer,
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gs->surface = es;
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ensure_textures(gs, 1);
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glBindTexture(GL_TEXTURE_2D, gs->textures[0]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT,
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gs->pitch, buffer->height, 0,
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GL_BGRA_EXT, GL_UNSIGNED_BYTE, NULL);
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}
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}
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