gles2: update texture only if needed
When a surface is on a non-primary plane (overlay), we do not need to keep the GL texture up-to-date, since we are not using it. Avoid calling glTex(Sub)Image2D in that case, and accumulate the texture damage separately. This is especially useful for backends, that can put wl_shm buffers into overlays. The empty damage check has to be moved from surface_accumulate_damage() into gles2_renderer_flush_damage(), because it really needs to check the accumulated damage, not only the current damage. Otherwise, if a surface migrates from a plane to the primary plane, and does not have new damage, the texture would not be updated even for accumulated damage. Signed-off-by: Pekka Paalanen <ppaalanen@gmail.com>
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@ -239,6 +239,7 @@ weston_surface_create(struct weston_compositor *compositor)
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surface->num_textures = 0;
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surface->num_images = 0;
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pixman_region32_init(&surface->texture_damage);
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surface->buffer = NULL;
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surface->output = NULL;
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@ -782,6 +783,7 @@ destroy_surface(struct wl_resource *resource)
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if (surface->buffer)
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wl_list_remove(&surface->buffer_destroy_listener.link);
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pixman_region32_fini(&surface->texture_damage);
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compositor->renderer->destroy_surface(surface);
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pixman_region32_fini(&surface->transform.boundingbox);
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@ -905,8 +907,7 @@ static void
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surface_accumulate_damage(struct weston_surface *surface,
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pixman_region32_t *opaque)
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{
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if (pixman_region32_not_empty(&surface->damage) &&
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surface->buffer && wl_buffer_is_shm(surface->buffer))
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if (surface->buffer && wl_buffer_is_shm(surface->buffer))
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surface->compositor->renderer->flush_damage(surface);
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if (surface->transform.enabled) {
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@ -410,6 +410,7 @@ struct weston_surface {
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struct weston_compositor *compositor;
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GLuint textures[3];
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int num_textures;
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pixman_region32_t texture_damage;
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pixman_region32_t clip;
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pixman_region32_t damage;
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pixman_region32_t opaque;
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@ -775,6 +775,18 @@ gles2_renderer_flush_damage(struct weston_surface *surface)
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int i, n;
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#endif
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pixman_region32_union(&surface->texture_damage,
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&surface->texture_damage, &surface->damage);
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/* Avoid upload, if the texture won't be used this time.
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* We still accumulate the damage in texture_damage.
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*/
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if (surface->plane != &surface->compositor->primary_plane)
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return;
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if (!pixman_region32_not_empty(&surface->texture_damage))
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return;
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glBindTexture(GL_TEXTURE_2D, surface->textures[0]);
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if (!surface->compositor->has_unpack_subimage) {
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@ -783,14 +795,14 @@ gles2_renderer_flush_damage(struct weston_surface *surface)
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GL_BGRA_EXT, GL_UNSIGNED_BYTE,
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wl_shm_buffer_get_data(surface->buffer));
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return;
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goto done;
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}
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#ifdef GL_UNPACK_ROW_LENGTH
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/* Mesa does not define GL_EXT_unpack_subimage */
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glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->pitch);
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data = wl_shm_buffer_get_data(surface->buffer);
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rectangles = pixman_region32_rectangles(&surface->damage, &n);
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rectangles = pixman_region32_rectangles(&surface->texture_damage, &n);
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for (i = 0; i < n; i++) {
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glPixelStorei(GL_UNPACK_SKIP_PIXELS, rectangles[i].x1);
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glPixelStorei(GL_UNPACK_SKIP_ROWS, rectangles[i].y1);
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@ -801,6 +813,10 @@ gles2_renderer_flush_damage(struct weston_surface *surface)
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GL_BGRA_EXT, GL_UNSIGNED_BYTE, data);
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}
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#endif
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done:
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pixman_region32_fini(&surface->texture_damage);
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pixman_region32_init(&surface->texture_damage);
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}
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static void
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