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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