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render: choose DMA-BUF texture target via eglQueryDmaBufModifiersEXT
EGL_EXT_image_dma_buf_import_modifiers tells us whether we should use
GL_TEXTURE_2D or GL_TEXTURE_EXTERNAL_OES. Using the right texture target
can fix some failures and/or improve performance on some drivers.
This does the same as a Weston commit [1].
[1]: 40c519a3e6
Closes: https://github.com/swaywm/wlroots/issues/2173
This commit is contained in:
parent
363bf44a35
commit
a3ba82885c
3 changed files with 73 additions and 16 deletions
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@ -273,26 +273,28 @@ struct wlr_texture *wlr_gles2_texture_from_dmabuf(struct wlr_egl *egl,
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wlr_texture_init(&texture->wlr_texture, &texture_impl,
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attribs->width, attribs->height);
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texture->egl = egl;
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texture->target = GL_TEXTURE_EXTERNAL_OES;
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texture->has_alpha = true;
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texture->wl_format = 0xFFFFFFFF; // texture can't be written anyways
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texture->inverted_y =
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(attribs->flags & WLR_DMABUF_ATTRIBUTES_FLAGS_Y_INVERT) != 0;
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texture->image = wlr_egl_create_image_from_dmabuf(egl, attribs);
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bool external_only;
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texture->image =
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wlr_egl_create_image_from_dmabuf(egl, attribs, &external_only);
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if (texture->image == EGL_NO_IMAGE_KHR) {
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wlr_log(WLR_ERROR, "Failed to create EGL image from DMA-BUF");
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free(texture);
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return NULL;
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}
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texture->target = external_only ? GL_TEXTURE_EXTERNAL_OES : GL_TEXTURE_2D;
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PUSH_GLES2_DEBUG;
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glGenTextures(1, &texture->tex);
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glBindTexture(GL_TEXTURE_EXTERNAL_OES, texture->tex);
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gles2_procs.glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES,
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texture->image);
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glBindTexture(GL_TEXTURE_EXTERNAL_OES, 0);
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glBindTexture(texture->target, texture->tex);
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gles2_procs.glEGLImageTargetTexture2DOES(texture->target, texture->image);
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glBindTexture(texture->target, 0);
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POP_GLES2_DEBUG;
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