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author | Niklas Haas <git@haasn.xyz> | 2017-08-16 22:13:51 +0200 |
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committer | Niklas Haas <git@haasn.xyz> | 2017-08-18 00:34:34 +0200 |
commit | 46d86da6300ebcd2134996c76b9238fcf8e0fb6e (patch) | |
tree | a9ac0b463aba5ea47112b5e93ec6570f7b37fbe2 /video/out/cocoa/window.h | |
parent | 9ca5a2a5d839476d8a597fcc124cce41279928bc (diff) | |
download | mpv-46d86da6300ebcd2134996c76b9238fcf8e0fb6e.tar.bz2 mpv-46d86da6300ebcd2134996c76b9238fcf8e0fb6e.tar.xz |
vo_opengl: refactor RA texture and buffer updates
- tex_uploads args are moved to a struct
- the ability to directly upload texture data without going through a
buffer is made explicit
- the concept of buffer updates and buffer polling is made more explicit
and generalized to buf_update as well (not just mapped buffers)
- the ability to call tex_upload/buf_update on a tex/buf is made
explicit during tex/buf creation
- uploading from buffers now uses an explicit offset instead of
implicitly comparing *src against buf->data, because not all buffers
may actually be persistently mapped
- the initial_data = immutable requirement is dropped. (May be re-added
later for D3D11 if that ever becomes a thing)
This change helps the vulkan abstraction immensely and also helps move
common code (like the PBO pooling) out of ra_gl and into the
opengl/utils.c
This also technically has the side-benefit / side-constraint of using
PBOs for OSD texture uploads as well, which actually seems to help
performance on machines where --opengl-pbo is faster than the naive code
path. Because of this, I decided to hook up the OSD code to the
opengl-pbo option as well.
One drawback of this refactor is that the GL_STREAM_COPY hack for
texture uploads "got lost", but I think I'm happy with that going away
anyway since DR almost fully deprecates it, and it's not the "right
thing" anyway - but instead an nvidia-only hack to make this stuff work
somewhat better on NUMA systems with discrete GPUs.
Another change is that due to the way fencing works with ra_buf (we get
one fence per ra_buf per upload) we have to use multiple ra_bufs instead
of offsets into a shared buffer. But for OpenGL this is probably better
anyway. It's possible that in future, we could support having
independent “buffer slices” (each with their own fence/sync object), but
this would be an optimization more than anything. I also think that we
could address the underlying problem (memory closeness) differently by
making the ra_vk memory allocator smart enough to chunk together
allocations under the hood.
Diffstat (limited to 'video/out/cocoa/window.h')
0 files changed, 0 insertions, 0 deletions