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authorNiklas Haas <git@haasn.xyz>2017-08-16 22:13:51 +0200
committerNiklas Haas <git@haasn.xyz>2017-08-18 00:34:34 +0200
commit46d86da6300ebcd2134996c76b9238fcf8e0fb6e (patch)
treea9ac0b463aba5ea47112b5e93ec6570f7b37fbe2 /video/out/opengl/gl_utils.h
parent9ca5a2a5d839476d8a597fcc124cce41279928bc (diff)
downloadmpv-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/opengl/gl_utils.h')
-rw-r--r--video/out/opengl/gl_utils.h15
1 files changed, 0 insertions, 15 deletions
diff --git a/video/out/opengl/gl_utils.h b/video/out/opengl/gl_utils.h
index cb7bcf34cb..306ee23f65 100644
--- a/video/out/opengl/gl_utils.h
+++ b/video/out/opengl/gl_utils.h
@@ -51,21 +51,6 @@ void gl_vao_draw_data(struct gl_vao *vao, GLenum prim, void *ptr, size_t num);
void gl_set_debug_logger(GL *gl, struct mp_log *log);
-#define NUM_PBO_BUFFERS 3
-
-struct gl_pbo_upload {
- GL *gl;
- int index;
- GLuint buffer;
- size_t buffer_size;
-};
-
-void gl_pbo_upload_tex(struct gl_pbo_upload *pbo, GL *gl, bool use_pbo,
- GLenum target, GLenum format, GLenum type,
- int tex_w, int tex_h, const void *dataptr, int stride,
- int x, int y, int w, int h);
-void gl_pbo_upload_uninit(struct gl_pbo_upload *pbo);
-
int gl_get_fb_depth(GL *gl, int fbo);
#endif