From 46d86da6300ebcd2134996c76b9238fcf8e0fb6e Mon Sep 17 00:00:00 2001 From: Niklas Haas Date: Wed, 16 Aug 2017 22:13:51 +0200 Subject: vo_opengl: refactor RA texture and buffer updates MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - 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. --- video/out/opengl/common.c | 7 +++++++ 1 file changed, 7 insertions(+) (limited to 'video/out/opengl/common.c') diff --git a/video/out/opengl/common.c b/video/out/opengl/common.c index c7a714817a..f2550e8b8c 100644 --- a/video/out/opengl/common.c +++ b/video/out/opengl/common.c @@ -309,6 +309,13 @@ static const struct gl_functions gl_functions[] = { {0} }, }, + { + .ver_core = 430, + .functions = (const struct gl_function[]) { + DEF_FN(InvalidateTexImage), + {0} + }, + }, { .ver_core = 430, .ver_es_core = 300, -- cgit v1.2.3