Omit single copy of frame with VAAPI if possible

This commit is contained in:
Loki
2021-08-26 23:59:32 +02:00
parent b59df48dde
commit 00de30d336
5 changed files with 42 additions and 39 deletions

View File

@@ -644,13 +644,19 @@ void sws_t::load_ram(platf::img_t &img) {
gl::ctx.TexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, img.width, img.height, GL_BGRA, GL_UNSIGNED_BYTE, img.data);
}
void sws_t::load_vram(cursor_t &img, int offset_x, int offset_y, int framebuffer) {
gl::ctx.BindFramebuffer(GL_FRAMEBUFFER, framebuffer);
gl::ctx.ReadBuffer(GL_COLOR_ATTACHMENT0);
gl::ctx.BindTexture(GL_TEXTURE_2D, tex[0]);
gl::ctx.CopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, offset_x, offset_y, in_width, in_height);
void sws_t::load_vram(cursor_t &img, int offset_x, int offset_y, int texture) {
if(img.data) {
loaded_texture = tex[0];
GLenum attachment = GL_COLOR_ATTACHMENT0;
gl::ctx.BindTexture(GL_TEXTURE_2D, texture);
gl::ctx.BindFramebuffer(GL_FRAMEBUFFER, cursor_framebuffer[0]);
gl::ctx.DrawBuffers(1, &attachment);
gl::ctx.UseProgram(program[2].handle());
gl::ctx.Viewport(offset_x, offset_y, in_width, in_height);
gl::ctx.DrawArrays(GL_TRIANGLES, 0, 3);
gl::ctx.BindTexture(GL_TEXTURE_2D, tex[1]);
if(serial != img.serial) {
serial = img.serial;
@@ -660,8 +666,7 @@ void sws_t::load_vram(cursor_t &img, int offset_x, int offset_y, int framebuffer
}
gl::ctx.Enable(GL_BLEND);
GLenum attachment = GL_COLOR_ATTACHMENT0;
gl::ctx.BindFramebuffer(GL_FRAMEBUFFER, cursor_framebuffer[0]);
gl::ctx.DrawBuffers(1, &attachment);
#ifndef NDEBUG
@@ -672,18 +677,21 @@ void sws_t::load_vram(cursor_t &img, int offset_x, int offset_y, int framebuffer
}
#endif
gl::ctx.UseProgram(program[2].handle());
gl::ctx.Viewport(img.x, img.y, img.width, img.height);
gl::ctx.DrawArrays(GL_TRIANGLES, 0, 3);
gl::ctx.Disable(GL_BLEND);
}
gl::ctx.BindTexture(GL_TEXTURE_2D, 0);
gl::ctx.BindTexture(GL_TEXTURE_2D, 0);
gl::ctx.BindFramebuffer(GL_FRAMEBUFFER, 0);
}
else {
loaded_texture = texture;
}
}
int sws_t::convert(nv12_t &nv12) {
gl::ctx.BindTexture(GL_TEXTURE_2D, tex[0]);
gl::ctx.BindTexture(GL_TEXTURE_2D, loaded_texture);
GLenum attachments[] {
GL_COLOR_ATTACHMENT0,