buffer: track asynchronous buffers and don't release them until unref
synchronous buffers are read instantly and we can release them, but asynchronous ones have to be locked until they are unref'd from .current to avoid reading from a buffer after .release()
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6 changed files with 23 additions and 4 deletions
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@ -107,6 +107,7 @@ CWLSurfaceResource::CWLSurfaceResource(SP<CWlSurface> resource_) : resource(reso
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pending.damage.intersect(CBox{{}, pending.size});
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auto previousBuffer = current.buffer;
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CRegion previousBufferDamage = accumulateCurrentBufferDamage();
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current = pending;
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@ -119,11 +120,12 @@ CWLSurfaceResource::CWLSurfaceResource(SP<CWlSurface> resource_) : resource(reso
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// current.damage.copy().scale(current.scale).transform(current.transform, current.size.x, current.size.y).add(current.bufferDamage).add(previousBufferDamage);
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current.buffer->update(CBox{{}, {INT32_MAX, INT32_MAX}}); // FIXME: figure this out to not use this hack. QT apps are wonky without this.
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// release the buffer, glTexImage2D is synchronous (as in, data is consumed after the call returns)
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// release the buffer if it's synchronous as update() has done everything thats needed
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// so we can let the app know we're done.
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// for dma buffers, this doesn't matter.
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current.buffer->sendRelease();
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bufferReleased = true;
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if (current.buffer->isSynchronous()) {
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current.buffer->sendRelease();
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bufferReleased = true;
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}
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}
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// TODO: we should _accumulate_ and not replace above if sync
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@ -146,6 +148,12 @@ CWLSurfaceResource::CWLSurfaceResource(SP<CWlSurface> resource_) : resource(reso
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},
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nullptr);
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}
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// for async buffers, we can only release the buffer once we are unrefing it from current.
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if (previousBuffer && !previousBuffer->isSynchronous() && !bufferReleased) {
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previousBuffer->sendRelease();
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bufferReleased = true;
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}
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});
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resource->setDamage([this](CWlSurface* r, int32_t x, int32_t y, int32_t w, int32_t h) { pending.damage.add(CBox{x, y, w, h}); });
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