[377/906] gldisplay: avoid to request gl thread when generating a texture
Thanks to the texture pool the gl textures are re-used. When re-using one, no opengl code is executed so do not need to request gl thread.
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@ -1895,27 +1895,6 @@ void
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gst_gl_display_glgen_texture (GstGLDisplay * display, GLuint * pTexture,
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gst_gl_display_glgen_texture (GstGLDisplay * display, GLuint * pTexture,
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GLint width, GLint height)
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GLint width, GLint height)
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{
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{
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if (display->isAlive) {
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GQueue *sub_texture_pool = NULL;
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//make a unique key from w and h
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//the key cannot be w*h because (4*6 = 6*4 = 2*12 = 12*2)
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guint key = (gint) width;
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key <<= 16;
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key |= (gint) height;
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sub_texture_pool =
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g_hash_table_lookup (display->texture_pool, GUINT_TO_POINTER (key));
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//if there is a sub texture pool associated to th given key
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if (sub_texture_pool && g_queue_get_length (sub_texture_pool) > 0) {
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//a texture is available in the pool
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GstGLDisplayTex *tex = g_queue_pop_head (sub_texture_pool);
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*pTexture = tex->texture;
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g_free (tex);
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GST_LOG ("get texture id:%d from the sub texture pool: %d",
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*pTexture, key);
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} else {
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//sub texture pool does not exist yet or empty
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glGenTextures (1, pTexture);
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glGenTextures (1, pTexture);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, *pTexture);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, *pTexture);
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@ -1973,11 +1952,7 @@ gst_gl_display_glgen_texture (GstGLDisplay * display, GLuint * pTexture,
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glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
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glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
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GL_CLAMP_TO_EDGE);
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GL_CLAMP_TO_EDGE);
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GST_LOG ("generate texture id:%d", *pTexture);
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GST_LOG ("generated texture id:%d", *pTexture);
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}
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} else
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*pTexture = 0;
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}
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}
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@ -2169,11 +2144,38 @@ gst_gl_display_gen_texture (GstGLDisplay * display, GLuint * pTexture,
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GLint width, GLint height)
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GLint width, GLint height)
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{
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{
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gst_gl_display_lock (display);
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gst_gl_display_lock (display);
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if (display->isAlive) {
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GQueue *sub_texture_pool = NULL;
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//make a unique key from w and h
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//the key cannot be w*h because (4*6 = 6*4 = 2*12 = 12*2)
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guint key = (gint) width;
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key <<= 16;
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key |= (gint) height;
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sub_texture_pool =
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g_hash_table_lookup (display->texture_pool, GUINT_TO_POINTER (key));
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//if there is a sub texture pool associated to the given key
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if (sub_texture_pool && g_queue_get_length (sub_texture_pool) > 0) {
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//a texture is available in the pool
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GstGLDisplayTex *tex = g_queue_pop_head (sub_texture_pool);
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*pTexture = tex->texture;
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g_free (tex);
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GST_LOG ("get texture id:%d from the sub texture pool: %d",
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*pTexture, key);
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} else {
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//only in this case we want to ask a texture from the gl thread
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display->gen_texture_width = width;
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display->gen_texture_width = width;
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display->gen_texture_height = height;
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display->gen_texture_height = height;
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gst_gl_window_send_message (display->gl_window,
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gst_gl_window_send_message (display->gl_window,
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GST_GL_WINDOW_CB (gst_gl_display_thread_gen_texture), display);
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GST_GL_WINDOW_CB (gst_gl_display_thread_gen_texture), display);
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*pTexture = display->gen_texture;
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*pTexture = display->gen_texture;
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}
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} else
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*pTexture = 0;
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gst_gl_display_unlock (display);
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gst_gl_display_unlock (display);
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}
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}
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