backend/drm: don't save texture in gbm_bo user data

The GBM BO is destroyed when released anyways.
This commit is contained in:
Simon Ser 2020-12-14 19:50:13 +01:00
parent 55b02f753f
commit 83925f04c3
1 changed files with 14 additions and 30 deletions

View File

@ -169,33 +169,6 @@ bool export_drm_bo(struct gbm_bo *bo, struct wlr_dmabuf_attributes *attribs) {
return true;
}
static void free_tex(struct gbm_bo *bo, void *data) {
struct wlr_texture *tex = data;
wlr_texture_destroy(tex);
}
static struct wlr_texture *get_tex_for_bo(struct wlr_drm_renderer *renderer,
struct gbm_bo *bo) {
struct wlr_texture *tex = gbm_bo_get_user_data(bo);
if (tex) {
return tex;
}
struct wlr_dmabuf_attributes attribs;
if (!export_drm_bo(bo, &attribs)) {
return NULL;
}
tex = wlr_texture_from_dmabuf(renderer->wlr_rend, &attribs);
if (tex) {
gbm_bo_set_user_data(bo, tex, free_tex);
}
wlr_dmabuf_attributes_finish(&attribs);
return tex;
}
void drm_plane_finish_surface(struct wlr_drm_plane *plane) {
if (!plane) {
return;
@ -434,19 +407,26 @@ struct gbm_bo *drm_fb_acquire(struct wlr_drm_fb *fb, struct wlr_drm_backend *drm
/* Perform copy across GPUs */
struct wlr_texture *tex = get_tex_for_bo(mgpu->renderer, fb->bo);
if (!tex) {
struct wlr_renderer *renderer = mgpu->renderer->wlr_rend;
struct wlr_dmabuf_attributes attribs = {0};
if (!wlr_buffer_get_dmabuf(fb->wlr_buf, &attribs)) {
return NULL;
}
struct wlr_texture *tex = wlr_texture_from_dmabuf(renderer, &attribs);
if (tex == NULL) {
return NULL;
}
if (!drm_surface_make_current(mgpu, NULL)) {
wlr_texture_destroy(tex);
return NULL;
}
float mat[9];
wlr_matrix_projection(mat, 1, 1, WL_OUTPUT_TRANSFORM_NORMAL);
struct wlr_renderer *renderer = mgpu->renderer->wlr_rend;
wlr_renderer_begin(renderer, mgpu->width, mgpu->height);
wlr_renderer_clear(renderer, (float[]){ 0.0, 0.0, 0.0, 0.0 });
wlr_render_texture_with_matrix(renderer, tex, mat, 1.0f);
@ -457,8 +437,12 @@ struct gbm_bo *drm_fb_acquire(struct wlr_drm_fb *fb, struct wlr_drm_backend *drm
.wlr_buf = fb->mgpu_wlr_buf,
};
if (!drm_fb_lock_surface(&mgpu_fb, mgpu)) {
wlr_texture_destroy(tex);
return false;
}
wlr_texture_destroy(tex);
fb->mgpu_bo = mgpu_fb.bo;
fb->mgpu_wlr_buf = mgpu_fb.wlr_buf;
fb->mgpu_surf = mgpu;