Simplify EGLImageFactory and remove caching logic for now
The platforms that would most benefit (embedded V4L2 decoders) either don't use frame pooling or don't synchronize with modified DMA-BUFs unless eglCreateImage() is called each time.
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8 changed files with 29 additions and 98 deletions
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@ -2,12 +2,12 @@
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#include "renderer.h"
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#include <unordered_map>
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#ifdef HAVE_LIBVA
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#include <va/va_drmcommon.h>
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#endif
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#include <optional>
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class EglImageFactory
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{
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class EglImageContext {
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@ -64,19 +64,14 @@ public:
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ssize_t exportVAImages(AVFrame* frame, uint32_t exportFlags, EGLDisplay dpy, EGLImage images[EGL_MAX_PLANES]);
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#endif
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void freeEGLImages();
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bool supportsImportingFormat(EGLDisplay dpy, EGLint format);
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bool supportsImportingModifier(EGLDisplay dpy, EGLint format, EGLuint64KHR modifier);
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void freeEGLImages(EGLDisplay dpy, EGLImage images[EGL_MAX_PLANES]);
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private:
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ssize_t queryImageCache(AVFrame* frame, EGLImage images[EGL_MAX_PLANES]);
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void populateImageCache(AVFrame* frame, EglImageContext &&imgCtx);
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private:
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IFFmpegRenderer* m_Renderer;
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bool m_CacheDisabled;
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std::unordered_map<AVBuffer*, EglImageContext> m_CachedImages;
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std::optional<EglImageContext> m_LastImageCtx;
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bool m_EGLExtDmaBuf;
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PFNEGLCREATEIMAGEPROC m_eglCreateImage;
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PFNEGLDESTROYIMAGEPROC m_eglDestroyImage;
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