glamor: Free converted bits in _glamor_upload_bits_to_pixmap_texture fast path

When uploading bits to a texture which need reformatting to match a
supported GL format, a temporary buffer is allocated to hold the
reformatted bits. This gets freed in the general path, but is not
freed in the fast path because that includes an early return before
the call to free.

This patch removes the early return and places the general case under
an 'else' block, so that both paths reach the call to free.

Signed-off-by: Keith Packard <keithp@keithp.com>
Reviewed-by: Alex Deucher <alexander.deucher@amd.com>
This commit is contained in:
Keith Packard 2014-10-24 11:56:23 -07:00
parent 55b27ed70c
commit d181e52ceb

View File

@ -808,45 +808,44 @@ _glamor_upload_bits_to_pixmap_texture(PixmapPtr pixmap, GLenum format,
format, type,
x + fbo_x_off, y + fbo_y_off, w, h,
bits, pbo);
return TRUE;
} else {
ptexcoords = texcoords_inv;
pixmap_priv_get_dest_scale(pixmap_priv, &dst_xscale, &dst_yscale);
glamor_set_normalize_vcoords(pixmap_priv, dst_xscale,
dst_yscale,
x, y,
x + w, y + h,
vertices);
/* Slow path, we need to flip y or wire alpha to 1. */
glamor_make_current(glamor_priv);
glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
GL_FALSE, 2 * sizeof(float), vertices);
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT,
GL_FALSE, 2 * sizeof(float), ptexcoords);
glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glamor_set_destination_pixmap_priv_nc(pixmap_priv);
__glamor_upload_pixmap_to_texture(pixmap, &tex,
format, type, 0, 0, w, h, bits, pbo);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glUseProgram(glamor_priv->finish_access_prog[no_alpha]);
glUniform1i(glamor_priv->finish_access_revert[no_alpha], revert);
glUniform1i(glamor_priv->finish_access_swap_rb[no_alpha], swap_rb);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glDeleteTextures(1, &tex);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
ptexcoords = texcoords_inv;
pixmap_priv_get_dest_scale(pixmap_priv, &dst_xscale, &dst_yscale);
glamor_set_normalize_vcoords(pixmap_priv, dst_xscale,
dst_yscale,
x, y,
x + w, y + h,
vertices);
/* Slow path, we need to flip y or wire alpha to 1. */
glamor_make_current(glamor_priv);
glVertexAttribPointer(GLAMOR_VERTEX_POS, 2, GL_FLOAT,
GL_FALSE, 2 * sizeof(float), vertices);
glEnableVertexAttribArray(GLAMOR_VERTEX_POS);
glVertexAttribPointer(GLAMOR_VERTEX_SOURCE, 2, GL_FLOAT,
GL_FALSE, 2 * sizeof(float), ptexcoords);
glEnableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glamor_set_destination_pixmap_priv_nc(pixmap_priv);
__glamor_upload_pixmap_to_texture(pixmap, &tex,
format, type, 0, 0, w, h, bits, pbo);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glUseProgram(glamor_priv->finish_access_prog[no_alpha]);
glUniform1i(glamor_priv->finish_access_revert[no_alpha], revert);
glUniform1i(glamor_priv->finish_access_swap_rb[no_alpha], swap_rb);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDisableVertexAttribArray(GLAMOR_VERTEX_POS);
glDisableVertexAttribArray(GLAMOR_VERTEX_SOURCE);
glDeleteTextures(1, &tex);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
if (need_free_bits)
free(bits);
return TRUE;