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