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Fix texture leak in QML surface test
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parent
b657c28a9b
commit
81df7a1293
1 changed files with 20 additions and 11 deletions
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@ -26,7 +26,7 @@
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#include <QtGui/QWindow>
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#include <QtGui/QGuiApplication>
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#include <QtGui/QImage>
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#include <QtGui/QOpenGLFunctions_4_5_Core>
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#include <QtGui/QOpenGLFunctions_4_1_Core>
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#include <QtGui/QOpenGLContext>
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#include <QtQuick/QQuickItem>
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#include <QtQml/QQmlContext>
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@ -88,7 +88,7 @@ private:
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OffscreenGLCanvas _sharedContext;
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std::array<std::array<QmlInfo, DIVISIONS_Y>, DIVISIONS_X> _surfaces;
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QOpenGLFunctions_4_5_Core _glf;
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QOpenGLFunctions_4_1_Core _glf;
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std::function<void(uint32_t, void*)> _discardLamdba;
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QSize _size;
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size_t _surfaceCount{ 0 };
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@ -145,7 +145,7 @@ void TestWindow::initGl() {
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gl::initModuleGl();
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_glf.initializeOpenGLFunctions();
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_glf.glCreateFramebuffers(1, &_fbo);
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_glf.glGenFramebuffers(1, &_fbo);
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if (!_sharedContext.create(&_glContext) || !_sharedContext.makeCurrent()) {
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qFatal("Unable to intialize Shared GL context");
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@ -196,6 +196,12 @@ void TestWindow::buildSurface(QmlInfo& qmlInfo, bool video) {
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void TestWindow::destroySurface(QmlInfo& qmlInfo) {
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auto& surface = qmlInfo.surface;
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auto& currentTexture = qmlInfo.texture;
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if (currentTexture) {
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auto readFence = _glf.glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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glFlush();
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_discardLamdba(currentTexture, readFence);
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}
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auto webView = surface->getRootItem();
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if (webView) {
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// stop loading
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@ -274,16 +280,19 @@ void TestWindow::draw() {
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if (!qmlInfo.surface || !qmlInfo.texture) {
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continue;
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}
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_glf.glNamedFramebufferTexture(_fbo, GL_COLOR_ATTACHMENT0, qmlInfo.texture, 0);
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_glf.glBlitNamedFramebuffer(_fbo, 0,
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// src coordinates
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0, 0, _qmlSize.width() - 1, _qmlSize.height() - 1,
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// dst coordinates
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incrementX * x, incrementY * y, incrementX * (x + 1), incrementY * (y + 1),
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// blit mask and filter
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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_glf.glBindFramebuffer(GL_READ_FRAMEBUFFER, _fbo);
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_glf.glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, qmlInfo.texture, 0);
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_glf.glBlitFramebuffer(
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// src coordinates
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0, 0, _qmlSize.width() - 1, _qmlSize.height() - 1,
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// dst coordinates
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incrementX * x, incrementY * y, incrementX * (x + 1), incrementY * (y + 1),
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// blit mask and filter
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GL_COLOR_BUFFER_BIT, GL_NEAREST);
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}
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}
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_glf.glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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_glf.glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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_glContext.swapBuffers(this);
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}
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