Keep the last texture

shader-damage
Andri Yngvason 2019-10-26 21:12:15 +00:00
parent 44366756d1
commit b73b812bf8
2 changed files with 12 additions and 2 deletions

View File

@ -25,6 +25,7 @@ struct renderer {
EGLDisplay display;
EGLSurface surface;
EGLContext context;
GLuint last_texture;
GLuint dmabuf_shader_program;
GLuint texture_shader_program;
uint32_t width;

View File

@ -271,6 +271,9 @@ void gl_render(void)
void renderer_destroy(struct renderer* self)
{
if (self->last_texture)
glDeleteTextures(1, &self->last_texture);
glDeleteProgram(self->dmabuf_shader_program);
glDeleteProgram(self->texture_shader_program);
eglMakeCurrent(self->display, EGL_NO_SURFACE, EGL_NO_SURFACE,
@ -429,8 +432,11 @@ int render_dmabuf_frame(struct renderer* self, struct dmabuf_frame* frame)
glUseProgram(self->dmabuf_shader_program);
gl_render();
if (self->last_texture)
glDeleteTextures(1, &self->last_texture);
self->last_texture = tex;
glBindTexture(GL_TEXTURE_2D, 0);
glDeleteTextures(1, &tex);
eglDestroyImageKHR(self->display, image);
return 0;
@ -457,8 +463,11 @@ int render_framebuffer(struct renderer* self, const void* addr, uint32_t format,
glUseProgram(self->texture_shader_program);
gl_render();
if (self->last_texture)
glDeleteTextures(1, &self->last_texture);
self->last_texture = tex;
glBindTexture(GL_TEXTURE_2D, 0);
glDeleteTextures(1, &tex);
return 0;
}