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@ -90,7 +90,6 @@ void CLGLContext::end() { |
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GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, 0)); |
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//glFlush seems enough but i wanna make sure that there won't be race conditions.
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//At least on TigerLake/Iris it doesn't make a difference in performance.
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// GL_CHECK(glViewport(viewport_[0], viewport_[1], viewport_[2], viewport_[3]));
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GL_CHECK(glFlush()); |
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GL_CHECK(glFinish()); |
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} |
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@ -124,7 +123,7 @@ void CLGLContext::acquireFromGL(cv::UMat &m) { |
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GL_CHECK(cv::ogl::convertFromGLTexture2D(getTexture2D(), m)); |
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#else |
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if(m.empty()) |
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m.create(frameBufferSize_, CV_8UC4); |
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m.create(getSize(), CV_8UC4); |
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download(m); |
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GL_CHECK(glFlush()); |
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GL_CHECK(glFinish()); |
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@ -140,7 +139,7 @@ void CLGLContext::releaseToGL(cv::UMat &m) { |
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GL_CHECK(cv::ogl::convertToGLTexture2D(m, getTexture2D())); |
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#else |
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if(m.empty()) |
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m.create(frameBufferSize_, CV_8UC4); |
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m.create(getSize(), CV_8UC4); |
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upload(m); |
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GL_CHECK(glFlush()); |
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GL_CHECK(glFinish()); |
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