From a29cde44ae406abc5047fce5e09c63671aa10f38 Mon Sep 17 00:00:00 2001 From: "Steinar H. Gunderson" Date: Sun, 26 Feb 2017 16:47:50 +0100 Subject: [PATCH] Fix an issue where the v210 input texture would have an inefficient width. --- pbo_frame_allocator.cpp | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/pbo_frame_allocator.cpp b/pbo_frame_allocator.cpp index 5aa4705..5bb3039 100644 --- a/pbo_frame_allocator.cpp +++ b/pbo_frame_allocator.cpp @@ -8,6 +8,7 @@ #include #include "flags.h" +#include "v210_converter.h" using namespace std; @@ -62,12 +63,14 @@ PBOFrameAllocator::PBOFrameAllocator(size_t frame_size, GLuint width, GLuint hei userdata[i].last_is_connected = false; for (unsigned field = 0; field < 2; ++field) { if (global_flags.ten_bit_input) { + const size_t v210_width = v210Converter::get_minimum_v210_texture_width(width); + glBindTexture(GL_TEXTURE_2D, userdata[i].tex_v210[field]); check_error(); // Don't care about texture parameters, we're only going to read it // from the compute shader anyway. if (field == 0) { - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, width, height, 0, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB10_A2, v210_width, height, 0, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, NULL); check_error(); } -- 2.39.2