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Previously we would actually initialize a texture memory that would then also have to be deleted when we bound the EGLImage to the texture during dmabuf import. Instead simply do not create the dummy texture memory. One odd thing is that we must still query the texture to ensure its initialized or binding the EGLImage will not work. So we leave the TEXTURE_MAX_LEVEL check. This makes screencapture up to 100x faster on discrete intel cards and likely has some performance benefit for amd/integrated cards. Without this dmabufs are actually slower than shared memory for these intel cards.