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authorTom Englund <tomenglund26@gmail.com>2025-02-08 01:46:26 +0100
committerGitHub <noreply@github.com>2025-02-08 01:46:26 +0100
commitf7fcbe32c9f66bcfc86853a5cda95edcf481f573 (patch)
treec3e352ff73a41995159adb13ed0c900ad789d01f /src/render/Framebuffer.cpp
parenta724332eb82c33308a8cb6127172f128e3afe14c (diff)
renderer: various fixes towards improving gpu calls robustness (#9188)
ensure framebuffer textures are detached and deleted, avoid leaving framebuffers bound when not needed * render: avoid calling glDeleteProgram on no program its safe to do so but it adds a bunch of unnecessery lines in apitrace when tracing. if guard it and return early. * opengl: ensure texture and buffers are unbound ensure bound buffers are unbound after use, also detach textures from framebuffer before deleting it otherwise it will become dangling and essentially leak.
Diffstat (limited to 'src/render/Framebuffer.cpp')
-rw-r--r--src/render/Framebuffer.cpp56
1 files changed, 30 insertions, 26 deletions
diff --git a/src/render/Framebuffer.cpp b/src/render/Framebuffer.cpp
index 93f8fe7f..6905eb36 100644
--- a/src/render/Framebuffer.cpp
+++ b/src/render/Framebuffer.cpp
@@ -12,29 +12,26 @@ bool CFramebuffer::alloc(int w, int h, uint32_t drmFormat) {
uint32_t glFormat = NFormatUtils::drmFormatToGL(drmFormat);
uint32_t glType = NFormatUtils::glFormatToType(glFormat);
- if (!m_cTex)
+ if (!m_cTex) {
m_cTex = makeShared<CTexture>();
-
- if (!m_iFbAllocated) {
- firstAlloc = true;
- glGenFramebuffers(1, &m_iFb);
- m_iFbAllocated = true;
- }
-
- if (m_cTex->m_iTexID == 0) {
- firstAlloc = true;
m_cTex->allocate();
glBindTexture(GL_TEXTURE_2D, m_cTex->m_iTexID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ firstAlloc = true;
+ }
+
+ if (!m_iFbAllocated) {
+ glGenFramebuffers(1, &m_iFb);
+ m_iFbAllocated = true;
+ firstAlloc = true;
}
if (firstAlloc || m_vSize != Vector2D(w, h)) {
glBindTexture(GL_TEXTURE_2D, m_cTex->m_iTexID);
glTexImage2D(GL_TEXTURE_2D, 0, glFormat, w, h, 0, GL_RGBA, glType, nullptr);
-
glBindFramebuffer(GL_FRAMEBUFFER, m_iFb);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_cTex->m_iTexID, 0);
@@ -43,9 +40,6 @@ bool CFramebuffer::alloc(int w, int h, uint32_t drmFormat) {
if (m_pStencilTex) {
glBindTexture(GL_TEXTURE_2D, m_pStencilTex->m_iTexID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, w, h, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr);
-
- glBindFramebuffer(GL_FRAMEBUFFER, m_iFb);
-
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_pStencilTex->m_iTexID, 0);
}
#endif
@@ -57,8 +51,7 @@ bool CFramebuffer::alloc(int w, int h, uint32_t drmFormat) {
}
glBindTexture(GL_TEXTURE_2D, 0);
- if (g_pHyprOpenGL)
- glBindFramebuffer(GL_FRAMEBUFFER, g_pHyprOpenGL->m_iCurrentOutputFb);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
m_vSize = Vector2D(w, h);
@@ -80,7 +73,7 @@ void CFramebuffer::addStencil(SP<CTexture> tex) {
RASSERT((status == GL_FRAMEBUFFER_COMPLETE), "Failed adding a stencil to fbo!", status);
glBindTexture(GL_TEXTURE_2D, 0);
- glBindFramebuffer(GL_FRAMEBUFFER, g_pHyprOpenGL->m_iCurrentOutputFb);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
#endif
}
@@ -90,25 +83,36 @@ void CFramebuffer::bind() {
#else
glBindFramebuffer(GL_FRAMEBUFFER, m_iFb);
#endif
+
if (g_pHyprOpenGL)
glViewport(0, 0, g_pHyprOpenGL->m_RenderData.pMonitor->vecPixelSize.x, g_pHyprOpenGL->m_RenderData.pMonitor->vecPixelSize.y);
else
glViewport(0, 0, m_vSize.x, m_vSize.y);
}
-void CFramebuffer::release() {
- if (!m_iFbAllocated && !m_cTex)
- return;
+void CFramebuffer::unbind() {
+#ifndef GLES2
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+#else
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+#endif
+}
- Debug::log(TRACE, "fb {} released", m_iFb);
+void CFramebuffer::release() {
+ if (m_iFbAllocated) {
+ glBindFramebuffer(GL_FRAMEBUFFER, m_iFb);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
- if (m_iFbAllocated)
glDeleteFramebuffers(1, &m_iFb);
+ m_iFbAllocated = false;
+ m_iFb = 0;
+ }
+
+ if (m_cTex)
+ m_cTex.reset();
- m_cTex.reset();
- m_iFbAllocated = false;
- m_vSize = Vector2D();
- m_iFb = 0;
+ m_vSize = Vector2D();
}
CFramebuffer::~CFramebuffer() {