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| author | Tom Englund <tomenglund26@gmail.com> | 2026-01-07 19:53:42 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2026-01-07 19:53:42 +0100 |
| commit | 918e2bb9be0e1d233f9394f1d569137788c43c01 (patch) | |
| tree | a1623c8cd20c7ad625f65adb05cfe82a9e06ee8c /src/render/Framebuffer.cpp | |
| parent | a383ca1866b04d175bc2cf208859147d22a6968e (diff) | |
renderer/gl: add internal gl formats and reduce internal driver format conversions (#12879)
* format: add internal formats for drm formats
cross referenced with weston and added internal formats and types for a
lot of missing ones. also added a isFormatYUV helper.
* framebuffer: ensure we use right internalformat
ensure we use the right internal format to avoid internal driver
blitting, also since we only attach the GL_STENCIL_ATTACHMENT we might
just aswell only use the GL_STENCIL_INDEX8 to not confuse drivers that
we want a depth aswell.
* texture: use external on yuv or non linear mods
using external makes us use the gpu's internal detiler.
and this is makes intel a lot happier then having to format convert it
to a linear format internally.
* shaders: add external support to CM frag
add external support to CM frag, and correct ext.frag typo.
* formats: remove duplicates and fix a typo in cm.frag
remove duplicate formats and a typo in cm.frag
* formats: add swizzle logic to all formats
add swizzle logic from weston for all formats and use it in shm texture
paths.
* format: more format changes
use monitor drm format instead of forcing something different.
* shader: remove external from cm.frag
drivers want this resolved at compiletime cant use both
samplerExternalOES and sampler2d and then runtime branch it.
* screencopy: swizzle textures in screencopy
swizzle textures in screencopy, to get the right colors when copying.
* screencopy: restore old behaviour
try restore old behaviour before the gles3 format changes.
glReadPixels had the wrong format, so i went to far trying to mitigate
it. should be like before now.
Diffstat (limited to 'src/render/Framebuffer.cpp')
| -rw-r--r-- | src/render/Framebuffer.cpp | 16 |
1 files changed, 9 insertions, 7 deletions
diff --git a/src/render/Framebuffer.cpp b/src/render/Framebuffer.cpp index 48e44570..cfafd4be 100644 --- a/src/render/Framebuffer.cpp +++ b/src/render/Framebuffer.cpp @@ -9,10 +9,8 @@ bool CFramebuffer::alloc(int w, int h, uint32_t drmFormat) { bool firstAlloc = false; RASSERT((w > 0 && h > 0), "cannot alloc a FB with negative / zero size! (attempted {}x{})", w, h); - const uint32_t glFormat = NFormatUtils::drmFormatToGL(drmFormat); - const uint32_t glType = NFormatUtils::glFormatToType(glFormat); - const bool sizeChanged = (m_size != Vector2D(w, h)); - const bool formatChanged = (drmFormat != m_drmFormat); + const bool sizeChanged = (m_size != Vector2D(w, h)); + const bool formatChanged = (drmFormat != m_drmFormat); if (!m_tex) { m_tex = makeShared<CTexture>(); @@ -32,14 +30,15 @@ bool CFramebuffer::alloc(int w, int h, uint32_t drmFormat) { } if (firstAlloc || sizeChanged || formatChanged) { + const auto format = NFormatUtils::getPixelFormatFromDRM(drmFormat); m_tex->bind(); - glTexImage2D(GL_TEXTURE_2D, 0, glFormat, w, h, 0, GL_RGBA, glType, nullptr); + glTexImage2D(GL_TEXTURE_2D, 0, format->glInternalFormat ? format->glInternalFormat : format->glFormat, w, h, 0, format->glFormat, format->glType, nullptr); glBindFramebuffer(GL_FRAMEBUFFER, m_fb); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_tex->m_texID, 0); if (m_stencilTex) { m_stencilTex->bind(); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, w, h, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr); + glTexImage2D(GL_TEXTURE_2D, 0, GL_STENCIL_INDEX8, w, h, 0, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, nullptr); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_stencilTex->m_texID, 0); } @@ -59,9 +58,12 @@ bool CFramebuffer::alloc(int w, int h, uint32_t drmFormat) { } void CFramebuffer::addStencil(SP<CTexture> tex) { + if (m_stencilTex == tex) + return; + m_stencilTex = tex; m_stencilTex->bind(); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, m_size.x, m_size.y, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr); + glTexImage2D(GL_TEXTURE_2D, 0, GL_STENCIL_INDEX8, m_size.x, m_size.y, 0, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, nullptr); glBindFramebuffer(GL_FRAMEBUFFER, m_fb); |
