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authorTom Englund <tomenglund26@gmail.com>2026-01-07 19:53:42 +0100
committerGitHub <noreply@github.com>2026-01-07 19:53:42 +0100
commit918e2bb9be0e1d233f9394f1d569137788c43c01 (patch)
treea1623c8cd20c7ad625f65adb05cfe82a9e06ee8c /src/render/Framebuffer.cpp
parenta383ca1866b04d175bc2cf208859147d22a6968e (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.cpp16
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);