diff options
| 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/Texture.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/Texture.cpp')
| -rw-r--r-- | src/render/Texture.cpp | 31 |
1 files changed, 21 insertions, 10 deletions
diff --git a/src/render/Texture.cpp b/src/render/Texture.cpp index f1704afa..5e8c5d40 100644 --- a/src/render/Texture.cpp +++ b/src/render/Texture.cpp @@ -73,10 +73,8 @@ void CTexture::createFromShm(uint32_t drmFormat, uint8_t* pixels, uint32_t strid setTexParameter(GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); setTexParameter(GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - if (format->flipRB) { - setTexParameter(GL_TEXTURE_SWIZZLE_R, GL_BLUE); - setTexParameter(GL_TEXTURE_SWIZZLE_B, GL_RED); - } + if (format->swizzle.has_value()) + swizzle(format->swizzle.value()); GLCALL(glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, stride / format->bytesPerBlock)); GLCALL(glTexImage2D(GL_TEXTURE_2D, 0, format->glInternalFormat ? format->glInternalFormat : format->glFormat, size_.x, size_.y, 0, format->glFormat, format->glType, pixels)); @@ -96,10 +94,18 @@ void CTexture::createFromDma(const Aquamarine::SDMABUFAttrs& attrs, void* image) } m_opaque = NFormatUtils::isFormatOpaque(attrs.format); + + // #TODO external only formats should be external aswell. + // also needs a seperate color shader. + /*if (NFormatUtils::isFormatYUV(attrs.format)) { + m_target = GL_TEXTURE_EXTERNAL_OES; + m_type = TEXTURE_EXTERNAL; + } else {*/ m_target = GL_TEXTURE_2D; - m_type = TEXTURE_RGBA; - m_size = attrs.size; m_type = NFormatUtils::isFormatOpaque(attrs.format) ? TEXTURE_RGBX : TEXTURE_RGBA; + //} + + m_size = attrs.size; allocate(); m_eglImage = image; @@ -121,10 +127,8 @@ void CTexture::update(uint32_t drmFormat, uint8_t* pixels, uint32_t stride, cons bind(); - if (format->flipRB) { - setTexParameter(GL_TEXTURE_SWIZZLE_R, GL_BLUE); - setTexParameter(GL_TEXTURE_SWIZZLE_B, GL_RED); - } + if (format->swizzle.has_value()) + swizzle(format->swizzle.value()); damage.copy().intersect(CBox{{}, m_size}).forEachRect([&format, &stride, &pixels](const auto& rect) { GLCALL(glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, stride / format->bytesPerBlock)); @@ -205,3 +209,10 @@ void CTexture::setTexParameter(GLenum pname, GLint param) { m_cachedStates[idx] = param; GLCALL(glTexParameteri(m_target, pname, param)); } + +void CTexture::swizzle(const std::array<GLint, 4>& colors) { + setTexParameter(GL_TEXTURE_SWIZZLE_R, colors.at(0)); + setTexParameter(GL_TEXTURE_SWIZZLE_G, colors.at(1)); + setTexParameter(GL_TEXTURE_SWIZZLE_B, colors.at(2)); + setTexParameter(GL_TEXTURE_SWIZZLE_A, colors.at(3)); +} |
