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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/Texture.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/Texture.cpp')
-rw-r--r--src/render/Texture.cpp31
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));
+}