From c99eb23869da2b80e3613a886aa1b99851367a3c Mon Sep 17 00:00:00 2001 From: Tom Englund Date: Sat, 17 Jan 2026 15:31:19 +0100 Subject: renderer: optimise shader usage further, split shaders and add more caching (#12992) * shader: split CM rgba/rgbx into discard ones make it branchless if we have no discards. * shader: ensure we dont stall on vbo uv buffer if we render a new texture before the previous was done gpu wise its going to stall until done, call glBufferData to orphan the data. this allows the driver to return a new memory block immediately if the GPU is still reading from the previous one * protocols: ensure we reset GL_PACK_ALIGNMENT reset GL_PACK_ALIGNMENT back to the default initial value of 4 * shader: use unsigned short in VAO loose a tiny bit of precision but gain massive bandwidth reductions. use GL_UNSIGNED_SHORT and set it as normalized. clamp and round the UV for uint16_t in customUv. * shader: interleave vertex buffers use std::array for fullverts, use a single interleaved buffer for position and uv, should in theory improve cache locality. and also remove the need to have two buffers around. * shader: revert precision drop we need the float precision because we might have 1.01 or similiar floats entering CM shader maths, and rounding/clamping those means the maths turns out wrong. so revert back to float, sadly higher bandwidth usage. * update doColorManagement api * convert primaries to XYZ on cpu * remove unused primaries uniform --------- Co-authored-by: UjinT34 --- src/protocols/ToplevelExport.cpp | 1 + 1 file changed, 1 insertion(+) (limited to 'src/protocols/ToplevelExport.cpp') diff --git a/src/protocols/ToplevelExport.cpp b/src/protocols/ToplevelExport.cpp index 7549425c..7b7c0a31 100644 --- a/src/protocols/ToplevelExport.cpp +++ b/src/protocols/ToplevelExport.cpp @@ -334,6 +334,7 @@ bool CToplevelExportFrame::copyShm(const Time::steady_tp& now) { } outFB.unbind(); + glPixelStorei(GL_PACK_ALIGNMENT, 4); glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); return true; -- cgit v1.2.3