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.
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10 changed files with 291 additions and 171 deletions
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@ -192,8 +192,7 @@ void CScreencopyFrame::share() {
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}
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void CScreencopyFrame::renderMon() {
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auto TEXTURE = makeShared<CTexture>(m_monitor->m_output->state->state().buffer);
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auto TEXTURE = makeShared<CTexture>(m_monitor->m_output->state->state().buffer);
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CRegion fakeDamage = {0, 0, INT16_MAX, INT16_MAX};
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const bool IS_CM_AWARE = PROTO::colorManagement && PROTO::colorManagement->isClientCMAware(m_client->client());
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@ -385,8 +384,6 @@ bool CScreencopyFrame::copyShm() {
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return false;
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}
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auto glFormat = PFORMAT->flipRB ? GL_BGRA_EXT : GL_RGBA;
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g_pHyprOpenGL->m_renderData.blockScreenShader = true;
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g_pHyprRenderer->endRender();
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@ -396,8 +393,26 @@ bool CScreencopyFrame::copyShm() {
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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const auto drmFmt = NFormatUtils::getPixelFormatFromDRM(shm.format);
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uint32_t packStride = NFormatUtils::minStride(drmFmt, m_box.w);
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uint32_t packStride = NFormatUtils::minStride(PFORMAT, m_box.w);
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int glFormat = PFORMAT->glFormat;
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if (glFormat == GL_RGBA)
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glFormat = GL_BGRA_EXT;
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if (glFormat != GL_BGRA_EXT && glFormat != GL_RGB) {
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if (PFORMAT->swizzle.has_value()) {
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std::array<GLint, 4> RGBA = SWIZZLE_RGBA;
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std::array<GLint, 4> BGRA = SWIZZLE_BGRA;
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if (PFORMAT->swizzle == RGBA)
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glFormat = GL_RGBA;
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else if (PFORMAT->swizzle == BGRA)
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glFormat = GL_BGRA_EXT;
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else {
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LOGM(Log::ERR, "Copied frame via shm might be broken or color flipped");
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glFormat = GL_RGBA;
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}
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}
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}
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// This could be optimized by using a pixel buffer object to make this async,
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// but really clients should just use a dma buffer anyways.
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@ -285,8 +285,6 @@ bool CToplevelExportFrame::copyShm(const Time::steady_tp& now) {
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glBindFramebuffer(GL_READ_FRAMEBUFFER, outFB.getFBID());
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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auto glFormat = PFORMAT->flipRB ? GL_BGRA_EXT : GL_RGBA;
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auto origin = Vector2D(0, 0);
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switch (PMONITOR->m_transform) {
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case WL_OUTPUT_TRANSFORM_FLIPPED_180:
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@ -308,6 +306,26 @@ bool CToplevelExportFrame::copyShm(const Time::steady_tp& now) {
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default: break;
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}
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int glFormat = PFORMAT->glFormat;
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if (glFormat == GL_RGBA)
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glFormat = GL_BGRA_EXT;
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if (glFormat != GL_BGRA_EXT && glFormat != GL_RGB) {
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if (PFORMAT->swizzle.has_value()) {
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std::array<GLint, 4> RGBA = SWIZZLE_RGBA;
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std::array<GLint, 4> BGRA = SWIZZLE_BGRA;
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if (PFORMAT->swizzle == RGBA)
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glFormat = GL_RGBA;
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else if (PFORMAT->swizzle == BGRA)
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glFormat = GL_BGRA_EXT;
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else {
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LOGM(Log::ERR, "Copied frame via shm might be broken or color flipped");
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glFormat = GL_RGBA;
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}
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}
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}
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glReadPixels(origin.x, origin.y, m_box.width, m_box.height, glFormat, PFORMAT->glType, pixelData);
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if (overlayCursor) {
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