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.
This commit is contained in:
Tom Englund 2026-01-07 19:53:42 +01:00 committed by GitHub
parent a383ca1866
commit 918e2bb9be
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GPG key ID: B5690EEEBB952194
10 changed files with 291 additions and 171 deletions

View file

@ -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);

View file

@ -3,13 +3,14 @@
#include "../defines.hpp"
#include "../helpers/Format.hpp"
#include "Texture.hpp"
#include <drm_fourcc.h>
class CFramebuffer {
public:
CFramebuffer();
~CFramebuffer();
bool alloc(int w, int h, uint32_t format = GL_RGBA);
bool alloc(int w, int h, uint32_t format = DRM_FORMAT_ARGB8888);
void addStencil(SP<CTexture> tex);
void bind();
void unbind();

View file

@ -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));
}

View file

@ -37,6 +37,7 @@ class CTexture {
void bind();
void unbind();
void setTexParameter(GLenum pname, GLint param);
void swizzle(const std::array<GLint, 4>& colors);
eTextureType m_type = TEXTURE_RGBA;
GLenum m_target = GL_TEXTURE_2D;

View file

@ -1,11 +1,9 @@
#version 300 es
//#extension GL_OES_EGL_image_external : require
#extension GL_ARB_shading_language_include : enable
precision highp float;
in vec2 v_texcoord;
uniform sampler2D tex;
//uniform samplerExternalOES texture0;
uniform int texType; // eTextureType: 0 - rgba, 1 - rgbx, 2 - ext
// uniform int skipCM;
@ -30,8 +28,8 @@ void main() {
vec4 pixColor;
if (texType == 1)
pixColor = vec4(texture(tex, v_texcoord).rgb, 1.0);
// else if (texType == 2)
// pixColor = texture(texture0, v_texcoord);
//else if (texType == 2)
// discard; // this shouldnt happen.
else // assume rgba
pixColor = texture(tex, v_texcoord);

View file

@ -5,7 +5,7 @@
precision highp float;
in vec2 v_texcoord;
uniform samplerExternalOES texture0;
uniform samplerExternalOES tex;
uniform float alpha;
#include "rounding.glsl"
@ -20,7 +20,7 @@ uniform vec3 tint;
layout(location = 0) out vec4 fragColor;
void main() {
vec4 pixColor = texture(texture0, v_texcoord);
vec4 pixColor = texture(tex, v_texcoord);
if (discardOpaque == 1 && pixColor[3] * alpha == 1.0)
discard;