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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@ -9,10 +9,8 @@ bool CFramebuffer::alloc(int w, int h, uint32_t drmFormat) {
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bool firstAlloc = false;
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RASSERT((w > 0 && h > 0), "cannot alloc a FB with negative / zero size! (attempted {}x{})", w, h);
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const uint32_t glFormat = NFormatUtils::drmFormatToGL(drmFormat);
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const uint32_t glType = NFormatUtils::glFormatToType(glFormat);
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const bool sizeChanged = (m_size != Vector2D(w, h));
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const bool formatChanged = (drmFormat != m_drmFormat);
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const bool sizeChanged = (m_size != Vector2D(w, h));
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const bool formatChanged = (drmFormat != m_drmFormat);
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if (!m_tex) {
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m_tex = makeShared<CTexture>();
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@ -32,14 +30,15 @@ bool CFramebuffer::alloc(int w, int h, uint32_t drmFormat) {
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}
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if (firstAlloc || sizeChanged || formatChanged) {
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const auto format = NFormatUtils::getPixelFormatFromDRM(drmFormat);
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m_tex->bind();
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glTexImage2D(GL_TEXTURE_2D, 0, glFormat, w, h, 0, GL_RGBA, glType, nullptr);
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glTexImage2D(GL_TEXTURE_2D, 0, format->glInternalFormat ? format->glInternalFormat : format->glFormat, w, h, 0, format->glFormat, format->glType, nullptr);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fb);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_tex->m_texID, 0);
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if (m_stencilTex) {
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m_stencilTex->bind();
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, w, h, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_STENCIL_INDEX8, w, h, 0, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, nullptr);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_stencilTex->m_texID, 0);
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}
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@ -59,9 +58,12 @@ bool CFramebuffer::alloc(int w, int h, uint32_t drmFormat) {
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}
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void CFramebuffer::addStencil(SP<CTexture> tex) {
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if (m_stencilTex == tex)
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return;
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m_stencilTex = tex;
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m_stencilTex->bind();
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, m_size.x, m_size.y, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_STENCIL_INDEX8, m_size.x, m_size.y, 0, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, nullptr);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fb);
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