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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@ -1,11 +1,9 @@
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#version 300 es
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//#extension GL_OES_EGL_image_external : require
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#extension GL_ARB_shading_language_include : enable
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precision highp float;
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in vec2 v_texcoord;
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uniform sampler2D tex;
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//uniform samplerExternalOES texture0;
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uniform int texType; // eTextureType: 0 - rgba, 1 - rgbx, 2 - ext
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// uniform int skipCM;
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@ -30,8 +28,8 @@ void main() {
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vec4 pixColor;
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if (texType == 1)
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pixColor = vec4(texture(tex, v_texcoord).rgb, 1.0);
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// else if (texType == 2)
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// pixColor = texture(texture0, v_texcoord);
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//else if (texType == 2)
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// discard; // this shouldnt happen.
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else // assume rgba
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pixColor = texture(tex, v_texcoord);
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@ -5,7 +5,7 @@
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precision highp float;
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in vec2 v_texcoord;
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uniform samplerExternalOES texture0;
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uniform samplerExternalOES tex;
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uniform float alpha;
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#include "rounding.glsl"
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@ -20,7 +20,7 @@ uniform vec3 tint;
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layout(location = 0) out vec4 fragColor;
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void main() {
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vec4 pixColor = texture(texture0, v_texcoord);
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vec4 pixColor = texture(tex, v_texcoord);
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if (discardOpaque == 1 && pixColor[3] * alpha == 1.0)
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discard;
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