3
0
mirror of https://github.com/hyprwm/Hyprland.git synced 2026-02-10 03:05:55 +00:00
Files
Hyprland/src/render/Framebuffer.cpp
Tom Englund 918e2bb9be 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.
2026-01-07 19:53:42 +01:00

135 lines
4.1 KiB
C++

#include "Framebuffer.hpp"
#include "OpenGL.hpp"
CFramebuffer::CFramebuffer() {
;
}
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 bool sizeChanged = (m_size != Vector2D(w, h));
const bool formatChanged = (drmFormat != m_drmFormat);
if (!m_tex) {
m_tex = makeShared<CTexture>();
m_tex->allocate();
m_tex->bind();
m_tex->setTexParameter(GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
m_tex->setTexParameter(GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
m_tex->setTexParameter(GL_TEXTURE_MAG_FILTER, GL_LINEAR);
m_tex->setTexParameter(GL_TEXTURE_MIN_FILTER, GL_LINEAR);
firstAlloc = true;
}
if (!m_fbAllocated) {
glGenFramebuffers(1, &m_fb);
m_fbAllocated = true;
firstAlloc = true;
}
if (firstAlloc || sizeChanged || formatChanged) {
const auto format = NFormatUtils::getPixelFormatFromDRM(drmFormat);
m_tex->bind();
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_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);
}
auto status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
RASSERT((status == GL_FRAMEBUFFER_COMPLETE), "Framebuffer incomplete, couldn't create! (FB status: {}, GL Error: 0x{:x})", status, sc<int>(glGetError()));
Log::logger->log(Log::DEBUG, "Framebuffer created, status {}", status);
}
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
m_drmFormat = drmFormat;
m_size = Vector2D(w, h);
return true;
}
void CFramebuffer::addStencil(SP<CTexture> tex) {
if (m_stencilTex == tex)
return;
m_stencilTex = tex;
m_stencilTex->bind();
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);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_stencilTex->m_texID, 0);
auto status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
RASSERT((status == GL_FRAMEBUFFER_COMPLETE), "Failed adding a stencil to fbo!", status);
m_stencilTex->unbind();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void CFramebuffer::bind() {
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fb);
if (g_pHyprOpenGL)
g_pHyprOpenGL->setViewport(0, 0, g_pHyprOpenGL->m_renderData.pMonitor->m_pixelSize.x, g_pHyprOpenGL->m_renderData.pMonitor->m_pixelSize.y);
else
glViewport(0, 0, m_size.x, m_size.y);
}
void CFramebuffer::unbind() {
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
void CFramebuffer::release() {
if (m_fbAllocated) {
glBindFramebuffer(GL_FRAMEBUFFER, m_fb);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &m_fb);
m_fbAllocated = false;
m_fb = 0;
}
if (m_tex)
m_tex.reset();
m_size = Vector2D();
}
CFramebuffer::~CFramebuffer() {
release();
}
bool CFramebuffer::isAllocated() {
return m_fbAllocated && m_tex;
}
SP<CTexture> CFramebuffer::getTexture() {
return m_tex;
}
GLuint CFramebuffer::getFBID() {
return m_fbAllocated ? m_fb : 0;
}
SP<CTexture> CFramebuffer::getStencilTex() {
return m_stencilTex;
}
void CFramebuffer::invalidate(const std::vector<GLenum>& attachments) {
if (!isAllocated())
return;
glInvalidateFramebuffer(GL_FRAMEBUFFER, attachments.size(), attachments.data());
}