mirror of
https://github.com/hyprwm/Hyprland.git
synced 2025-10-16 06:55:58 +00:00
renderer: various fixes towards improving gpu calls robustness (#9188)
ensure framebuffer textures are detached and deleted, avoid leaving framebuffers bound when not needed * render: avoid calling glDeleteProgram on no program its safe to do so but it adds a bunch of unnecessery lines in apitrace when tracing. if guard it and return early. * opengl: ensure texture and buffers are unbound ensure bound buffers are unbound after use, also detach textures from framebuffer before deleting it otherwise it will become dangling and essentially leak.
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@@ -12,29 +12,26 @@ bool CFramebuffer::alloc(int w, int h, uint32_t drmFormat) {
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uint32_t glFormat = NFormatUtils::drmFormatToGL(drmFormat);
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uint32_t glType = NFormatUtils::glFormatToType(glFormat);
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if (!m_cTex)
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if (!m_cTex) {
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m_cTex = makeShared<CTexture>();
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if (!m_iFbAllocated) {
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firstAlloc = true;
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glGenFramebuffers(1, &m_iFb);
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m_iFbAllocated = true;
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}
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if (m_cTex->m_iTexID == 0) {
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firstAlloc = true;
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m_cTex->allocate();
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glBindTexture(GL_TEXTURE_2D, m_cTex->m_iTexID);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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firstAlloc = true;
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}
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if (!m_iFbAllocated) {
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glGenFramebuffers(1, &m_iFb);
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m_iFbAllocated = true;
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firstAlloc = true;
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}
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if (firstAlloc || m_vSize != Vector2D(w, h)) {
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glBindTexture(GL_TEXTURE_2D, m_cTex->m_iTexID);
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glTexImage2D(GL_TEXTURE_2D, 0, glFormat, w, h, 0, GL_RGBA, glType, nullptr);
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glBindFramebuffer(GL_FRAMEBUFFER, m_iFb);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_cTex->m_iTexID, 0);
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@@ -43,9 +40,6 @@ bool CFramebuffer::alloc(int w, int h, uint32_t drmFormat) {
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if (m_pStencilTex) {
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glBindTexture(GL_TEXTURE_2D, m_pStencilTex->m_iTexID);
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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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glBindFramebuffer(GL_FRAMEBUFFER, m_iFb);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_pStencilTex->m_iTexID, 0);
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}
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#endif
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@@ -57,8 +51,7 @@ bool CFramebuffer::alloc(int w, int h, uint32_t drmFormat) {
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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if (g_pHyprOpenGL)
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glBindFramebuffer(GL_FRAMEBUFFER, g_pHyprOpenGL->m_iCurrentOutputFb);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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m_vSize = Vector2D(w, h);
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@@ -80,7 +73,7 @@ void CFramebuffer::addStencil(SP<CTexture> tex) {
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RASSERT((status == GL_FRAMEBUFFER_COMPLETE), "Failed adding a stencil to fbo!", status);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, g_pHyprOpenGL->m_iCurrentOutputFb);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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#endif
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}
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@@ -90,25 +83,36 @@ void CFramebuffer::bind() {
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#else
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glBindFramebuffer(GL_FRAMEBUFFER, m_iFb);
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#endif
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if (g_pHyprOpenGL)
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glViewport(0, 0, g_pHyprOpenGL->m_RenderData.pMonitor->vecPixelSize.x, g_pHyprOpenGL->m_RenderData.pMonitor->vecPixelSize.y);
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else
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glViewport(0, 0, m_vSize.x, m_vSize.y);
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}
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void CFramebuffer::unbind() {
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#ifndef GLES2
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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#else
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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#endif
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}
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void CFramebuffer::release() {
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if (!m_iFbAllocated && !m_cTex)
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return;
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if (m_iFbAllocated) {
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glBindFramebuffer(GL_FRAMEBUFFER, m_iFb);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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Debug::log(TRACE, "fb {} released", m_iFb);
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if (m_iFbAllocated)
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glDeleteFramebuffers(1, &m_iFb);
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m_iFbAllocated = false;
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m_iFb = 0;
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}
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m_cTex.reset();
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m_iFbAllocated = false;
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m_vSize = Vector2D();
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m_iFb = 0;
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if (m_cTex)
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m_cTex.reset();
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m_vSize = Vector2D();
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}
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CFramebuffer::~CFramebuffer() {
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