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backend: gl: try different back buffer formats
Prefer RGB formats first, because they use less memory; but fallback to RGBA formats, as they are formats required by OpenGL. Signed-off-by: Yuxuan Shui <yshuiv7@gmail.com>
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2 changed files with 20 additions and 11 deletions
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@ -622,16 +622,13 @@ void gl_resize(struct gl_data *gd, int width, int height) {
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gd->height = height;
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gd->width = width;
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GLint format = GL_RGB8;
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if (gd->dithered_present) {
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format = GL_RGB16;
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}
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assert(viewport_dimensions[0] >= gd->width);
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assert(viewport_dimensions[1] >= gd->height);
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glBindTexture(GL_TEXTURE_2D, gd->back_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, GL_BGR, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, gd->back_format, width, height, 0, GL_BGR,
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GL_UNSIGNED_BYTE, NULL);
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gl_check_err();
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}
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@ -919,14 +916,25 @@ bool gl_init(struct gl_data *gd, session_t *ps) {
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glUniformMatrix4fv(pml, 1, false, projection_matrix[0]);
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glUseProgram(0);
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// Set up the size of the back texture
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gl_resize(gd, ps->root_width, ps->root_height);
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// Set up the size and format of the back texture
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, gd->back_fbo);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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gd->back_texture, 0);
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glDrawBuffer(GL_COLOR_ATTACHMENT0);
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if (!gl_check_fb_complete(GL_FRAMEBUFFER)) {
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const GLint *format = (const GLint[]){GL_RGB8, GL_RGBA8};
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if (gd->dithered_present) {
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format = (const GLint[]){GL_RGB16, GL_RGBA16};
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}
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for (int i = 0; i < 2; i++) {
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gd->back_format = format[i];
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gl_resize(gd, ps->root_width, ps->root_height);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, gd->back_texture, 0);
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if (glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) {
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log_info("Using back buffer format %#x", gd->back_format);
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break;
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}
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}
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if (!gl_check_fb_complete(GL_DRAW_FRAMEBUFFER)) {
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return false;
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}
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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@ -107,6 +107,7 @@ struct gl_data {
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gl_fill_shader_t fill_shader;
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gl_shadow_shader_t shadow_shader;
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GLuint back_texture, back_fbo;
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GLint back_format;
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GLuint present_prog;
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bool dithered_present;
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