render/pixel-format: add support for block-based formats

Some formats like sub-sampled YCbCr use a block of bytes to
store the color values for more than one pixel. Update our format
table to be able to handle such formats.
This commit is contained in:
Simon Ser 2023-05-08 22:17:26 +02:00
parent 78a1ac540e
commit 96f3f3c92e
9 changed files with 117 additions and 56 deletions

View file

@ -56,6 +56,11 @@ static bool gles2_texture_update_from_buffer(struct wlr_texture *wlr_texture,
const struct wlr_pixel_format_info *drm_fmt =
drm_get_pixel_format_info(texture->drm_format);
assert(drm_fmt);
if (pixel_format_info_pixels_per_block(drm_fmt) != 1) {
wlr_buffer_end_data_ptr_access(buffer);
wlr_log(WLR_ERROR, "Cannot update texture: block formats are not supported");
return false;
}
if (!pixel_format_info_check_stride(drm_fmt, stride, buffer->width)) {
wlr_buffer_end_data_ptr_access(buffer);
@ -76,7 +81,7 @@ static bool gles2_texture_update_from_buffer(struct wlr_texture *wlr_texture,
for (int i = 0; i < rects_len; i++) {
pixman_box32_t rect = rects[i];
glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, stride / (drm_fmt->bpp / 8));
glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, stride / drm_fmt->bytes_per_block);
glPixelStorei(GL_UNPACK_SKIP_PIXELS_EXT, rect.x1);
glPixelStorei(GL_UNPACK_SKIP_ROWS_EXT, rect.y1);
@ -197,6 +202,10 @@ static struct wlr_texture *gles2_texture_from_pixels(
const struct wlr_pixel_format_info *drm_fmt =
drm_get_pixel_format_info(drm_format);
assert(drm_fmt);
if (pixel_format_info_pixels_per_block(drm_fmt) != 1) {
wlr_log(WLR_ERROR, "Cannot upload texture: block formats are not supported");
return NULL;
}
if (!pixel_format_info_check_stride(drm_fmt, stride, width)) {
return NULL;
@ -227,7 +236,7 @@ static struct wlr_texture *gles2_texture_from_pixels(
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, stride / (drm_fmt->bpp / 8));
glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, stride / drm_fmt->bytes_per_block);
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0,
fmt->gl_format, fmt->gl_type, data);
glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, 0);