opengles2: Rework render targets.

Now this keeps one FBO for each SDL_TEXTUREACCESS_TARGET texture, and doesn't
reuse it. We check if the FBO is "complete" once, at creation time, and
setting a render target merely has to bind the right FBO and never look back.

This simplifies the code and removes a guaranteed pipeline stall when setting
a new render target.

Fixes #15524.
This commit is contained in:
Ryan C. Gordon
2026-05-06 12:30:46 -04:00
parent 51925aa92e
commit 56e0d052f1

View File

@@ -54,15 +54,6 @@
* Context structures *
*************************************************************************************************/
typedef struct GLES2_FBOList GLES2_FBOList;
struct GLES2_FBOList
{
Uint32 w, h;
GLuint FBO;
GLES2_FBOList *next;
};
typedef struct
{
GLuint texture;
@@ -71,6 +62,7 @@ typedef struct
typedef struct
{
GLuint texture;
GLuint fbo; // framebuffer object; this is zero unless this texture is a render target.
bool texture_external;
GLenum texture_type;
GLenum pixel_format;
@@ -90,7 +82,6 @@ typedef struct
SDL_ScaleMode texture_scale_mode;
SDL_TextureAddressMode texture_address_mode_u;
SDL_TextureAddressMode texture_address_mode_v;
GLES2_FBOList *fbo;
} GLES2_TextureData;
typedef enum
@@ -193,7 +184,6 @@ typedef struct GLES2_RenderData
#define SDL_PROC(ret, func, params) ret (APIENTRY *func) params;
#include "SDL_gles2funcs.h"
#undef SDL_PROC
GLES2_FBOList *framebuffers;
GLuint window_framebuffer;
GLuint shader_id_cache[GLES2_SHADER_COUNT];
@@ -301,23 +291,6 @@ static bool GLES2_LoadFunctions(GLES2_RenderData *data)
return true;
}
static GLES2_FBOList *GLES2_GetFBO(GLES2_RenderData *data, Uint32 w, Uint32 h)
{
GLES2_FBOList *result = data->framebuffers;
while ((result) && ((result->w != w) || (result->h != h))) {
result = result->next;
}
if (!result) {
result = (GLES2_FBOList *)SDL_malloc(sizeof(GLES2_FBOList));
result->w = w;
result->h = h;
data->glGenFramebuffers(1, &result->FBO);
result->next = data->framebuffers;
data->framebuffers = result;
}
return result;
}
static bool GLES2_ActivateRenderer(SDL_Renderer *renderer)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
@@ -1685,14 +1658,6 @@ static void GLES2_DestroyRenderer(SDL_Renderer *renderer)
}
if (data->context) {
while (data->framebuffers) {
GLES2_FBOList *nextnode = data->framebuffers->next;
data->glDeleteFramebuffers(1, &data->framebuffers->FBO);
GL_CheckError("", renderer);
SDL_free(data->framebuffers);
data->framebuffers = nextnode;
}
#if USE_VERTEX_BUFFER_OBJECTS
data->glDeleteBuffers(SDL_arraysize(data->vertex_buffers), data->vertex_buffers);
GL_CheckError("", renderer);
@@ -1956,6 +1921,11 @@ static bool GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
if (texture->format != SDL_PIXELFORMAT_EXTERNAL_OES) {
renderdata->glTexImage2D(data->texture_type, 0, format, texture->w, texture->h, 0, format, type, NULL);
if (!GL_CheckError("glTexImage2D()", renderer)) {
if (!data->texture_external) {
renderdata->glDeleteTextures(1, &data->texture);
}
SDL_free(data->pixel_data);
SDL_free(data);
return false;
}
}
@@ -1965,9 +1935,20 @@ static bool GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER, data->texture_type);
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
data->fbo = GLES2_GetFBO((GLES2_RenderData *)renderer->internal, texture->w, texture->h);
} else {
data->fbo = NULL;
renderdata->glGenFramebuffers(1, &data->fbo);
renderdata->glBindFramebuffer(GL_FRAMEBUFFER, data->fbo);
renderdata->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, data->texture_type, data->texture, 0);
const GLenum status = renderdata->glCheckFramebufferStatus(GL_FRAMEBUFFER);
renderdata->glBindFramebuffer(GL_FRAMEBUFFER, renderer->target ? ((GLES2_TextureData *)renderer->target->internal)->fbo : renderdata->window_framebuffer); // rebind previous fbo.
if (status != GL_FRAMEBUFFER_COMPLETE) {
renderdata->glDeleteFramebuffers(1, &data->fbo);
if (!data->texture_external) {
renderdata->glDeleteTextures(1, &data->texture);
}
SDL_free(data->pixel_data);
SDL_free(data);
return SDL_SetError("Texture framebuffer was incomplete");
}
}
return GL_CheckError("", renderer);
@@ -2206,24 +2187,8 @@ static void GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
static bool GLES2_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
GLES2_TextureData *texturedata = NULL;
GLenum status;
data->drawstate.viewport_dirty = true;
if (!texture) {
data->glBindFramebuffer(GL_FRAMEBUFFER, data->window_framebuffer);
} else {
texturedata = (GLES2_TextureData *)texture->internal;
data->glBindFramebuffer(GL_FRAMEBUFFER, texturedata->fbo->FBO);
// TODO: check if texture pixel format allows this operation
data->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texturedata->texture_type, texturedata->texture, 0);
// Check FBO status
status = data->glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
return SDL_SetError("glFramebufferTexture2D() failed");
}
}
data->glBindFramebuffer(GL_FRAMEBUFFER, texture ? ((GLES2_TextureData *)texture->internal)->fbo : data->window_framebuffer);
return true;
}
@@ -2244,6 +2209,9 @@ static void GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
// Destroy the texture
if (tdata) {
if (tdata->fbo) {
data->glDeleteFramebuffers(1, &tdata->fbo);
}
if (tdata->texture && !tdata->texture_external) {
data->glDeleteTextures(1, &tdata->texture);
}
@@ -2433,7 +2401,6 @@ static bool GLES2_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL
data->glGenBuffers(SDL_arraysize(data->vertex_buffers), data->vertex_buffers);
#endif
data->framebuffers = NULL;
data->glGetIntegerv(GL_FRAMEBUFFER_BINDING, &window_framebuffer);
data->window_framebuffer = (GLuint)window_framebuffer;