perf(gl): drop the unused depth/stencil buffers from window and FBOs
The GL window asked for a 24-bit depth and 8-bit stencil buffer, and every acrylic Framebuffer attached a DEPTH24_STENCIL8 renderbuffer the size of its color texture. Nothing uses them: no code enables depth or stencil tests (the ImGui GL3 backend disables both), every blit and readback is color-only, and only Framebuffer::clear() also cleared the depth buffer, which nothing read. The window and every FBO, including the full-size capture FBO, carried that memory, and the FBO renderbuffers were reallocated on every resize. Now: - the window requests depth 0 and stencil 0 explicitly (SDL3 requests a depth buffer by default when the attributes are simply removed); alpha 8 stays for the transparent window; - Framebuffer has no renderbuffer, and clear() clears color only; - a permanent startup log line, "GL default framebuffer: depth=N stencil=N", reports what the driver provided; "(no attachment)" marks a failed query, which is how some drivers report a buffer that does not exist. The log shows depth=0 stencil=0 both offscreen and on WSLg X11, where "Window transparency enabled by compositor" is still logged, with no framebuffer-incomplete errors. Screenshot sweeps at 1280x720 and 2560x1440, and a glass run with ui_opacity 0.6 and blur on (so panels go through the FBO blur), match the previous build within noise. The driver-side memory saving itself was not measured. DX11 is unaffected: its swap chain has no depth buffer. Not verifiable here: macOS (an NSOpenGL 3.2 core context with a transparent window). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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-2
@@ -1233,8 +1233,9 @@ int main(int argc, char* argv[])
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// Create window with graphics context
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
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// Nothing in the app uses depth/stencil (ImGui + acrylic are color-only): request none.
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0);
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SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 0);
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SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
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SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIGH_PIXEL_DENSITY | SDL_WINDOW_TRANSPARENT);
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@@ -1268,6 +1269,11 @@ int main(int argc, char* argv[])
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}
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SDL_GL_MakeCurrent(window, gl_context);
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{ int d = -1, s = -1;
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const bool okd = SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &d);
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const bool oks = SDL_GL_GetAttribute(SDL_GL_STENCIL_SIZE, &s);
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DEBUG_LOGF("GL default framebuffer: depth=%d%s stencil=%d%s\n",
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d, okd ? "" : " (no attachment)", s, oks ? "" : " (no attachment)"); }
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SDL_GL_SetSwapInterval(1); // Enable vsync
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bool backdrop_active = false;
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@@ -35,14 +35,12 @@ Framebuffer::~Framebuffer()
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Framebuffer::Framebuffer(Framebuffer&& other) noexcept
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: fbo_(other.fbo_)
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, colorTexture_(other.colorTexture_)
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, depthRbo_(other.depthRbo_)
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, width_(other.width_)
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, height_(other.height_)
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, isComplete_(other.isComplete_)
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{
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other.fbo_ = 0;
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other.colorTexture_ = 0;
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other.depthRbo_ = 0;
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other.width_ = 0;
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other.height_ = 0;
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other.isComplete_ = false;
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@@ -55,14 +53,12 @@ Framebuffer& Framebuffer::operator=(Framebuffer&& other) noexcept
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fbo_ = other.fbo_;
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colorTexture_ = other.colorTexture_;
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depthRbo_ = other.depthRbo_;
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width_ = other.width_;
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height_ = other.height_;
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isComplete_ = other.isComplete_;
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other.fbo_ = 0;
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other.colorTexture_ = 0;
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other.depthRbo_ = 0;
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other.width_ = 0;
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other.height_ = 0;
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other.isComplete_ = false;
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@@ -104,19 +100,12 @@ bool Framebuffer::init(int width, int height, bool useFloat16)
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// Attach color texture to framebuffer
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture_, 0);
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// Create depth renderbuffer (optional, but good for completeness)
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glGenRenderbuffers(1, &depthRbo_);
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glBindRenderbuffer(GL_RENDERBUFFER, depthRbo_);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthRbo_);
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// Check completeness
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isComplete_ = checkComplete();
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// Unbind
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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if (!isComplete_) {
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DEBUG_LOGF("Framebuffer::init - Framebuffer is not complete!\n");
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@@ -146,10 +135,6 @@ void Framebuffer::cleanup()
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glDeleteTextures(1, &colorTexture_);
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colorTexture_ = 0;
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}
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if (depthRbo_) {
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glDeleteRenderbuffers(1, &depthRbo_);
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depthRbo_ = 0;
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}
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if (fbo_) {
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glDeleteFramebuffers(1, &fbo_);
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fbo_ = 0;
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@@ -194,7 +179,7 @@ void Framebuffer::unbind()
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void Framebuffer::clear(float r, float g, float b, float a)
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{
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glClearColor(r, g, b, a);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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void Framebuffer::blitFrom(GLuint srcFbo, int srcX, int srcY, int srcWidth, int srcHeight,
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@@ -125,7 +125,6 @@ private:
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GLuint fbo_ = 0;
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GLuint colorTexture_ = 0;
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GLuint depthRbo_ = 0; // Renderbuffer for depth (optional)
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int width_ = 0;
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int height_ = 0;
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