1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
|
#include "Framebuffer.hpp"
#include "OpenGL.hpp"
CFramebuffer::CFramebuffer() {
;
}
bool CFramebuffer::alloc(int w, int h, uint32_t drmFormat) {
bool firstAlloc = false;
RASSERT((w > 1 && h > 1), "cannot alloc a FB with negative / zero size! (attempted {}x{})", w, h);
uint32_t glFormat = FormatUtils::drmFormatToGL(drmFormat);
uint32_t glType = FormatUtils::glFormatToType(glFormat);
if (!m_cTex)
m_cTex = makeShared<CTexture>();
if (!m_iFbAllocated) {
firstAlloc = true;
glGenFramebuffers(1, &m_iFb);
m_iFbAllocated = true;
}
if (m_cTex->m_iTexID == 0) {
firstAlloc = true;
m_cTex->allocate();
glBindTexture(GL_TEXTURE_2D, m_cTex->m_iTexID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
if (firstAlloc || m_vSize != Vector2D(w, h)) {
glBindTexture(GL_TEXTURE_2D, m_cTex->m_iTexID);
glTexImage2D(GL_TEXTURE_2D, 0, glFormat, w, h, 0, GL_RGBA, glType, 0);
glBindFramebuffer(GL_FRAMEBUFFER, m_iFb);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_cTex->m_iTexID, 0);
// TODO: Allow this with gles2
#ifndef GLES2
if (m_pStencilTex) {
glBindTexture(GL_TEXTURE_2D, m_pStencilTex->m_iTexID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, w, h, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0);
glBindFramebuffer(GL_FRAMEBUFFER, m_iFb);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_pStencilTex->m_iTexID, 0);
}
#endif
auto status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
RASSERT((status == GL_FRAMEBUFFER_COMPLETE), "Framebuffer incomplete, couldn't create! (FB status: {}, GL Error: 0x{:x})", status, (int)glGetError());
Debug::log(LOG, "Framebuffer created, status {}", status);
}
glBindTexture(GL_TEXTURE_2D, 0);
if (g_pHyprOpenGL)
glBindFramebuffer(GL_FRAMEBUFFER, g_pHyprOpenGL->m_iCurrentOutputFb);
m_vSize = Vector2D(w, h);
return true;
}
void CFramebuffer::addStencil(SP<CTexture> tex) {
// TODO: Allow this with gles2
#ifndef GLES2
m_pStencilTex = tex;
glBindTexture(GL_TEXTURE_2D, m_pStencilTex->m_iTexID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, m_vSize.x, m_vSize.y, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0);
glBindFramebuffer(GL_FRAMEBUFFER, m_iFb);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_pStencilTex->m_iTexID, 0);
auto status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
RASSERT((status == GL_FRAMEBUFFER_COMPLETE), "Failed adding a stencil to fbo!", status);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, g_pHyprOpenGL->m_iCurrentOutputFb);
#endif
}
void CFramebuffer::bind() {
#ifndef GLES2
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_iFb);
#else
glBindFramebuffer(GL_FRAMEBUFFER, m_iFb);
#endif
if (g_pHyprOpenGL)
glViewport(0, 0, g_pHyprOpenGL->m_RenderData.pMonitor->vecPixelSize.x, g_pHyprOpenGL->m_RenderData.pMonitor->vecPixelSize.y);
else
glViewport(0, 0, m_vSize.x, m_vSize.y);
}
void CFramebuffer::release() {
if (!m_iFbAllocated && !m_cTex)
return;
Debug::log(TRACE, "fb {} released", m_iFb);
if (m_iFbAllocated)
glDeleteFramebuffers(1, &m_iFb);
m_cTex.reset();
m_iFbAllocated = false;
m_vSize = Vector2D();
m_iFb = 0;
}
CFramebuffer::~CFramebuffer() {
release();
}
bool CFramebuffer::isAllocated() {
return m_iFbAllocated && m_cTex;
}
SP<CTexture> CFramebuffer::getTexture() {
return m_cTex;
}
GLuint CFramebuffer::getFBID() {
return m_iFbAllocated ? m_iFb : 0;
}
SP<CTexture> CFramebuffer::getStencilTex() {
return m_pStencilTex;
}
|