Hyprland/src/render/Framebuffer.cpp

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#include "Framebuffer.hpp"
#include "OpenGL.hpp"
CFramebuffer::CFramebuffer() {
;
}
bool CFramebuffer::alloc(int w, int h, uint32_t drmFormat) {
bool firstAlloc = false;
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RASSERT((w > 1 && h > 1), "cannot alloc a FB with negative / zero size! (attempted {}x{})", w, h);
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uint32_t glFormat = FormatUtils::drmFormatToGL(drmFormat);
uint32_t glType = FormatUtils::glFormatToType(glFormat);
if (!m_cTex)
m_cTex = makeShared<CTexture>();
if (!m_iFbAllocated) {
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firstAlloc = true;
glGenFramebuffers(1, &m_iFb);
m_iFbAllocated = true;
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}
if (m_cTex->m_iTexID == 0) {
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firstAlloc = true;
m_cTex->allocate();
glBindTexture(GL_TEXTURE_2D, m_cTex->m_iTexID);
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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);
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glBindFramebuffer(GL_FRAMEBUFFER, m_iFb);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_cTex->m_iTexID, 0);
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// TODO: Allow this with gles2
#ifndef GLES2
if (m_pStencilTex) {
glBindTexture(GL_TEXTURE_2D, m_pStencilTex->m_iTexID);
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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
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auto status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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RASSERT((status == GL_FRAMEBUFFER_COMPLETE), "Framebuffer incomplete, couldn't create! (FB status: {}, GL Error: 0x{:x})", status, (int)glGetError());
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Debug::log(LOG, "Framebuffer created, status {}", status);
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}
glBindTexture(GL_TEXTURE_2D, 0);
if (g_pHyprOpenGL)
glBindFramebuffer(GL_FRAMEBUFFER, g_pHyprOpenGL->m_iCurrentOutputFb);
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m_vSize = Vector2D(w, h);
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return true;
}
void CFramebuffer::addStencil() {
// TODO: Allow this with gles2
#ifndef GLES2
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
}
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void CFramebuffer::bind() {
#ifndef GLES2
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_iFb);
#else
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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);
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}
void CFramebuffer::release() {
if (m_iFbAllocated)
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glDeleteFramebuffers(1, &m_iFb);
m_cTex.reset();
m_iFbAllocated = false;
m_vSize = Vector2D();
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}
CFramebuffer::~CFramebuffer() {
release();
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}
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bool CFramebuffer::isAllocated() {
return m_iFbAllocated;
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}