Hyprland/src/render/Framebuffer.cpp

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#include "Framebuffer.hpp"
#include "OpenGL.hpp"
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 = drmFormatToGL(drmFormat);
uint32_t glType = glFormat != GL_RGBA ?
#ifdef GLES2
GL_UNSIGNED_INT_2_10_10_10_REV_EXT :
#else
GL_UNSIGNED_INT_2_10_10_10_REV :
#endif
GL_UNSIGNED_BYTE;
if (m_iFb == (uint32_t)-1) {
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firstAlloc = true;
glGenFramebuffers(1, &m_iFb);
}
if (m_cTex.m_iTexID == 0) {
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firstAlloc = true;
glGenTextures(1, &m_cTex.m_iTexID);
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)) {
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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);
// 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: {})", status);
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Debug::log(LOG, "Framebuffer created, status {}", status);
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}
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, g_pHyprOpenGL->m_iCurrentOutputFb);
m_vSize = Vector2D(w, h);
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return true;
}
void CFramebuffer::addStencil() {
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);
}
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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
glViewport(0, 0, g_pHyprOpenGL->m_RenderData.pMonitor->vecPixelSize.x, g_pHyprOpenGL->m_RenderData.pMonitor->vecPixelSize.y);
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}
void CFramebuffer::release() {
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if (m_iFb != (uint32_t)-1 && m_iFb)
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glDeleteFramebuffers(1, &m_iFb);
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if (m_cTex.m_iTexID)
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glDeleteTextures(1, &m_cTex.m_iTexID);
m_cTex.m_iTexID = 0;
m_iFb = -1;
m_vSize = Vector2D();
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}
CFramebuffer::~CFramebuffer() {
release();
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}
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bool CFramebuffer::isAllocated() {
return m_iFb != (GLuint)-1;
}