#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(); 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 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) glDeleteFramebuffers(1, &m_iFb); m_cTex.reset(); m_iFbAllocated = false; m_vSize = Vector2D(); } CFramebuffer::~CFramebuffer() { release(); } bool CFramebuffer::isAllocated() { return m_iFbAllocated && m_cTex; } SP CFramebuffer::getTexture() { return m_cTex; } GLuint CFramebuffer::getFBID() { return m_iFbAllocated ? m_iFb : 0; } SP CFramebuffer::getStencilTex() { return m_pStencilTex; }