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
133
134
135
136
137
138
139
140
|
#include "Framebuffer.hpp"
#include "OpenGL.hpp"
CFramebuffer::CFramebuffer() {
;
}
bool CFramebuffer::alloc(int w, int h, uint32_t drmFormat) {
bool firstAlloc = false;
RASSERT((w > 0 && h > 0), "cannot alloc a FB with negative / zero size! (attempted {}x{})", w, h);
const bool sizeChanged = (m_size != Vector2D(w, h));
const bool formatChanged = (drmFormat != m_drmFormat);
if (!m_tex) {
m_tex = makeShared<CTexture>();
m_tex->allocate();
m_tex->bind();
m_tex->setTexParameter(GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
m_tex->setTexParameter(GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
m_tex->setTexParameter(GL_TEXTURE_MAG_FILTER, GL_LINEAR);
m_tex->setTexParameter(GL_TEXTURE_MIN_FILTER, GL_LINEAR);
firstAlloc = true;
}
if (!m_fbAllocated) {
glGenFramebuffers(1, &m_fb);
m_fbAllocated = true;
firstAlloc = true;
}
if (firstAlloc || sizeChanged || formatChanged) {
const auto format = NFormatUtils::getPixelFormatFromDRM(drmFormat);
m_tex->bind();
glTexImage2D(GL_TEXTURE_2D, 0, format->glInternalFormat ? format->glInternalFormat : format->glFormat, w, h, 0, format->glFormat, format->glType, nullptr);
glBindFramebuffer(GL_FRAMEBUFFER, m_fb);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_tex->m_texID, 0);
if (m_stencilTex) {
m_stencilTex->bind();
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, w, h, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_stencilTex->m_texID, 0);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
}
auto status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
RASSERT((status == GL_FRAMEBUFFER_COMPLETE), "Framebuffer incomplete, couldn't create! (FB status: {}, GL Error: 0x{:x})", status, sc<int>(glGetError()));
Log::logger->log(Log::DEBUG, "Framebuffer created, status {}", status);
}
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
m_drmFormat = drmFormat;
m_size = Vector2D(w, h);
return true;
}
void CFramebuffer::addStencil(SP<CTexture> tex) {
if (m_stencilTex == tex)
return;
m_stencilTex = tex;
m_stencilTex->bind();
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, m_size.x, m_size.y, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr);
glBindFramebuffer(GL_FRAMEBUFFER, m_fb);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_stencilTex->m_texID, 0);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
auto status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
RASSERT((status == GL_FRAMEBUFFER_COMPLETE), "Failed adding a stencil to fbo!", status);
m_stencilTex->unbind();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void CFramebuffer::bind() {
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fb);
if (g_pHyprOpenGL)
g_pHyprOpenGL->setViewport(0, 0, g_pHyprOpenGL->m_renderData.pMonitor->m_pixelSize.x, g_pHyprOpenGL->m_renderData.pMonitor->m_pixelSize.y);
else
glViewport(0, 0, m_size.x, m_size.y);
}
void CFramebuffer::unbind() {
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
void CFramebuffer::release() {
if (m_fbAllocated) {
glBindFramebuffer(GL_FRAMEBUFFER, m_fb);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &m_fb);
m_fbAllocated = false;
m_fb = 0;
}
if (m_tex)
m_tex.reset();
m_size = Vector2D();
}
CFramebuffer::~CFramebuffer() {
release();
}
bool CFramebuffer::isAllocated() {
return m_fbAllocated && m_tex;
}
SP<CTexture> CFramebuffer::getTexture() {
return m_tex;
}
GLuint CFramebuffer::getFBID() {
return m_fbAllocated ? m_fb : 0;
}
SP<CTexture> CFramebuffer::getStencilTex() {
return m_stencilTex;
}
void CFramebuffer::invalidate(const std::vector<GLenum>& attachments) {
if (!isAllocated())
return;
glInvalidateFramebuffer(GL_FRAMEBUFFER, attachments.size(), attachments.data());
}
|