hyprlock/src/renderer/Framebuffer.cpp

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2024-02-21 22:19:01 +00:00
#include "Framebuffer.hpp"
#include "../helpers/Log.hpp"
#include <libdrm/drm_fourcc.h>
static uint32_t drmFormatToGL(uint32_t drm) {
switch (drm) {
case DRM_FORMAT_XRGB8888:
case DRM_FORMAT_XBGR8888: return GL_RGBA; // doesn't matter, opengl is gucci in this case.
case DRM_FORMAT_XRGB2101010:
case DRM_FORMAT_XBGR2101010: return GL_RGB10_A2;
default: return GL_RGBA;
}
return GL_RGBA;
}
static uint32_t glFormatToType(uint32_t gl) {
return gl != GL_RGBA ? GL_UNSIGNED_INT_2_10_10_10_REV : GL_UNSIGNED_BYTE;
}
bool CFramebuffer::alloc(int w, int h) {
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bool firstAlloc = false;
uint32_t glFormat = drmFormatToGL(DRM_FORMAT_XRGB2101010); // TODO: revise only 10b when I find a way to figure out without sc whether display is 10b
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uint32_t glType = glFormatToType(glFormat);
if (m_iFb == (uint32_t)-1) {
firstAlloc = true;
glGenFramebuffers(1, &m_iFb);
}
if (m_cTex.m_iTexID == 0) {
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)) {
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);
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);
}
auto status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
Debug::log(ERR, "Framebuffer incomplete, couldn't create! (FB status: {})", status);
abort();
}
Debug::log(LOG, "Framebuffer created, status {}", status);
}
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
m_vSize = Vector2D(w, h);
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, 0);
}
void CFramebuffer::bind() const {
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_iFb);
glViewport(0, 0, m_vSize.x, m_vSize.y);
}
void CFramebuffer::release() {
if (m_iFb != (uint32_t)-1 && m_iFb)
glDeleteFramebuffers(1, &m_iFb);
if (m_cTex.m_iTexID)
glDeleteTextures(1, &m_cTex.m_iTexID);
m_cTex.m_iTexID = 0;
m_iFb = -1;
m_vSize = Vector2D();
}
CFramebuffer::~CFramebuffer() {
release();
}
bool CFramebuffer::isAllocated() {
return m_iFb != (GLuint)-1;
}