mirror of
https://github.com/hyprwm/hyprlock.git
synced 2025-12-20 17:00:03 +01:00
124 lines
4.1 KiB
C++
124 lines
4.1 KiB
C++
#include "Framebuffer.hpp"
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#include "../helpers/Log.hpp"
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#include <hyprutils/os/FileDescriptor.hpp>
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#include <libdrm/drm_fourcc.h>
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#include <utility>
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static uint32_t drmFormatToGL(uint32_t drm) {
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switch (drm) {
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case DRM_FORMAT_XRGB8888:
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case DRM_FORMAT_XBGR8888: return GL_RGBA; // doesn't matter, opengl is gucci in this case.
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case DRM_FORMAT_XRGB2101010:
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case DRM_FORMAT_XBGR2101010: return GL_RGB10_A2;
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default: return GL_RGBA;
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}
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return GL_RGBA;
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}
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static uint32_t glFormatToType(uint32_t gl) {
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return gl != GL_RGBA ? GL_UNSIGNED_INT_2_10_10_10_REV : GL_UNSIGNED_BYTE;
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}
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bool CFramebuffer::alloc(int w, int h, bool highres) {
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bool firstAlloc = false;
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uint32_t glFormat = highres ? GL_RGBA16F : 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 = highres ? GL_FLOAT : glFormatToType(glFormat);
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if (m_iFb == (uint32_t)-1) {
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firstAlloc = true;
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glGenFramebuffers(1, &m_iFb);
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}
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if (m_cTex.m_iTexID == 0) {
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firstAlloc = true;
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glGenTextures(1, &m_cTex.m_iTexID);
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glBindTexture(GL_TEXTURE_2D, m_cTex.m_iTexID);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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m_cTex.m_vSize = {w, h};
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}
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if (firstAlloc || m_vSize != Vector2D(w, h)) {
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glBindTexture(GL_TEXTURE_2D, m_cTex.m_iTexID);
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glTexImage2D(GL_TEXTURE_2D, 0, glFormat, w, h, 0, GL_RGBA, glType, nullptr);
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glBindFramebuffer(GL_FRAMEBUFFER, m_iFb);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_cTex.m_iTexID, 0);
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if (m_pStencilTex) {
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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, nullptr);
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glBindFramebuffer(GL_FRAMEBUFFER, m_iFb);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_pStencilTex->m_iTexID, 0);
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}
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auto status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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Debug::log(ERR, "Framebuffer incomplete, couldn't create! (FB status: {})", status);
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abort();
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}
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Debug::log(TRACE, "Framebuffer created, status {}", status);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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m_vSize = Vector2D(w, h);
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return true;
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}
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void CFramebuffer::addStencil() {
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if (!m_pStencilTex) {
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Debug::log(ERR, "No stencil texture allocated.");
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return;
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}
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glBindTexture(GL_TEXTURE_2D, m_pStencilTex->m_iTexID);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, m_vSize.x, m_vSize.y, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr);
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glBindFramebuffer(GL_FRAMEBUFFER, m_iFb);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_pStencilTex->m_iTexID, 0);
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auto status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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RASSERT((status == GL_FRAMEBUFFER_COMPLETE), "Failed adding a stencil to fbo! (FB status: {})", status);
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void CFramebuffer::bind() const {
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_iFb);
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glViewport(0, 0, m_vSize.x, m_vSize.y);
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}
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void CFramebuffer::destroyBuffer() {
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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);
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if (m_pStencilTex && m_pStencilTex->m_iTexID)
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glDeleteTextures(1, &m_pStencilTex->m_iTexID);
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m_cTex.m_iTexID = 0;
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m_iFb = -1;
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m_vSize = Vector2D();
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m_pStencilTex = nullptr;
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}
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CFramebuffer::~CFramebuffer() {
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destroyBuffer();
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}
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bool CFramebuffer::isAllocated() const {
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return m_iFb != (GLuint)-1;
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}
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