#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); uint32_t glFormat = NFormatUtils::drmFormatToGL(drmFormat); uint32_t glType = NFormatUtils::glFormatToType(glFormat); if (drmFormat != m_drmFormat || m_size != Vector2D{w, h}) release(); m_drmFormat = drmFormat; if (!m_tex) { m_tex = makeShared(); m_tex->allocate(); glBindTexture(GL_TEXTURE_2D, m_tex->m_texID); 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); firstAlloc = true; } if (!m_fbAllocated) { glGenFramebuffers(1, &m_fb); m_fbAllocated = true; firstAlloc = true; } if (firstAlloc || m_size != Vector2D(w, h)) { glBindTexture(GL_TEXTURE_2D, m_tex->m_texID); glTexImage2D(GL_TEXTURE_2D, 0, glFormat, w, h, 0, GL_RGBA, glType, nullptr); glBindFramebuffer(GL_FRAMEBUFFER, m_fb); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_tex->m_texID, 0); if (m_stencilTex) { glBindTexture(GL_TEXTURE_2D, m_stencilTex->m_texID); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, w, h, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_stencilTex->m_texID, 0); } 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); glBindFramebuffer(GL_FRAMEBUFFER, 0); m_size = Vector2D(w, h); return true; } void CFramebuffer::addStencil(SP tex) { m_stencilTex = tex; glBindTexture(GL_TEXTURE_2D, m_stencilTex->m_texID); 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_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_stencilTex->m_texID, 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() { glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fb); if (g_pHyprOpenGL) glViewport(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 CFramebuffer::getTexture() { return m_tex; } GLuint CFramebuffer::getFBID() { return m_fbAllocated ? m_fb : 0; } SP CFramebuffer::getStencilTex() { return m_stencilTex; }