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* core: drop the legacy renderer the legacy renderer is broken and barely used, drop it. * Nix: drop support for legacyRenderer --------- Co-authored-by: Mihai Fufezan <mihai@fufexan.net>
128 lines
3.9 KiB
C++
128 lines
3.9 KiB
C++
#include "Framebuffer.hpp"
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#include "OpenGL.hpp"
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CFramebuffer::CFramebuffer() {
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;
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}
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bool CFramebuffer::alloc(int w, int h, uint32_t drmFormat) {
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bool firstAlloc = false;
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RASSERT((w > 0 && h > 0), "cannot alloc a FB with negative / zero size! (attempted {}x{})", w, h);
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uint32_t glFormat = NFormatUtils::drmFormatToGL(drmFormat);
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uint32_t glType = NFormatUtils::glFormatToType(glFormat);
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if (drmFormat != m_drmFormat || m_size != Vector2D{w, h})
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release();
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m_drmFormat = drmFormat;
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if (!m_tex) {
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m_tex = makeShared<CTexture>();
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m_tex->allocate();
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glBindTexture(GL_TEXTURE_2D, m_tex->m_texID);
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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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firstAlloc = true;
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}
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if (!m_fbAllocated) {
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glGenFramebuffers(1, &m_fb);
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m_fbAllocated = true;
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firstAlloc = true;
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}
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if (firstAlloc || m_size != Vector2D(w, h)) {
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glBindTexture(GL_TEXTURE_2D, m_tex->m_texID);
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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_fb);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_tex->m_texID, 0);
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if (m_stencilTex) {
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glBindTexture(GL_TEXTURE_2D, m_stencilTex->m_texID);
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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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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_stencilTex->m_texID, 0);
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}
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auto status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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RASSERT((status == GL_FRAMEBUFFER_COMPLETE), "Framebuffer incomplete, couldn't create! (FB status: {}, GL Error: 0x{:x})", status, (int)glGetError());
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Debug::log(LOG, "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_size = Vector2D(w, h);
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return true;
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}
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void CFramebuffer::addStencil(SP<CTexture> tex) {
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m_stencilTex = tex;
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glBindTexture(GL_TEXTURE_2D, m_stencilTex->m_texID);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, m_size.x, m_size.y, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fb);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_stencilTex->m_texID, 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!", 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() {
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fb);
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if (g_pHyprOpenGL)
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glViewport(0, 0, g_pHyprOpenGL->m_renderData.pMonitor->m_pixelSize.x, g_pHyprOpenGL->m_renderData.pMonitor->m_pixelSize.y);
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else
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glViewport(0, 0, m_size.x, m_size.y);
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}
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void CFramebuffer::unbind() {
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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}
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void CFramebuffer::release() {
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if (m_fbAllocated) {
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glBindFramebuffer(GL_FRAMEBUFFER, m_fb);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDeleteFramebuffers(1, &m_fb);
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m_fbAllocated = false;
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m_fb = 0;
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}
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if (m_tex)
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m_tex.reset();
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m_size = Vector2D();
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}
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CFramebuffer::~CFramebuffer() {
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release();
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}
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bool CFramebuffer::isAllocated() {
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return m_fbAllocated && m_tex;
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}
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SP<CTexture> CFramebuffer::getTexture() {
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return m_tex;
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}
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GLuint CFramebuffer::getFBID() {
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return m_fbAllocated ? m_fb : 0;
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}
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SP<CTexture> CFramebuffer::getStencilTex() {
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return m_stencilTex;
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}
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