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Original file line number | Diff line number | Diff line change |
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#include "Framebuffer.hpp" | ||
#include "../helpers/Log.hpp" | ||
#include <libdrm/drm_fourcc.h> | ||
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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; | ||
} | ||
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static uint32_t glFormatToType(uint32_t gl) { | ||
return gl != GL_RGBA ? GL_UNSIGNED_INT_2_10_10_10_REV : GL_UNSIGNED_BYTE; | ||
} | ||
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bool CFramebuffer::alloc(int w, int h, uint32_t drmFormat) { | ||
bool firstAlloc = false; | ||
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uint32_t glFormat = drmFormatToGL(drmFormat); | ||
uint32_t glType = glFormatToType(glFormat); | ||
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if (m_iFb == (uint32_t)-1) { | ||
firstAlloc = true; | ||
glGenFramebuffers(1, &m_iFb); | ||
} | ||
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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); | ||
} | ||
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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); | ||
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glBindFramebuffer(GL_FRAMEBUFFER, m_iFb); | ||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_cTex.m_iTexID, 0); | ||
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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); | ||
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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); | ||
if (status != GL_FRAMEBUFFER_COMPLETE) { | ||
Debug::log(ERR, "Framebuffer incomplete, couldn't create! (FB status: {})", status); | ||
abort(); | ||
} | ||
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Debug::log(LOG, "Framebuffer created, status {}", status); | ||
} | ||
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glBindTexture(GL_TEXTURE_2D, 0); | ||
glBindFramebuffer(GL_FRAMEBUFFER, 0); | ||
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m_vSize = Vector2D(w, h); | ||
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return true; | ||
} | ||
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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); | ||
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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); | ||
RASSERT((status == GL_FRAMEBUFFER_COMPLETE), "Failed adding a stencil to fbo!", status); | ||
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glBindTexture(GL_TEXTURE_2D, 0); | ||
glBindFramebuffer(GL_FRAMEBUFFER, 0); | ||
} | ||
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void CFramebuffer::bind() const { | ||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_iFb); | ||
glViewport(0, 0, m_vSize.x, m_vSize.y); | ||
} | ||
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void CFramebuffer::release() { | ||
if (m_iFb != (uint32_t)-1 && m_iFb) | ||
glDeleteFramebuffers(1, &m_iFb); | ||
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if (m_cTex.m_iTexID) | ||
glDeleteTextures(1, &m_cTex.m_iTexID); | ||
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m_cTex.m_iTexID = 0; | ||
m_iFb = -1; | ||
m_vSize = Vector2D(); | ||
} | ||
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CFramebuffer::~CFramebuffer() { | ||
release(); | ||
} | ||
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bool CFramebuffer::isAllocated() { | ||
return m_iFb != (GLuint)-1; | ||
} |
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Original file line number | Diff line number | Diff line change |
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#pragma once | ||
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#include "../helpers/Vector2D.hpp" | ||
#include <GLES3/gl32.h> | ||
#include "Texture.hpp" | ||
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class CFramebuffer { | ||
public: | ||
~CFramebuffer(); | ||
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bool alloc(int w, int h, uint32_t format = GL_RGBA); | ||
void addStencil(); | ||
void bind() const; | ||
void release(); | ||
void reset(); | ||
bool isAllocated(); | ||
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Vector2D m_vSize; | ||
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CTexture m_cTex; | ||
GLuint m_iFb = -1; | ||
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CTexture* m_pStencilTex = nullptr; | ||
}; |
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