#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, bool highres) { bool firstAlloc = false; 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 uint32_t glType = highres ? GL_FLOAT : 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); m_cTex.m_vSize = {w, h}; } 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, nullptr); 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, nullptr); 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(TRACE, "Framebuffer created, status {}", status); } glBindTexture(GL_TEXTURE_2D, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0); m_vSize = Vector2D(w, h); return true; } void CFramebuffer::addStencil() { if (!m_pStencilTex) { Debug::log(ERR, "No stencil texture allocated."); return; } 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, nullptr); 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! (FB status: {})", 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); if (m_pStencilTex && m_pStencilTex->m_iTexID) glDeleteTextures(1, &m_pStencilTex->m_iTexID); m_cTex.m_iTexID = 0; m_iFb = -1; m_vSize = Vector2D(); m_pStencilTex = nullptr; } CFramebuffer::~CFramebuffer() { release(); } bool CFramebuffer::isAllocated() const { return m_iFb != (GLuint)-1; }