2023-04-18 07:24:48 +10:00
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#include "log.h"
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#include "sway/desktop/fx_renderer/fx_framebuffer.h"
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2023-04-24 14:53:55 +10:00
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void fx_framebuffer_bind(struct fx_framebuffer *buffer) {
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2023-04-18 07:24:48 +10:00
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glBindFramebuffer(GL_FRAMEBUFFER, buffer->fb);
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}
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2023-04-24 14:11:55 +10:00
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void fx_framebuffer_create(struct fx_framebuffer *buffer, int width, int height, bool bind) {
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2023-04-18 07:24:48 +10:00
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bool firstAlloc = false;
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// Create a new framebuffer
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if (buffer->fb == (uint32_t) -1) {
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glGenFramebuffers(1, &buffer->fb);
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firstAlloc = true;
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}
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if (buffer->texture.id == 0) {
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firstAlloc = true;
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glGenTextures(1, &buffer->texture.id);
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glBindTexture(GL_TEXTURE_2D, buffer->texture.id);
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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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}
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if (firstAlloc || buffer->texture.width != width || buffer->texture.height != height) {
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glBindTexture(GL_TEXTURE_2D, buffer->texture.id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, buffer->fb);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
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buffer->texture.id, 0);
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buffer->texture.target = GL_TEXTURE_2D;
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buffer->texture.has_alpha = false;
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buffer->texture.width = width;
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buffer->texture.height = height;
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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sway_log(SWAY_ERROR, "Framebuffer incomplete, couldn't create! (FB status: %i)", status);
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return;
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}
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sway_log(SWAY_DEBUG, "Framebuffer created, status %i", status);
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}
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// Bind the default framebuffer
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glBindTexture(GL_TEXTURE_2D, 0);
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if (bind) {
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2023-04-24 14:53:55 +10:00
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fx_framebuffer_bind(buffer);
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2023-04-18 07:24:48 +10:00
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}
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}
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void fx_framebuffer_release(struct fx_framebuffer *buffer) {
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if (buffer->fb != (uint32_t) -1 && buffer->fb) {
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glDeleteFramebuffers(1, &buffer->fb);
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}
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buffer->fb= -1;
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if (buffer->texture.id) {
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glDeleteTextures(1, &buffer->texture.id);
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}
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buffer->texture.id = 0;
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buffer->texture.width = -1;
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buffer->texture.height = -1;
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}
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