Move stencil into each framebuffer (#156)

* Move stencil into each framebuffer

Also fixes the stencil being added to the wrong framebuffer

* Initialize texture members on framebuffer init

* removed bind arg

* renamed init to create, changed existing create to update

* moved stencil buffer creation to new function

* removed some now misleading comments

---------

Co-authored-by: William McKinnon <contact@willmckinnon.com>
This commit is contained in:
Erik Reider 2023-05-18 01:39:48 +02:00 committed by GitHub
parent 2c4fe20456
commit acafb20b11
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
5 changed files with 56 additions and 46 deletions

View file

@ -10,11 +10,16 @@
struct fx_framebuffer {
struct fx_texture texture;
GLuint fb;
GLuint stencil_buffer;
};
struct fx_framebuffer fx_framebuffer_create();
void fx_framebuffer_bind(struct fx_framebuffer *buffer);
void fx_framebuffer_create(struct fx_framebuffer *buffer, int width, int height, bool bind);
void fx_framebuffer_update(struct fx_framebuffer *buffer, int width, int height);
void fx_framebuffer_add_stencil_buffer(struct fx_framebuffer *buffer, int width, int height);
void fx_framebuffer_release(struct fx_framebuffer *buffer);

View file

@ -119,8 +119,6 @@ struct fx_renderer {
int viewport_width, viewport_height;
GLuint stencil_buffer_id;
struct fx_framebuffer wlr_buffer; // Just the framebuffer used by wlroots
struct fx_framebuffer main_buffer; // The main FB used for rendering
struct fx_framebuffer blur_buffer; // Contains the blurred background for tiled windows

View file

@ -1,14 +1,24 @@
#include "log.h"
#include "sway/desktop/fx_renderer/fx_framebuffer.h"
struct fx_framebuffer fx_framebuffer_create() {
return (struct fx_framebuffer) {
.fb = -1,
.stencil_buffer = -1,
.texture.id = 0,
.texture.target = 0,
.texture.width = -1,
.texture.height = -1,
};
}
void fx_framebuffer_bind(struct fx_framebuffer *buffer) {
glBindFramebuffer(GL_FRAMEBUFFER, buffer->fb);
}
void fx_framebuffer_create(struct fx_framebuffer *buffer, int width, int height, bool bind) {
void fx_framebuffer_update(struct fx_framebuffer *buffer, int width, int height) {
bool firstAlloc = false;
// Create a new framebuffer
if (buffer->fb == (uint32_t) -1) {
glGenFramebuffers(1, &buffer->fb);
firstAlloc = true;
@ -44,19 +54,38 @@ void fx_framebuffer_create(struct fx_framebuffer *buffer, int width, int height,
sway_log(SWAY_DEBUG, "Framebuffer created, status %i", status);
}
// Bind the default framebuffer
glBindTexture(GL_TEXTURE_2D, 0);
if (bind) {
fx_framebuffer_bind(buffer);
}
void fx_framebuffer_add_stencil_buffer(struct fx_framebuffer *buffer, int width, int height) {
if (buffer->stencil_buffer == (uint32_t) -1) {
glGenRenderbuffers(1, &buffer->stencil_buffer);
glBindRenderbuffer(GL_RENDERBUFFER, buffer->stencil_buffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, buffer->stencil_buffer);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
sway_log(SWAY_ERROR, "Stencil buffer incomplete, couldn't create! (FB status: %i)", status);
return;
}
sway_log(SWAY_DEBUG, "Stencil buffer created, status %i", status);
}
}
void fx_framebuffer_release(struct fx_framebuffer *buffer) {
// Release the framebuffer
if (buffer->fb != (uint32_t) -1 && buffer->fb) {
glDeleteFramebuffers(1, &buffer->fb);
}
buffer->fb= -1;
// Release the stencil buffer
if (buffer->stencil_buffer != (uint32_t)-1 && buffer->stencil_buffer) {
glDeleteRenderbuffers(1, &buffer->stencil_buffer);
}
buffer->stencil_buffer = -1;
// Release the texture
if (buffer->texture.id) {
glDeleteTextures(1, &buffer->texture.id);
}

View file

@ -13,6 +13,7 @@
#include <wlr/util/box.h>
#include "log.h"
#include "sway/desktop/fx_renderer/fx_framebuffer.h"
#include "sway/desktop/fx_renderer/fx_renderer.h"
#include "sway/desktop/fx_renderer/matrix.h"
#include "sway/server.h"
@ -35,30 +36,6 @@ static const GLfloat verts[] = {
0, 1, // bottom left
};
static void create_stencil_buffer(GLuint *buffer_id, int width, int height) {
if (*buffer_id != (uint32_t) -1) {
return;
}
glGenRenderbuffers(1, buffer_id);
glBindRenderbuffer(GL_RENDERBUFFER, *buffer_id);
glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, *buffer_id);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
sway_log(SWAY_ERROR, "Stencilbuffer incomplete, couldn't create! (FB status: %i)", status);
return;
}
sway_log(SWAY_DEBUG, "Stencilbuffer created, status %i", status);
}
static void release_stencil_buffer(GLuint *buffer_id) {
if (*buffer_id != (uint32_t)-1 && buffer_id) {
glDeleteRenderbuffers(1, buffer_id);
}
*buffer_id = -1;
}
static GLuint compile_shader(GLuint type, const GLchar *src) {
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &src, NULL);
@ -288,12 +265,10 @@ struct fx_renderer *fx_renderer_create(struct wlr_egl *egl) {
return NULL;
}
renderer->main_buffer.fb = -1;
renderer->blur_buffer.fb = -1;
renderer->effects_buffer.fb = -1;
renderer->effects_buffer_swapped.fb = -1;
renderer->stencil_buffer_id = -1;
renderer->main_buffer = fx_framebuffer_create();
renderer->blur_buffer = fx_framebuffer_create();
renderer->effects_buffer = fx_framebuffer_create();
renderer->effects_buffer_swapped = fx_framebuffer_create();
renderer->blur_buffer_dirty = true;
@ -414,7 +389,6 @@ void fx_renderer_fini(struct fx_renderer *renderer) {
fx_framebuffer_release(&renderer->blur_buffer);
fx_framebuffer_release(&renderer->effects_buffer);
fx_framebuffer_release(&renderer->effects_buffer_swapped);
release_stencil_buffer(&renderer->stencil_buffer_id);
}
void fx_renderer_begin(struct fx_renderer *renderer, int width, int height) {
@ -432,10 +406,13 @@ void fx_renderer_begin(struct fx_renderer *renderer, int width, int height) {
renderer->wlr_buffer.fb = wlr_fb;
// Create the framebuffers
fx_framebuffer_create(&renderer->main_buffer, width, height, true);
fx_framebuffer_create(&renderer->effects_buffer, width, height, false);
fx_framebuffer_create(&renderer->effects_buffer_swapped, width, height, false);
create_stencil_buffer(&renderer->stencil_buffer_id, width, height);
fx_framebuffer_update(&renderer->main_buffer, width, height);
fx_framebuffer_update(&renderer->effects_buffer, width, height);
fx_framebuffer_update(&renderer->effects_buffer_swapped, width, height);
// Add a stencil buffer to the main buffer & bind the main buffer
fx_framebuffer_add_stencil_buffer(&renderer->main_buffer, width, height);
fx_framebuffer_bind(&renderer->main_buffer);
// refresh projection matrix
matrix_projection(renderer->projection, width, height,
@ -450,7 +427,6 @@ void fx_renderer_begin(struct fx_renderer *renderer, int width, int height) {
void fx_renderer_end(struct fx_renderer *renderer) {
// Release the main buffer
fx_framebuffer_release(&renderer->main_buffer);
release_stencil_buffer(&renderer->stencil_buffer_id);
}
void fx_renderer_clear(const float color[static 4]) {

View file

@ -494,8 +494,10 @@ void render_output_blur(struct sway_output *output, pixman_region32_t *damage) {
struct fx_framebuffer *buffer = get_main_buffer_blur(renderer, output, &fake_damage, &monitor_box);
// Render the newly blurred content into the blur_buffer
fx_framebuffer_create(&renderer->blur_buffer,
output->renderer->viewport_width, output->renderer->viewport_height, true);
fx_framebuffer_update(&renderer->blur_buffer,
output->renderer->viewport_width, output->renderer->viewport_height);
fx_framebuffer_bind(&renderer->blur_buffer);
// Clear the damaged region of the blur_buffer
float clear_color[] = { 0, 0, 0, 0 };
int nrects;