6f6991a1b3
* refactor: removed surface_width + surface_height from render_blur() * Fixed scaling issues * Minor refactors * removed scaled_dst box * removed uneeded fb bind * removed unneeded src_box * removed unneeded wlr_fbox_from_box function * removed src_box * Don't scale the blur translucent region twice * Renamed extended_damage to original_damage to reflect better what it actually is * Removed unneeded clearing of the wlr fbo before rendering onto it * Removed the need for our own main FBO, also fixes some damage bugs * Simplified detection of blur on workspace * cleaned up comments --------- Co-authored-by: Erik Reider <35975961+ErikReider@users.noreply.github.com>
90 lines
2.9 KiB
C
90 lines
2.9 KiB
C
#include "log.h"
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#include "sway/desktop/fx_renderer/fx_framebuffer.h"
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#include "sway/desktop/fx_renderer/fx_stencilbuffer.h"
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#include "sway/desktop/fx_renderer/fx_texture.h"
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struct fx_framebuffer fx_framebuffer_create() {
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return (struct fx_framebuffer) {
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.fb = -1,
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.stencil_buffer = fx_stencilbuffer_create(),
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.texture = fx_texture_create(),
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};
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}
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void fx_framebuffer_bind(struct fx_framebuffer *buffer) {
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glBindFramebuffer(GL_FRAMEBUFFER, buffer->fb);
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}
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void fx_framebuffer_update(struct fx_framebuffer *buffer, int width, int height) {
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bool first_alloc = false;
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if (buffer->fb == (uint32_t) -1) {
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glGenFramebuffers(1, &buffer->fb);
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first_alloc = true;
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}
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if (buffer->texture.id == 0) {
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first_alloc = 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 (first_alloc || 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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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void fx_framebuffer_add_stencil_buffer(struct fx_framebuffer *buffer, int width, int height) {
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bool first_alloc = false;
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if (buffer->stencil_buffer.rb == (uint32_t) -1) {
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glGenRenderbuffers(1, &buffer->stencil_buffer.rb);
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first_alloc = true;
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}
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if (first_alloc || buffer->stencil_buffer.width != width || buffer->stencil_buffer.height != height) {
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glBindRenderbuffer(GL_RENDERBUFFER, buffer->stencil_buffer.rb);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, width, height);
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buffer->stencil_buffer.width = width;
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buffer->stencil_buffer.height = height;
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}
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, buffer->stencil_buffer.rb);
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}
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void fx_framebuffer_release(struct fx_framebuffer *buffer) {
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// Release the framebuffer
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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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// Release the stencil buffer
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fx_stencilbuffer_release(&buffer->stencil_buffer);
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// Release the texture
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fx_texture_release(&buffer->texture);
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}
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