swayfx/sway/desktop/fx_renderer/fx_framebuffer.c
Erik Reider acafb20b11
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>
2023-05-17 19:39:48 -04:00

96 lines
3.1 KiB
C

#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_update(struct fx_framebuffer *buffer, int width, int height) {
bool firstAlloc = false;
if (buffer->fb == (uint32_t) -1) {
glGenFramebuffers(1, &buffer->fb);
firstAlloc = true;
}
if (buffer->texture.id == 0) {
firstAlloc = true;
glGenTextures(1, &buffer->texture.id);
glBindTexture(GL_TEXTURE_2D, buffer->texture.id);
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);
}
if (firstAlloc || buffer->texture.width != width || buffer->texture.height != height) {
glBindTexture(GL_TEXTURE_2D, buffer->texture.id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBindFramebuffer(GL_FRAMEBUFFER, buffer->fb);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
buffer->texture.id, 0);
buffer->texture.target = GL_TEXTURE_2D;
buffer->texture.has_alpha = false;
buffer->texture.width = width;
buffer->texture.height = height;
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
sway_log(SWAY_ERROR, "Framebuffer incomplete, couldn't create! (FB status: %i)", status);
return;
}
sway_log(SWAY_DEBUG, "Framebuffer created, status %i", status);
}
glBindTexture(GL_TEXTURE_2D, 0);
}
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);
}
buffer->texture.id = 0;
buffer->texture.width = -1;
buffer->texture.height = -1;
}