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core: drop the legacy renderer (#10408)
* core: drop the legacy renderer the legacy renderer is broken and barely used, drop it. * Nix: drop support for legacyRenderer --------- Co-authored-by: Mihai Fufezan <mihai@fufexan.net>
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@ -40,14 +40,11 @@ bool CFramebuffer::alloc(int w, int h, uint32_t drmFormat) {
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glBindFramebuffer(GL_FRAMEBUFFER, m_fb);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_tex->m_texID, 0);
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// TODO: Allow this with gles2
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#ifndef GLES2
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if (m_stencilTex) {
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glBindTexture(GL_TEXTURE_2D, m_stencilTex->m_texID);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, w, h, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_stencilTex->m_texID, 0);
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}
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#endif
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auto status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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RASSERT((status == GL_FRAMEBUFFER_COMPLETE), "Framebuffer incomplete, couldn't create! (FB status: {}, GL Error: 0x{:x})", status, (int)glGetError());
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@ -64,8 +61,6 @@ bool CFramebuffer::alloc(int w, int h, uint32_t drmFormat) {
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}
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void CFramebuffer::addStencil(SP<CTexture> tex) {
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// TODO: Allow this with gles2
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#ifndef GLES2
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m_stencilTex = tex;
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glBindTexture(GL_TEXTURE_2D, m_stencilTex->m_texID);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, m_size.x, m_size.y, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr);
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@ -79,15 +74,10 @@ void CFramebuffer::addStencil(SP<CTexture> tex) {
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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#endif
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}
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void CFramebuffer::bind() {
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#ifndef GLES2
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fb);
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#else
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glBindFramebuffer(GL_FRAMEBUFFER, m_iFb);
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#endif
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if (g_pHyprOpenGL)
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glViewport(0, 0, g_pHyprOpenGL->m_renderData.pMonitor->m_pixelSize.x, g_pHyprOpenGL->m_renderData.pMonitor->m_pixelSize.y);
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@ -96,11 +86,7 @@ void CFramebuffer::bind() {
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}
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void CFramebuffer::unbind() {
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#ifndef GLES2
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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#else
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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#endif
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}
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void CFramebuffer::release() {
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