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https://github.com/hyprwm/Hyprland.git
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* format: add internal formats for drm formats cross referenced with weston and added internal formats and types for a lot of missing ones. also added a isFormatYUV helper. * framebuffer: ensure we use right internalformat ensure we use the right internal format to avoid internal driver blitting, also since we only attach the GL_STENCIL_ATTACHMENT we might just aswell only use the GL_STENCIL_INDEX8 to not confuse drivers that we want a depth aswell. * texture: use external on yuv or non linear mods using external makes us use the gpu's internal detiler. and this is makes intel a lot happier then having to format convert it to a linear format internally. * shaders: add external support to CM frag add external support to CM frag, and correct ext.frag typo. * formats: remove duplicates and fix a typo in cm.frag remove duplicate formats and a typo in cm.frag * formats: add swizzle logic to all formats add swizzle logic from weston for all formats and use it in shm texture paths. * format: more format changes use monitor drm format instead of forcing something different. * shader: remove external from cm.frag drivers want this resolved at compiletime cant use both samplerExternalOES and sampler2d and then runtime branch it. * screencopy: swizzle textures in screencopy swizzle textures in screencopy, to get the right colors when copying. * screencopy: restore old behaviour try restore old behaviour before the gles3 format changes. glReadPixels had the wrong format, so i went to far trying to mitigate it. should be like before now.
135 lines
4.1 KiB
C++
135 lines
4.1 KiB
C++
#include "Framebuffer.hpp"
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#include "OpenGL.hpp"
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CFramebuffer::CFramebuffer() {
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;
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}
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bool CFramebuffer::alloc(int w, int h, uint32_t drmFormat) {
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bool firstAlloc = false;
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RASSERT((w > 0 && h > 0), "cannot alloc a FB with negative / zero size! (attempted {}x{})", w, h);
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const bool sizeChanged = (m_size != Vector2D(w, h));
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const bool formatChanged = (drmFormat != m_drmFormat);
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if (!m_tex) {
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m_tex = makeShared<CTexture>();
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m_tex->allocate();
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m_tex->bind();
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m_tex->setTexParameter(GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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m_tex->setTexParameter(GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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m_tex->setTexParameter(GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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m_tex->setTexParameter(GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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firstAlloc = true;
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}
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if (!m_fbAllocated) {
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glGenFramebuffers(1, &m_fb);
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m_fbAllocated = true;
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firstAlloc = true;
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}
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if (firstAlloc || sizeChanged || formatChanged) {
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const auto format = NFormatUtils::getPixelFormatFromDRM(drmFormat);
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m_tex->bind();
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glTexImage2D(GL_TEXTURE_2D, 0, format->glInternalFormat ? format->glInternalFormat : format->glFormat, w, h, 0, format->glFormat, format->glType, nullptr);
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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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if (m_stencilTex) {
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m_stencilTex->bind();
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glTexImage2D(GL_TEXTURE_2D, 0, GL_STENCIL_INDEX8, w, h, 0, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, 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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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, sc<int>(glGetError()));
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Log::logger->log(Log::DEBUG, "Framebuffer created, status {}", status);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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m_drmFormat = drmFormat;
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m_size = Vector2D(w, h);
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return true;
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}
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void CFramebuffer::addStencil(SP<CTexture> tex) {
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if (m_stencilTex == tex)
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return;
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m_stencilTex = tex;
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m_stencilTex->bind();
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glTexImage2D(GL_TEXTURE_2D, 0, GL_STENCIL_INDEX8, m_size.x, m_size.y, 0, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, nullptr);
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glBindFramebuffer(GL_FRAMEBUFFER, m_fb);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, m_stencilTex->m_texID, 0);
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auto status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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RASSERT((status == GL_FRAMEBUFFER_COMPLETE), "Failed adding a stencil to fbo!", status);
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m_stencilTex->unbind();
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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void CFramebuffer::bind() {
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fb);
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if (g_pHyprOpenGL)
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g_pHyprOpenGL->setViewport(0, 0, g_pHyprOpenGL->m_renderData.pMonitor->m_pixelSize.x, g_pHyprOpenGL->m_renderData.pMonitor->m_pixelSize.y);
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else
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glViewport(0, 0, m_size.x, m_size.y);
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}
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void CFramebuffer::unbind() {
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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}
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void CFramebuffer::release() {
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if (m_fbAllocated) {
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glBindFramebuffer(GL_FRAMEBUFFER, m_fb);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDeleteFramebuffers(1, &m_fb);
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m_fbAllocated = false;
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m_fb = 0;
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}
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if (m_tex)
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m_tex.reset();
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m_size = Vector2D();
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}
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CFramebuffer::~CFramebuffer() {
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release();
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}
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bool CFramebuffer::isAllocated() {
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return m_fbAllocated && m_tex;
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}
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SP<CTexture> CFramebuffer::getTexture() {
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return m_tex;
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}
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GLuint CFramebuffer::getFBID() {
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return m_fbAllocated ? m_fb : 0;
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}
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SP<CTexture> CFramebuffer::getStencilTex() {
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return m_stencilTex;
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}
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void CFramebuffer::invalidate(const std::vector<GLenum>& attachments) {
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if (!isAllocated())
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return;
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glInvalidateFramebuffer(GL_FRAMEBUFFER, attachments.size(), attachments.data());
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}
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