2021-08-11 08:53:36 +00:00
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/**
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* Looking Glass
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2022-01-05 08:42:46 +00:00
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* Copyright © 2017-2022 The Looking Glass Authors
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2021-08-11 08:53:36 +00:00
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* https://looking-glass.io
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "framebuffer.h"
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#include "texture.h"
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#include <stdlib.h>
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#include "common/debug.h"
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struct EGL_Framebuffer
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{
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GLuint fbo;
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EGL_Texture * tex;
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};
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bool egl_framebufferInit(EGL_Framebuffer ** fb)
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{
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EGL_Framebuffer * this = calloc(1, sizeof(*this));
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if (!this)
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{
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DEBUG_ERROR("Failed to allocate ram");
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return false;
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}
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if (!egl_textureInit(&this->tex, NULL, EGL_TEXTYPE_BUFFER, false))
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{
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DEBUG_ERROR("Failed to initialize the texture");
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return false;
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}
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glGenFramebuffers(1, &this->fbo);
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*fb = this;
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return true;
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}
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void egl_framebufferFree(EGL_Framebuffer ** fb)
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{
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EGL_Framebuffer * this = *fb;
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2021-08-27 04:37:23 +00:00
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egl_textureFree(&this->tex);
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2021-08-11 08:53:36 +00:00
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free(this);
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*fb = NULL;
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}
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bool egl_framebufferSetup(EGL_Framebuffer * this, enum EGL_PixelFormat pixFmt,
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unsigned int width, unsigned int height)
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{
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if (!egl_textureSetup(this->tex, pixFmt, width, height, 0))
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{
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DEBUG_ERROR("Failed to setup the texture");
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return false;
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}
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GLuint tex;
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egl_textureGet(this->tex, &tex, NULL, NULL);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glBindFramebuffer(GL_FRAMEBUFFER, this->fbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, tex, 0);
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glDrawBuffers(1, &(GLenum){GL_COLOR_ATTACHMENT0});
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2021-10-19 02:24:31 +00:00
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE)
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2021-08-11 08:53:36 +00:00
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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2021-10-19 02:24:31 +00:00
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DEBUG_ERROR("Failed to setup the framebuffer: 0x%x", status);
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2021-08-11 08:53:36 +00:00
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return false;
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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return true;
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}
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void egl_framebufferBind(EGL_Framebuffer * this)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, this->fbo);
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glViewport(0, 0, this->tex->format.width, this->tex->format.height);
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}
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GLuint egl_framebufferGetTexture(EGL_Framebuffer * this)
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{
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GLuint output;
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egl_textureGet(this->tex, &output, NULL, NULL);
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return output;
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}
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