LookingGlass/client/renderers/EGL/framebuffer.c

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/**
* Looking Glass
2023-10-20 04:36:34 +00:00
* Copyright © 2017-2023 The Looking Glass Authors
* https://looking-glass.io
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the Free
* Software Foundation; either version 2 of the License, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc., 59
* Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "framebuffer.h"
#include "texture.h"
#include <stdlib.h>
#include "common/debug.h"
struct EGL_Framebuffer
{
GLuint fbo;
EGL_Texture * tex;
};
bool egl_framebufferInit(EGL_Framebuffer ** fb)
{
EGL_Framebuffer * this = calloc(1, sizeof(*this));
if (!this)
{
DEBUG_ERROR("Failed to allocate ram");
return false;
}
if (!egl_textureInit(&this->tex, NULL, EGL_TEXTYPE_BUFFER))
{
DEBUG_ERROR("Failed to initialize the texture");
free(this);
return false;
}
glGenFramebuffers(1, &this->fbo);
*fb = this;
return true;
}
void egl_framebufferFree(EGL_Framebuffer ** fb)
{
EGL_Framebuffer * this = *fb;
egl_textureFree(&this->tex);
free(this);
*fb = NULL;
}
bool egl_framebufferSetup(EGL_Framebuffer * this, enum EGL_PixelFormat pixFmt,
unsigned int width, unsigned int height)
{
if (!egl_textureSetup(this->tex, pixFmt, width, height, 0, 0))
{
DEBUG_ERROR("Failed to setup the texture");
return false;
}
GLuint tex;
egl_textureGet(this->tex, &tex, NULL, NULL);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, this->fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, tex, 0);
glDrawBuffers(1, &(GLenum){GL_COLOR_ATTACHMENT0});
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
DEBUG_ERROR("Failed to setup the framebuffer: 0x%x", status);
return false;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return true;
}
void egl_framebufferBind(EGL_Framebuffer * this)
{
glBindFramebuffer(GL_FRAMEBUFFER, this->fbo);
glViewport(0, 0, this->tex->format.width, this->tex->format.height);
}
EGL_Texture * egl_framebufferGetTexture(EGL_Framebuffer * this)
{
return this->tex;
}