/** * Looking Glass * 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 #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, 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; }