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* Copyright © 2012 Canonical Ltd.
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License version 3 as
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* published by the Free Software Foundation.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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* Authored by: Alexandros Frantzis <alexandros.frantzis@canonical.com>
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#include "buffer_render_target.h"
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#include "mir/graphics/buffer.h"
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#include <GLES2/gl2ext.h>
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namespace geom = mir::geometry;
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namespace mg = mir::graphics;
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namespace mt = mir::tools;
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mt::BufferRenderTarget::BufferRenderTarget(mg::Buffer& buffer)
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: buffer(buffer), old_fbo(), old_viewport()
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* With the new lazy buffer allocation method, we may be executing inside
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* the compositor's GL context. So be careful to save and restore what
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glGetIntegerv(GL_VIEWPORT, old_viewport);
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &old_fbo);
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resources.setup(buffer);
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mt::BufferRenderTarget::~BufferRenderTarget()
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glBindFramebuffer(GL_FRAMEBUFFER, old_fbo);
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glViewport(old_viewport[0], old_viewport[1],
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old_viewport[2], old_viewport[3]);
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void mt::BufferRenderTarget::make_current()
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geom::Size buf_size = buffer.size();
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glBindFramebuffer(GL_FRAMEBUFFER, resources.fbo);
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glViewport(0, 0, buf_size.width.as_uint32_t(), buf_size.height.as_uint32_t());
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mt::BufferRenderTarget::Resources::~Resources()
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glDeleteTextures(1, &color_tex);
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glDeleteRenderbuffers(1, &depth_rbo);
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glDeleteFramebuffers(1, &fbo);
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void mt::BufferRenderTarget::Resources::setup(mg::Buffer& buffer)
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geom::Size buf_size = buffer.size();
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glGenFramebuffers(1, &fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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/* Set up color buffer... */
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glGenTextures(1, &color_tex);
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glBindTexture(GL_TEXTURE_2D, color_tex);
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buffer.gl_bind_to_texture();
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, color_tex, 0);
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/* and depth buffer */
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glGenRenderbuffers(1, &depth_rbo);
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glBindRenderbuffer(GL_RENDERBUFFER, depth_rbo);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
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buf_size.width.as_uint32_t(), buf_size.height.as_uint32_t());
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER, depth_rbo);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
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throw std::runtime_error("Failed to create FBO for GBM buffer");