+/*
+ * Convert OpenGL texture format enums from TexImage2D table 1,2 &
+ * RenderBufferStorage Table 1, into strings
+ */
+VG_STATIC const char *render_fb_format_str( GLenum format )
+{
+ struct { GLenum e; const char *str; }
+ formats[] =
+ {
+ /* Table 1 */
+ FB_FORMAT_STR(GL_DEPTH_COMPONENT)
+ FB_FORMAT_STR(GL_DEPTH_STENCIL)
+ FB_FORMAT_STR(GL_RED)
+ FB_FORMAT_STR(GL_RG)
+ FB_FORMAT_STR(GL_RGB)
+ FB_FORMAT_STR(GL_RGBA)
+
+ /* Render buffer formats */
+ FB_FORMAT_STR(GL_DEPTH_COMPONENT16)
+ FB_FORMAT_STR(GL_DEPTH_COMPONENT24)
+ FB_FORMAT_STR(GL_DEPTH_COMPONENT32F)
+ FB_FORMAT_STR(GL_DEPTH24_STENCIL8)
+ FB_FORMAT_STR(GL_DEPTH32F_STENCIL8)
+ FB_FORMAT_STR(GL_STENCIL_INDEX8)
+
+ /* Table 2 */
+ FB_FORMAT_STR(GL_R8)
+ FB_FORMAT_STR(GL_R8_SNORM)
+ FB_FORMAT_STR(GL_R16)
+ FB_FORMAT_STR(GL_R16_SNORM)
+ FB_FORMAT_STR(GL_RG8)
+ FB_FORMAT_STR(GL_RG8_SNORM)
+ FB_FORMAT_STR(GL_RG16)
+ FB_FORMAT_STR(GL_RG16_SNORM)
+ FB_FORMAT_STR(GL_R3_G3_B2)
+ FB_FORMAT_STR(GL_RGB4)
+ FB_FORMAT_STR(GL_RGB5)
+ FB_FORMAT_STR(GL_RGB8)
+ FB_FORMAT_STR(GL_RGB8_SNORM)
+ FB_FORMAT_STR(GL_RGB10)
+ FB_FORMAT_STR(GL_RGB12)
+ FB_FORMAT_STR(GL_RGB16_SNORM)
+ FB_FORMAT_STR(GL_RGBA2)
+ FB_FORMAT_STR(GL_RGBA4)
+ FB_FORMAT_STR(GL_RGB5_A1)
+ FB_FORMAT_STR(GL_RGBA8)
+ FB_FORMAT_STR(GL_RGBA8_SNORM)
+ FB_FORMAT_STR(GL_RGB10_A2)
+ FB_FORMAT_STR(GL_RGB10_A2UI)
+ FB_FORMAT_STR(GL_RGBA12)
+ FB_FORMAT_STR(GL_RGBA16)
+ FB_FORMAT_STR(GL_SRGB8)
+ FB_FORMAT_STR(GL_SRGB8_ALPHA8)
+ FB_FORMAT_STR(GL_R16F)
+ FB_FORMAT_STR(GL_RG16F)
+ FB_FORMAT_STR(GL_RGB16F)
+ FB_FORMAT_STR(GL_RGBA16F)
+ FB_FORMAT_STR(GL_R32F)
+ FB_FORMAT_STR(GL_RG32F)
+ FB_FORMAT_STR(GL_RGB32F)
+ FB_FORMAT_STR(GL_RGBA32F)
+ FB_FORMAT_STR(GL_R11F_G11F_B10F)
+ FB_FORMAT_STR(GL_RGB9_E5)
+ FB_FORMAT_STR(GL_R8I)
+ FB_FORMAT_STR(GL_R8UI)
+ FB_FORMAT_STR(GL_R16I)
+ FB_FORMAT_STR(GL_R16UI)
+ FB_FORMAT_STR(GL_R32I)
+ FB_FORMAT_STR(GL_R32UI)
+ FB_FORMAT_STR(GL_RG8I)
+ FB_FORMAT_STR(GL_RG8UI)
+ FB_FORMAT_STR(GL_RG16I)
+ FB_FORMAT_STR(GL_RG16UI)
+ FB_FORMAT_STR(GL_RG32I)
+ FB_FORMAT_STR(GL_RG32UI)
+ FB_FORMAT_STR(GL_RGB8I)
+ FB_FORMAT_STR(GL_RGB8UI)
+ FB_FORMAT_STR(GL_RGB16I)
+ FB_FORMAT_STR(GL_RGB16UI)
+ FB_FORMAT_STR(GL_RGB32I)
+ FB_FORMAT_STR(GL_RGB32UI)
+ FB_FORMAT_STR(GL_RGBA8I)
+ FB_FORMAT_STR(GL_RGBA8UI)
+ FB_FORMAT_STR(GL_RGBA16I)
+ FB_FORMAT_STR(GL_RGBA16UI)
+ FB_FORMAT_STR(GL_RGBA32I)
+ FB_FORMAT_STR(GL_RGBA32UI)
+ };
+
+ for( int i=0; i<vg_list_size(formats); i++ )
+ if( formats[i].e == format )
+ return formats[i].str;
+
+ return "UNDEFINED";
+}
+
+/*
+ * Bind and allocate texture for framebuffer attachment
+ */
+VG_STATIC void render_fb_allocate_texture( struct framebuffer *fb,
+ struct framebuffer_attachment *a )
+{
+ int rx, ry;
+ render_fb_get_current_res( fb, &rx, &ry );
+
+ if( a->purpose == k_framebuffer_attachment_type_renderbuffer )
+ {
+ glBindRenderbuffer( GL_RENDERBUFFER, a->id );
+ glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, rx, ry );
+ }
+ else if( a->purpose == k_framebuffer_attachment_type_colour )
+ {
+ glBindTexture( GL_TEXTURE_2D, a->id );
+ glTexImage2D( GL_TEXTURE_2D, 0, a->internalformat, rx, ry,
+ 0, a->format, a->type, NULL );
+ }
+}
+
+/*
+ * Full allocation of a framebuffer
+ */
+VG_STATIC void render_fb_allocate( struct framebuffer *fb )
+{
+ glGenFramebuffers( 1, &fb->fb );
+ glBindFramebuffer( GL_FRAMEBUFFER, fb->fb );
+
+ int rx, ry;
+ render_fb_get_current_res( fb, &rx, &ry );
+
+ vg_info( "allocate_framebuffer( %s, %dx%d )\n", fb->display_name, rx, ry );
+ vg_info( "{\n" );
+
+ GLenum colour_attachments[4];
+ u32 colour_count = 0;
+
+ for( int j=0; j<vg_list_size(fb->attachments); j++ )
+ {
+ struct framebuffer_attachment *attachment = &fb->attachments[j];
+
+ if( attachment->purpose == k_framebuffer_attachment_type_none )
+ continue;
+
+ vg_info( " %s: %s\n",
+ render_fb_attachment_str( attachment->attachment ),
+ render_fb_format_str( attachment->internalformat ) );
+
+ if( attachment->purpose == k_framebuffer_attachment_type_renderbuffer )
+ {
+ glGenRenderbuffers( 1, &attachment->id );
+ render_fb_allocate_texture( fb, attachment );
+ glFramebufferRenderbuffer( GL_FRAMEBUFFER,
+ GL_DEPTH_STENCIL_ATTACHMENT,
+ GL_RENDERBUFFER, attachment->id );
+ }
+ else if( attachment->purpose == k_framebuffer_attachment_type_colour )
+ {
+ glGenTextures( 1, &attachment->id );
+ render_fb_allocate_texture( fb, attachment );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
+ glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+
+ glFramebufferTexture2D( GL_FRAMEBUFFER, attachment->attachment,
+ GL_TEXTURE_2D, attachment->id, 0 );
+
+ colour_attachments[ colour_count ++ ] = attachment->attachment;
+ }
+ }
+
+ glDrawBuffers( colour_count, colour_attachments );
+
+ /*
+ * Check result
+ */
+ GLenum result = glCheckFramebufferStatus( GL_FRAMEBUFFER );
+
+ if( result == GL_FRAMEBUFFER_COMPLETE )
+ {
+ /*
+ * Attatch to gpipeline
+ */
+ if( fb->link )
+ *fb->link = fb;
+
+ vg_success( " status: complete\n" );
+ vg_info( "}\n" );
+ }
+ else
+ {
+ if( result == GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT )
+ vg_error( " status: Incomplete attachment" );
+ else if( result == GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT )
+ vg_error( " status: Missing attachment" );
+ else if( result == GL_FRAMEBUFFER_UNSUPPORTED )
+ vg_error( " status: Unsupported framebuffer format" );
+ else
+ vg_error( " status: Generic Error" );
+
+ vg_info( "}\n" );
+ vg_fatal_exit_loop( "Incomplete framebuffer (see logs)" );
+ }
+}
+
+/*
+ * Resize/Update all framebuffers(we know about)
+ */
+VG_STATIC void render_fb_resize(void)
+{
+ if( !gpipeline.ready )
+ return;
+
+ for( int i=0; i<vg_list_size(framebuffers); i++ )
+ {
+ struct framebuffer *fb = &framebuffers[i];
+ for( int j=0; j<vg_list_size(fb->attachments); j++ )
+ {
+ struct framebuffer_attachment *attachment = &fb->attachments[j];
+ render_fb_allocate_texture( fb, attachment );
+ }
+ }
+}
+
+#if 0