if (phase->is_compute_shader) {
frag_shader.append(read_file("footer.comp"));
+ phase->compute_shader_node->effect->register_uniform_ivec2("output_size", phase->uniform_output_size);
phase->compute_shader_node->effect->register_uniform_vec2("inv_output_size", (float *)&phase->inv_output_size);
phase->compute_shader_node->effect->register_uniform_vec2("output_texcoord_adjust", (float *)&phase->output_texcoord_adjust);
} else {
extract_uniform_declarations(effect->uniforms_sampler2d, "sampler2D", effect_id, &phase->uniforms_sampler2d, &frag_shader_uniforms);
extract_uniform_declarations(effect->uniforms_bool, "bool", effect_id, &phase->uniforms_bool, &frag_shader_uniforms);
extract_uniform_declarations(effect->uniforms_int, "int", effect_id, &phase->uniforms_int, &frag_shader_uniforms);
+ extract_uniform_declarations(effect->uniforms_ivec2, "ivec2", effect_id, &phase->uniforms_ivec2, &frag_shader_uniforms);
extract_uniform_declarations(effect->uniforms_float, "float", effect_id, &phase->uniforms_float, &frag_shader_uniforms);
extract_uniform_declarations(effect->uniforms_vec2, "vec2", effect_id, &phase->uniforms_vec2, &frag_shader_uniforms);
extract_uniform_declarations(effect->uniforms_vec3, "vec3", effect_id, &phase->uniforms_vec3, &frag_shader_uniforms);
extract_uniform_declarations(effect->uniforms_mat3, "mat3", effect_id, &phase->uniforms_mat3, &frag_shader_uniforms);
}
- frag_shader = frag_shader_header + frag_shader_uniforms + frag_shader;
-
string vert_shader = read_version_dependent_file("vs", "vert");
// If we're the last phase and need to flip the picture to compensate for
- // the origin, tell the vertex shader so.
- if (phase->output_node->outgoing_links.empty() && output_origin == OUTPUT_ORIGIN_TOP_LEFT) {
- const string needle = "#define FLIP_ORIGIN 0";
- size_t pos = vert_shader.find(needle);
- assert(pos != string::npos);
+ // the origin, tell the vertex or compute shader so.
+ bool is_last_phase;
+ if (has_dummy_effect) {
+ is_last_phase = (phase->output_node->outgoing_links.size() == 1 &&
+ phase->output_node->outgoing_links[0]->effect->effect_type_id() == "ComputeShaderOutputDisplayEffect");
+ } else {
+ is_last_phase = phase->output_node->outgoing_links.empty();
+ }
+ if (is_last_phase && output_origin == OUTPUT_ORIGIN_TOP_LEFT) {
+ if (phase->is_compute_shader) {
+ frag_shader_header += "#define FLIP_ORIGIN 1\n";
+ } else {
+ const string needle = "#define FLIP_ORIGIN 0";
+ size_t pos = vert_shader.find(needle);
+ assert(pos != string::npos);
- vert_shader[pos + needle.size() - 1] = '1';
+ vert_shader[pos + needle.size() - 1] = '1';
+ }
}
+ frag_shader = frag_shader_header + frag_shader_uniforms + frag_shader;
+
if (phase->is_compute_shader) {
phase->glsl_program_num = resource_pool->compile_glsl_compute_program(frag_shader);
collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_sampler2d);
collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_bool);
collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_int);
+ collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_ivec2);
collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_float);
collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec2);
collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec3);
// desired output size might change based on the inputs.
void EffectChain::find_output_size(Phase *phase)
{
- Node *output_node = phase->effects.back();
+ Node *output_node = phase->is_compute_shader ? phase->compute_shader_node : phase->effects.back();
// If the last effect explicitly sets an output size, use that.
if (output_node->effect->changes_output_size()) {
phase->outbuf_image_unit = 0;
glBindImageTexture(phase->outbuf_image_unit, destinations[0].texnum, 0, GL_FALSE, 0, GL_WRITE_ONLY, destinations[0].format);
check_error();
+ phase->uniform_output_size[0] = phase->output_width;
+ phase->uniform_output_size[1] = phase->output_height;
phase->inv_output_size.x = 1.0f / phase->output_width;
phase->inv_output_size.y = 1.0f / phase->output_height;
phase->output_texcoord_adjust.x = 0.5f / phase->output_width;
if (phase->is_compute_shader) {
unsigned x, y, z;
- phase->output_node->effect->get_compute_dimensions(phase->output_width, phase->output_height, &x, &y, &z);
+ phase->compute_shader_node->effect->get_compute_dimensions(phase->output_width, phase->output_height, &x, &y, &z);
// Uniforms need to come after set_gl_state() _and_ get_compute_dimensions(),
// since they can be updated from there.
glUniform1iv(uniform.location, uniform.num_values, uniform.value);
}
}
+ for (size_t i = 0; i < phase->uniforms_ivec2.size(); ++i) {
+ const Uniform<int> &uniform = phase->uniforms_ivec2[i];
+ if (uniform.location != -1) {
+ glUniform2iv(uniform.location, uniform.num_values, uniform.value);
+ }
+ }
for (size_t i = 0; i < phase->uniforms_float.size(); ++i) {
const Uniform<float> &uniform = phase->uniforms_float[i];
if (uniform.location != -1) {