glBeginQuery(GL_TIME_ELAPSED, timer_query_object);
phase->timer_query_objects_running.push_back(timer_query_object);
}
+ bool render_to_texture = true;
if (phase_num == phases.size() - 1) {
// Last phase goes to the output the user specified.
glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);
GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
assert(status == GL_FRAMEBUFFER_COMPLETE);
glViewport(x, y, width, height);
+ render_to_texture = false;
if (dither_effect != nullptr) {
CHECK(dither_effect->set_int("output_width", width));
CHECK(dither_effect->set_int("output_height", height));
}
}
- bool last_phase = (phase_num == phases.size() - 1);
// Enable sRGB rendering for intermediates in case we are
// rendering to an sRGB format.
- bool needs_srgb = last_phase ? final_srgb : true;
+ bool needs_srgb = render_to_texture ? true : final_srgb;
if (needs_srgb && !current_srgb) {
glEnable(GL_FRAMEBUFFER_SRGB);
check_error();
current_srgb = true;
}
- execute_phase(phase, last_phase, &output_textures, &generated_mipmaps);
+ execute_phase(phase, render_to_texture, &output_textures, &generated_mipmaps);
if (do_phase_timing) {
glEndQuery(GL_TIME_ELAPSED);
}
printf("Total: %5.1f ms\n", total_time_ms);
}
-void EffectChain::execute_phase(Phase *phase, bool last_phase,
+void EffectChain::execute_phase(Phase *phase, bool render_to_texture,
map<Phase *, GLuint> *output_textures,
set<Phase *> *generated_mipmaps)
{
// Find a texture for this phase.
inform_input_sizes(phase);
- if (!last_phase) {
+ if (render_to_texture) {
find_output_size(phase);
GLuint tex_num = resource_pool->create_2d_texture(intermediate_format, phase->output_width, phase->output_height);
+ assert(tex_num != 0);
output_textures->insert(make_pair(phase, tex_num));
+
+ // The output texture needs to have valid state to be written to by a compute shader.
+ if (phase->is_compute_shader) {
+ glActiveTexture(GL_TEXTURE0);
+ check_error();
+ glBindTexture(GL_TEXTURE_2D, (*output_textures)[phase]);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ check_error();
+ }
}
// Set up RTT inputs for this phase.
glActiveTexture(GL_TEXTURE0 + sampler);
Phase *input = phase->inputs[sampler];
input->output_node->bound_sampler_num = sampler;
+ assert(output_textures->count(input));
glBindTexture(GL_TEXTURE_2D, (*output_textures)[input]);
check_error();
if (phase->input_needs_mipmaps && generated_mipmaps->count(input) == 0) {
// This is currently the only place where we use image units,
// so we can always use 0.
phase->outbuf_image_unit = 0;
+ assert(output_textures->count(phase));
glBindImageTexture(phase->outbuf_image_unit, (*output_textures)[phase], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA16F);
check_error();
phase->inv_output_size.x = 1.0f / phase->output_width;
phase->output_texcoord_adjust.x = 0.5f / phase->output_width;
phase->output_texcoord_adjust.y = 0.5f / phase->output_height;
} else {
- // (Already set up for us if it is the last phase.)
- if (!last_phase) {
+ // (Already set up for us if we are outputting to the user's FBO.)
+ if (render_to_texture) {
fbo = resource_pool->create_fbo((*output_textures)[phase]);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glViewport(0, 0, phase->output_width, phase->output_height);
// since they can be updated from there.
setup_uniforms(phase);
glDispatchCompute(x, y, z);
+ check_error();
+ glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_TEXTURE_UPDATE_BARRIER_BIT);
+ check_error();
} else {
// Uniforms need to come after set_gl_state(), since they can be updated
// from there.
resource_pool->unuse_glsl_program(instance_program_num);
- if (!last_phase && !phase->is_compute_shader) {
+ if (render_to_texture && !phase->is_compute_shader) {
resource_pool->release_fbo(fbo);
}
}