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);
// 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()) {