} else if (!node->strong_one_to_one_sampling) {
// If all nodes so far are strong one-to-one, we can put them after
// the compute shader (ie., process them on the output).
- start_new_phase = !node->strong_one_to_one_sampling;
+ start_new_phase = true;
} else {
phase->is_compute_shader = true;
phase->compute_shader_node = deps[i];
phase->timer_query_objects_running.push_back(timer_query_object);
}
bool last_phase = (phase_num == num_phases - 1);
- if (phase_num == num_phases - 1) {
+ if (last_phase) {
// Last phase goes to the output the user specified.
if (!phase->is_compute_shader) {
glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);