delete nodes[i];
}
for (unsigned i = 0; i < phases.size(); ++i) {
+ glBindVertexArray(phases[i]->vao);
+ check_error();
+
+ cleanup_vertex_attribute(phases[i]->glsl_program_num, "position", phases[i]->position_vbo);
+ cleanup_vertex_attribute(phases[i]->glsl_program_num, "texcoord", phases[i]->texcoord_vbo);
+
+ glBindVertexArray(0);
+ check_error();
+
resource_pool->release_glsl_program(phases[i]->glsl_program_num);
delete phases[i];
}
if (owns_resource_pool) {
delete resource_pool;
}
+ for (map<void *, GLuint>::const_iterator fbo_it = fbos.begin();
+ fbo_it != fbos.end(); ++fbo_it) {
+ glDeleteFramebuffers(1, &fbo_it->second);
+ check_error();
+ }
}
Input *EffectChain::add_input(Input *input)
frag_shader.append(read_file("footer.frag"));
phase->glsl_program_num = resource_pool->compile_glsl_program(read_file("vs.vert"), frag_shader);
+
+ // Prepare the geometry for the fullscreen quad used in this phase.
+ // (We have separate VAOs per shader, since the bindings can in theory
+ // be different.)
+ float vertices[] = {
+ 0.0f, 1.0f,
+ 0.0f, 0.0f,
+ 1.0f, 1.0f,
+ 1.0f, 0.0f
+ };
+
+ glGenVertexArrays(1, &phase->vao);
+ check_error();
+ glBindVertexArray(phase->vao);
+ check_error();
+
+ phase->position_vbo = fill_vertex_attribute(phase->glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
+ phase->texcoord_vbo = fill_vertex_attribute(phase->glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices.
+
+ glBindVertexArray(0);
+ check_error();
}
// Construct GLSL programs, starting at the given effect and following
// Save original viewport.
GLuint x = 0, y = 0;
GLuint fbo = 0;
+ void *context = get_gl_context_identifier();
if (width == 0 && height == 0) {
GLint viewport[4];
check_error();
if (phases.size() > 1) {
- glGenFramebuffers(1, &fbo);
- check_error();
+ if (fbos.count(context) == 0) {
+ glGenFramebuffers(1, &fbo);
+ check_error();
+ fbos.insert(make_pair(context, fbo));
+ } else {
+ fbo = fbos[context];
+ }
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
check_error();
}
// since otherwise this turns into an (albeit simple) register allocation problem.
map<Phase *, GLuint> output_textures;
- for (unsigned phase = 0; phase < phases.size(); ++phase) {
+ for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
+ Phase *phase = phases[phase_num];
+
// Find a texture for this phase.
- inform_input_sizes(phases[phase]);
- if (phase != phases.size() - 1) {
- find_output_size(phases[phase]);
+ inform_input_sizes(phase);
+ if (phase_num != phases.size() - 1) {
+ find_output_size(phase);
- GLuint tex_num = resource_pool->create_2d_texture(GL_RGBA16F_ARB, phases[phase]->output_width, phases[phase]->output_height);
- output_textures.insert(make_pair(phases[phase], tex_num));
+ GLuint tex_num = resource_pool->create_2d_texture(GL_RGBA16F_ARB, phase->output_width, phase->output_height);
+ output_textures.insert(make_pair(phase, tex_num));
}
- const GLuint glsl_program_num = phases[phase]->glsl_program_num;
+ const GLuint glsl_program_num = phase->glsl_program_num;
check_error();
glUseProgram(glsl_program_num);
check_error();
// Set up RTT inputs for this phase.
- for (unsigned sampler = 0; sampler < phases[phase]->inputs.size(); ++sampler) {
+ for (unsigned sampler = 0; sampler < phase->inputs.size(); ++sampler) {
glActiveTexture(GL_TEXTURE0 + sampler);
- Phase *input = phases[phase]->inputs[sampler];
+ Phase *input = phase->inputs[sampler];
input->output_node->bound_sampler_num = sampler;
glBindTexture(GL_TEXTURE_2D, output_textures[input]);
check_error();
- if (phases[phase]->input_needs_mipmaps) {
+ if (phase->input_needs_mipmaps) {
if (generated_mipmaps.count(input) == 0) {
glGenerateMipmap(GL_TEXTURE_2D);
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
check_error();
- string texture_name = string("tex_") + phases[phase]->effect_ids[input->output_node];
+ string texture_name = string("tex_") + phase->effect_ids[input->output_node];
glUniform1i(glGetUniformLocation(glsl_program_num, texture_name.c_str()), sampler);
check_error();
}
// And now the output.
- if (phase == phases.size() - 1) {
+ if (phase_num == phases.size() - 1) {
// Last phase goes to the output the user specified.
glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);
check_error();
GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D,
- output_textures[phases[phase]],
+ output_textures[phase],
0);
check_error();
GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
assert(status == GL_FRAMEBUFFER_COMPLETE);
- glViewport(0, 0, phases[phase]->output_width, phases[phase]->output_height);
+ glViewport(0, 0, phase->output_width, phase->output_height);
}
// Give the required parameters to all the effects.
- unsigned sampler_num = phases[phase]->inputs.size();
- for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
- Node *node = phases[phase]->effects[i];
+ unsigned sampler_num = phase->inputs.size();
+ for (unsigned i = 0; i < phase->effects.size(); ++i) {
+ Node *node = phase->effects[i];
unsigned old_sampler_num = sampler_num;
- node->effect->set_gl_state(glsl_program_num, phases[phase]->effect_ids[node], &sampler_num);
+ node->effect->set_gl_state(glsl_program_num, phase->effect_ids[node], &sampler_num);
check_error();
if (node->effect->is_single_texture()) {
}
}
- // Now draw!
- float vertices[] = {
- 0.0f, 1.0f,
- 0.0f, 0.0f,
- 1.0f, 1.0f,
- 1.0f, 0.0f
- };
-
- GLuint vao;
- glGenVertexArrays(1, &vao);
- check_error();
- glBindVertexArray(vao);
+ glBindVertexArray(phase->vao);
check_error();
-
- GLuint position_vbo = fill_vertex_attribute(glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
- GLuint texcoord_vbo = fill_vertex_attribute(glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices.
-
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
check_error();
- cleanup_vertex_attribute(glsl_program_num, "position", position_vbo);
- cleanup_vertex_attribute(glsl_program_num, "texcoord", texcoord_vbo);
-
- glUseProgram(0);
- check_error();
-
- for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
- Node *node = phases[phase]->effects[i];
+ for (unsigned i = 0; i < phase->effects.size(); ++i) {
+ Node *node = phase->effects[i];
node->effect->clear_gl_state();
}
-
- glDeleteVertexArrays(1, &vao);
- check_error();
}
for (map<Phase *, GLuint>::const_iterator texture_it = output_textures.begin();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
check_error();
-
- if (fbo != 0) {
- glDeleteFramebuffers(1, &fbo);
- check_error();
- }
+ glBindVertexArray(0);
+ check_error();
+ glUseProgram(0);
+ check_error();
}
} // namespace movit