]> git.sesse.net Git - movit/blobdiff - dither_effect.cpp
Hard-assert on something that has bitten me too many times now.
[movit] / dither_effect.cpp
index 17c577d4cdacc3ae44a4c79015d46c6e888389d6..3fa6aebc3fa8f674674ca37e37ac6932be78c6fe 100644 (file)
@@ -35,6 +35,10 @@ DitherEffect::DitherEffect()
        register_int("output_width", &width);
        register_int("output_height", &height);
        register_int("num_bits", &num_bits);
+       register_uniform_float("round_fac", &uniform_round_fac);
+       register_uniform_float("inv_round_fac", &uniform_inv_round_fac);
+       register_uniform_vec2("tc_scale", uniform_tc_scale);
+       register_uniform_sampler2d("dither_tex", &uniform_dither_tex);
 
        glGenTextures(1, &texnum);
 }
@@ -47,7 +51,7 @@ DitherEffect::~DitherEffect()
 string DitherEffect::output_fragment_shader()
 {
        char buf[256];
-       sprintf(buf, "#define NEED_EXPLICIT_ROUND %d\n", (movit_num_wrongly_rounded > 0 && movit_shader_rounding_supported));
+       sprintf(buf, "#define NEED_EXPLICIT_ROUND %d\n", (movit_num_wrongly_rounded > 0));
        return buf + read_file("dither_effect.frag");
 }
 
@@ -110,19 +114,19 @@ void DitherEffect::set_gl_state(GLuint glsl_program_num, const string &prefix, u
        glBindTexture(GL_TEXTURE_2D, texnum);
        check_error();
 
-       set_uniform_int(glsl_program_num, prefix, "dither_tex", *sampler_num);
-       ++sampler_num;
+       uniform_dither_tex = *sampler_num;
+       ++*sampler_num;
 
        // In theory, we should adjust for the texel centers that have moved here as well,
        // but since we use GL_NEAREST and we don't really care a lot what texel we sample,
        // we don't have to worry about it.     
-       float tc_scale[] = { float(width) / float(texture_width), float(height) / float(texture_height) };
-       set_uniform_vec2(glsl_program_num, prefix, "tc_scale", tc_scale);
+       uniform_tc_scale[0] = float(width) / float(texture_width);
+       uniform_tc_scale[1] = float(height) / float(texture_height);
 
        // Used if the shader needs to do explicit rounding.
        int round_fac = (1 << num_bits) - 1;
-       set_uniform_float(glsl_program_num, prefix, "round_fac", round_fac);
-       set_uniform_float(glsl_program_num, prefix, "inv_round_fac", 1.0f / round_fac);
+       uniform_round_fac = round_fac;
+       uniform_inv_round_fac = 1.0f / round_fac;
 }
 
 }  // namespace movit