]> git.sesse.net Git - movit/blobdiff - effect_chain.cpp
Handle texture non-bounce a bit better.
[movit] / effect_chain.cpp
index 3376daa98064df9c4e42edb2c319be6bdac9f7f6..0cd480287e5672eb0f09812535153ac500697d02 100644 (file)
@@ -1,6 +1,6 @@
 #define GL_GLEXT_PROTOTYPES 1
 
-#include <GL/glew.h>
+#include <epoxy/gl.h>
 #include <assert.h>
 #include <locale.h>
 #include <math.h>
@@ -359,13 +359,13 @@ void EffectChain::construct_glsl_programs(Node *output)
                        for (unsigned i = 0; i < deps.size(); ++i) {
                                bool start_new_phase = false;
 
-                               // FIXME: If we sample directly from a texture, we won't need this.
-                               if (node->effect->needs_texture_bounce()) {
+                               if (node->effect->needs_texture_bounce() &&
+                                   !deps[i]->effect->is_single_texture()) {
                                        start_new_phase = true;
                                }
 
                                if (deps[i]->outgoing_links.size() > 1) {
-                                       if (deps[i]->effect->num_inputs() > 0) {
+                                       if (!deps[i]->effect->is_single_texture()) {
                                                // More than one effect uses this as the input,
                                                // and it is not a texture itself.
                                                // The easiest thing to do (and probably also the safest
@@ -373,6 +373,8 @@ void EffectChain::construct_glsl_programs(Node *output)
                                                // and then let the next passes read from that.
                                                start_new_phase = true;
                                        } else {
+                                               assert(deps[i]->effect->num_inputs() == 0);
+
                                                // For textures, we try to be slightly more clever;
                                                // if none of our outputs need a bounce, we don't bounce
                                                // but instead simply use the effect many times.
@@ -1537,10 +1539,10 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
 
                // Now draw!
                float vertices[] = {
+                       0.0f, 1.0f,
                        0.0f, 0.0f,
-                       1.0f, 0.0f,
                        1.0f, 1.0f,
-                       0.0f, 1.0f
+                       1.0f, 0.0f
                };
 
                GLuint vao;
@@ -1552,7 +1554,7 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
                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_QUADS, 0, 4);
+               glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
                check_error();
 
                cleanup_vertex_attribute(glsl_program_num, "position", position_vbo);