- if (output_node->output_texture_width != phases[phase]->output_width ||
- output_node->output_texture_height != phases[phase]->output_height) {
- glActiveTexture(GL_TEXTURE0);
- check_error();
- glBindTexture(GL_TEXTURE_2D, output_node->output_texture);
- check_error();
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[phase]->output_width, phases[phase]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- check_error();
- glBindTexture(GL_TEXTURE_2D, 0);
- check_error();
-
- output_node->output_texture_width = phases[phase]->output_width;
- output_node->output_texture_height = phases[phase]->output_height;
- }
- }
-
- glUseProgram(phases[phase]->glsl_program_num);
- check_error();
-
- // Set up RTT inputs for this phase.
- for (unsigned sampler = 0; sampler < phases[phase]->inputs.size(); ++sampler) {
- glActiveTexture(GL_TEXTURE0 + sampler);
- Node *input = phases[phase]->inputs[sampler];
- glBindTexture(GL_TEXTURE_2D, input->output_texture);
- check_error();
- if (phases[phase]->input_needs_mipmaps) {
- if (generated_mipmaps.count(input) == 0) {
- glGenerateMipmap(GL_TEXTURE_2D);
- check_error();
- generated_mipmaps.insert(input);
- }
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
- check_error();
- } else {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- check_error();
- }
+ // We choose the simplest option of having one texture per output,
+ // since otherwise this turns into an (albeit simple) register allocation problem.
+ map<Phase *, GLuint> output_textures;