]> git.sesse.net Git - movit/blobdiff - effect_chain.cpp
In ResampleEffect, use std::unique_ptr instead of managing ownership ourselves.
[movit] / effect_chain.cpp
index b82102357180d2534c82018c2bc82ecfa1230019..30849306db298a31a0bf5661f35f6618956faace 100644 (file)
@@ -523,6 +523,7 @@ void EffectChain::compile_glsl_program(Phase *phase)
 
        if (phase->is_compute_shader) {
                frag_shader.append(read_file("footer.comp"));
+               phase->compute_shader_node->effect->register_uniform_ivec2("output_size", phase->uniform_output_size);
                phase->compute_shader_node->effect->register_uniform_vec2("inv_output_size", (float *)&phase->inv_output_size);
                phase->compute_shader_node->effect->register_uniform_vec2("output_texcoord_adjust", (float *)&phase->output_texcoord_adjust);
        } else {
@@ -544,6 +545,7 @@ void EffectChain::compile_glsl_program(Phase *phase)
                extract_uniform_declarations(effect->uniforms_sampler2d, "sampler2D", effect_id, &phase->uniforms_sampler2d, &frag_shader_uniforms);
                extract_uniform_declarations(effect->uniforms_bool, "bool", effect_id, &phase->uniforms_bool, &frag_shader_uniforms);
                extract_uniform_declarations(effect->uniforms_int, "int", effect_id, &phase->uniforms_int, &frag_shader_uniforms);
+               extract_uniform_declarations(effect->uniforms_ivec2, "ivec2", effect_id, &phase->uniforms_ivec2, &frag_shader_uniforms);
                extract_uniform_declarations(effect->uniforms_float, "float", effect_id, &phase->uniforms_float, &frag_shader_uniforms);
                extract_uniform_declarations(effect->uniforms_vec2, "vec2", effect_id, &phase->uniforms_vec2, &frag_shader_uniforms);
                extract_uniform_declarations(effect->uniforms_vec3, "vec3", effect_id, &phase->uniforms_vec3, &frag_shader_uniforms);
@@ -607,6 +609,7 @@ void EffectChain::compile_glsl_program(Phase *phase)
        collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_sampler2d);
        collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_bool);
        collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_int);
+       collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_ivec2);
        collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_float);
        collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec2);
        collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec3);
@@ -1050,7 +1053,7 @@ void EffectChain::inform_input_sizes(Phase *phase)
 // desired output size might change based on the inputs.
 void EffectChain::find_output_size(Phase *phase)
 {
-       Node *output_node = phase->effects.back();
+       Node *output_node = phase->is_compute_shader ? phase->compute_shader_node : phase->effects.back();
 
        // If the last effect explicitly sets an output size, use that.
        if (output_node->effect->changes_output_size()) {
@@ -2154,6 +2157,8 @@ void EffectChain::execute_phase(Phase *phase,
                phase->outbuf_image_unit = 0;
                glBindImageTexture(phase->outbuf_image_unit, destinations[0].texnum, 0, GL_FALSE, 0, GL_WRITE_ONLY, destinations[0].format);
                check_error();
+               phase->uniform_output_size[0] = phase->output_width;
+               phase->uniform_output_size[1] = phase->output_height;
                phase->inv_output_size.x = 1.0f / phase->output_width;
                phase->inv_output_size.y = 1.0f / phase->output_height;
                phase->output_texcoord_adjust.x = 0.5f / phase->output_width;
@@ -2247,6 +2252,12 @@ void EffectChain::setup_uniforms(Phase *phase)
                        glUniform1iv(uniform.location, uniform.num_values, uniform.value);
                }
        }
+       for (size_t i = 0; i < phase->uniforms_ivec2.size(); ++i) {
+               const Uniform<int> &uniform = phase->uniforms_ivec2[i];
+               if (uniform.location != -1) {
+                       glUniform2iv(uniform.location, uniform.num_values, uniform.value);
+               }
+       }
        for (size_t i = 0; i < phase->uniforms_float.size(); ++i) {
                const Uniform<float> &uniform = phase->uniforms_float[i];
                if (uniform.location != -1) {