]> git.sesse.net Git - movit/blobdiff - effect_chain.cpp
Correct/update a comment on rounding.
[movit] / effect_chain.cpp
index 6e297dfeb49d44f7d0044f0c2cb46ef4eacbd6d2..5e43474c457e8cc7dca3db7054fb8e6b6581e3d8 100644 (file)
@@ -1,5 +1,3 @@
-#define GL_GLEXT_PROTOTYPES 1
-
 #include <epoxy/gl.h>
 #include <assert.h>
 #include <math.h>
@@ -37,8 +35,11 @@ namespace movit {
 EffectChain::EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool)
        : aspect_nom(aspect_nom),
          aspect_denom(aspect_denom),
+         output_color_rgba(false),
+         output_color_ycbcr(false),
          dither_effect(NULL),
          num_dither_bits(0),
+         output_origin(OUTPUT_ORIGIN_BOTTOM_LEFT),
          finalized(false),
          resource_pool(resource_pool),
          do_phase_timing(false) {
@@ -48,6 +49,14 @@ EffectChain::EffectChain(float aspect_nom, float aspect_denom, ResourcePool *res
        } else {
                owns_resource_pool = false;
        }
+
+       // Generate a VBO with some data in (shared position and texture coordinate data).
+       float vertices[] = {
+               0.0f, 2.0f,
+               0.0f, 0.0f,
+               2.0f, 0.0f
+       };
+       vbo = generate_vbo(2, GL_FLOAT, sizeof(vertices), vertices);
 }
 
 EffectChain::~EffectChain()
@@ -63,6 +72,8 @@ EffectChain::~EffectChain()
        if (owns_resource_pool) {
                delete resource_pool;
        }
+       glDeleteBuffers(1, &vbo);
+       check_error();
 }
 
 Input *EffectChain::add_input(Input *input)
@@ -76,19 +87,22 @@ Input *EffectChain::add_input(Input *input)
 void EffectChain::add_output(const ImageFormat &format, OutputAlphaFormat alpha_format)
 {
        assert(!finalized);
+       assert(!output_color_rgba);
        output_format = format;
        output_alpha_format = alpha_format;
-       output_color_type = OUTPUT_COLOR_RGB;
+       output_color_rgba = true;
 }
 
 void EffectChain::add_ycbcr_output(const ImageFormat &format, OutputAlphaFormat alpha_format,
-                                   const YCbCrFormat &ycbcr_format)
+                                   const YCbCrFormat &ycbcr_format, YCbCrOutputSplitting output_splitting)
 {
        assert(!finalized);
+       assert(!output_color_ycbcr);
        output_format = format;
        output_alpha_format = alpha_format;
-       output_color_type = OUTPUT_COLOR_YCBCR;
+       output_color_ycbcr = true;
        output_ycbcr_format = ycbcr_format;
+       output_ycbcr_splitting = output_splitting;
 
        assert(ycbcr_format.chroma_subsampling_x == 1);
        assert(ycbcr_format.chroma_subsampling_y == 1);
@@ -178,6 +192,13 @@ GLenum EffectChain::get_input_sampler(Node *node, unsigned input_num) const
        return GL_TEXTURE0 + node->incoming_links[input_num]->bound_sampler_num;
 }
 
+GLenum EffectChain::has_input_sampler(Node *node, unsigned input_num) const
+{
+       assert(input_num < node->incoming_links.size());
+       return node->incoming_links[input_num]->bound_sampler_num >= 0 &&
+               node->incoming_links[input_num]->bound_sampler_num < 8;
+}
+
 void EffectChain::find_all_nonlinear_inputs(Node *node, vector<Node *> *nonlinear_inputs)
 {
        if (node->output_gamma_curve == GAMMA_LINEAR &&
@@ -206,7 +227,7 @@ Effect *EffectChain::add_effect(Effect *effect, const vector<Effect *> &inputs)
        return effect;
 }
 
-// GLSL pre-1.30 doesn't support token pasting. Replace PREFIX(x) with <effect_id>_x.
+// ESSL doesn't support token pasting. Replace PREFIX(x) with <effect_id>_x.
 string replace_prefix(const string &text, const string &prefix)
 {
        string output;
@@ -247,12 +268,61 @@ string replace_prefix(const string &text, const string &prefix)
        return output;
 }
 
+namespace {
+
+template<class T>
+void extract_uniform_declarations(const vector<Uniform<T> > &effect_uniforms,
+                                  const string &type_specifier,
+                                  const string &effect_id,
+                                  vector<Uniform<T> > *phase_uniforms,
+                                  string *glsl_string)
+{
+       for (unsigned i = 0; i < effect_uniforms.size(); ++i) {
+               phase_uniforms->push_back(effect_uniforms[i]);
+               phase_uniforms->back().prefix = effect_id;
+
+               *glsl_string += string("uniform ") + type_specifier + " " + effect_id
+                       + "_" + effect_uniforms[i].name + ";\n";
+       }
+}
+
+template<class T>
+void extract_uniform_array_declarations(const vector<Uniform<T> > &effect_uniforms,
+                                        const string &type_specifier,
+                                        const string &effect_id,
+                                        vector<Uniform<T> > *phase_uniforms,
+                                        string *glsl_string)
+{
+       for (unsigned i = 0; i < effect_uniforms.size(); ++i) {
+               phase_uniforms->push_back(effect_uniforms[i]);
+               phase_uniforms->back().prefix = effect_id;
+
+               char buf[256];
+               snprintf(buf, sizeof(buf), "uniform %s %s_%s[%d];\n",
+                       type_specifier.c_str(), effect_id.c_str(),
+                       effect_uniforms[i].name.c_str(),
+                       int(effect_uniforms[i].num_values));
+               *glsl_string += buf;
+       }
+}
+
+template<class T>
+void collect_uniform_locations(GLuint glsl_program_num, vector<Uniform<T> > *phase_uniforms)
+{
+       for (unsigned i = 0; i < phase_uniforms->size(); ++i) {
+               Uniform<T> &uniform = (*phase_uniforms)[i];
+               uniform.location = get_uniform_location(glsl_program_num, uniform.prefix, uniform.name);
+       }
+}
+
+}  // namespace
+
 void EffectChain::compile_glsl_program(Phase *phase)
 {
        string frag_shader_header = read_version_dependent_file("header", "frag");
        string frag_shader = "";
 
-       // Create functions for all the texture inputs that we need.
+       // Create functions and uniforms for all the texture inputs that we need.
        for (unsigned i = 0; i < phase->inputs.size(); ++i) {
                Node *input = phase->inputs[i]->output_node;
                char effect_id[256];
@@ -264,6 +334,14 @@ void EffectChain::compile_glsl_program(Phase *phase)
                frag_shader += "\treturn tex2D(tex_" + string(effect_id) + ", tc);\n";
                frag_shader += "}\n";
                frag_shader += "\n";
+
+               Uniform<int> uniform;
+               uniform.name = effect_id;
+               uniform.value = &phase->input_samplers[i];
+               uniform.prefix = "tex";
+               uniform.num_values = 1;
+               uniform.location = -1;
+               phase->uniforms_sampler2d.push_back(uniform);
        }
 
        // Give each effect in the phase its own ID.
@@ -304,7 +382,39 @@ void EffectChain::compile_glsl_program(Phase *phase)
                frag_shader += "\n";
        }
        frag_shader += string("#define INPUT ") + phase->effect_ids[phase->effects.back()] + "\n";
-       frag_shader.append(read_version_dependent_file("footer", "frag"));
+
+       // If we're the last phase, add the right #defines for Y'CbCr multi-output as needed.
+       vector<string> frag_shader_outputs;  // In order.
+       if (phase->output_node->outgoing_links.empty() && output_color_ycbcr) {
+               switch (output_ycbcr_splitting) {
+               case YCBCR_OUTPUT_INTERLEAVED:
+                       // No #defines set.
+                       frag_shader_outputs.push_back("FragColor");
+                       break;
+               case YCBCR_OUTPUT_SPLIT_Y_AND_CBCR:
+                       frag_shader += "#define YCBCR_OUTPUT_SPLIT_Y_AND_CBCR 1\n";
+                       frag_shader_outputs.push_back("Y");
+                       frag_shader_outputs.push_back("Chroma");
+                       break;
+               case YCBCR_OUTPUT_PLANAR:
+                       frag_shader += "#define YCBCR_OUTPUT_PLANAR 1\n";
+                       frag_shader_outputs.push_back("Y");
+                       frag_shader_outputs.push_back("Cb");
+                       frag_shader_outputs.push_back("Cr");
+                       break;
+               default:
+                       assert(false);
+               }
+
+               if (output_color_rgba) {
+                       // Note: Needs to come in the header, because not only the
+                       // output needs to see it (YCbCrConversionEffect and DitherEffect
+                       // do, too).
+                       frag_shader_header += "#define YCBCR_ALSO_OUTPUT_RGBA 1\n";
+                       frag_shader_outputs.push_back("RGBA");
+               }
+       }
+       frag_shader.append(read_file("footer.frag"));
 
        // Collect uniforms from all effects and output them. Note that this needs
        // to happen after output_fragment_shader(), even though the uniforms come
@@ -317,108 +427,53 @@ void EffectChain::compile_glsl_program(Phase *phase)
                Node *node = phase->effects[i];
                Effect *effect = node->effect;
                const string effect_id = phase->effect_ids[node];
-               for (unsigned j = 0; j < effect->uniforms_bool.size(); ++j) {
-                       phase->uniforms_bool.push_back(effect->uniforms_bool[j]);
-                       phase->uniforms_bool.back().prefix = effect_id;
-                       frag_shader_uniforms += string("uniform bool ") + effect_id
-                               + "_" + effect->uniforms_bool[j].name + ";\n";
-               }
-               for (unsigned j = 0; j < effect->uniforms_int.size(); ++j) {
-                       phase->uniforms_int.push_back(effect->uniforms_int[j]);
-                       phase->uniforms_int.back().prefix = effect_id;
-                       frag_shader_uniforms += string("uniform int ") + effect_id
-                               + "_" + effect->uniforms_int[j].name + ";\n";
-               }
-               for (unsigned j = 0; j < effect->uniforms_sampler2d.size(); ++j) {
-                       phase->uniforms_int.push_back(effect->uniforms_sampler2d[j]);
-                       phase->uniforms_int.back().prefix = effect_id;
-                       frag_shader_uniforms += string("uniform sampler2D ") + effect_id
-                               + "_" + effect->uniforms_sampler2d[j].name + ";\n";
-               }
-               for (unsigned j = 0; j < effect->uniforms_float.size(); ++j) {
-                       phase->uniforms_float.push_back(effect->uniforms_float[j]);
-                       phase->uniforms_float.back().prefix = effect_id;
-                       frag_shader_uniforms += string("uniform float ") + effect_id
-                               + "_" + effect->uniforms_float[j].name + ";\n";
-               }
-               for (unsigned j = 0; j < effect->uniforms_vec2.size(); ++j) {
-                       phase->uniforms_vec2.push_back(effect->uniforms_vec2[j]);
-                       phase->uniforms_vec2.back().prefix = effect_id;
-                       frag_shader_uniforms += string("uniform vec2 ") + effect_id
-                               + "_" + effect->uniforms_vec2[j].name + ";\n";
-               }
-               for (unsigned j = 0; j < effect->uniforms_vec3.size(); ++j) {
-                       phase->uniforms_vec3.push_back(effect->uniforms_vec3[j]);
-                       phase->uniforms_vec3.back().prefix = effect_id;
-                       frag_shader_uniforms += string("uniform vec3 ") + effect_id
-                               + "_" + effect->uniforms_vec3[j].name + ";\n";
-               }
-               for (unsigned j = 0; j < effect->uniforms_vec4.size(); ++j) {
-                       phase->uniforms_vec4.push_back(effect->uniforms_vec4[j]);
-                       phase->uniforms_vec4.back().prefix = effect_id;
-                       frag_shader_uniforms += string("uniform vec4 ") + effect_id
-                               + "_" + effect->uniforms_vec4[j].name + ";\n";
-               }
-               for (unsigned j = 0; j < effect->uniforms_vec2_array.size(); ++j) {
-                       char buf[256];
-                       phase->uniforms_vec2.push_back(effect->uniforms_vec2_array[j]);
-                       phase->uniforms_vec2.back().prefix = effect_id;
-                       snprintf(buf, sizeof(buf), "uniform vec2 %s_%s[%d];\n",
-                               effect_id.c_str(), effect->uniforms_vec2_array[j].name.c_str(),
-                               int(effect->uniforms_vec2_array[j].num_values));
-                       frag_shader_uniforms += buf;
-               }
-               for (unsigned j = 0; j < effect->uniforms_vec4_array.size(); ++j) {
-                       char buf[256];
-                       phase->uniforms_vec4.push_back(effect->uniforms_vec4_array[j]);
-                       phase->uniforms_vec4.back().prefix = effect_id;
-                       snprintf(buf, sizeof(buf), "uniform vec4 %s_%s[%d];\n",
-                               effect_id.c_str(), effect->uniforms_vec4_array[j].name.c_str(),
-                               int(effect->uniforms_vec4_array[j].num_values));
-                       frag_shader_uniforms += buf;
-               }
-               for (unsigned j = 0; j < effect->uniforms_mat3.size(); ++j) {
-                       phase->uniforms_mat3.push_back(effect->uniforms_mat3[j]);
-                       phase->uniforms_mat3.back().prefix = effect_id;
-                       frag_shader_uniforms += string("uniform mat3 ") + effect_id
-                               + "_" + effect->uniforms_mat3[j].name + ";\n";
-               }
+               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_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);
+               extract_uniform_declarations(effect->uniforms_vec4, "vec4", effect_id, &phase->uniforms_vec4, &frag_shader_uniforms);
+               extract_uniform_array_declarations(effect->uniforms_float_array, "float", effect_id, &phase->uniforms_float, &frag_shader_uniforms);
+               extract_uniform_array_declarations(effect->uniforms_vec2_array, "vec2", effect_id, &phase->uniforms_vec2, &frag_shader_uniforms);
+               extract_uniform_array_declarations(effect->uniforms_vec3_array, "vec3", effect_id, &phase->uniforms_vec3, &frag_shader_uniforms);
+               extract_uniform_array_declarations(effect->uniforms_vec4_array, "vec4", effect_id, &phase->uniforms_vec4, &frag_shader_uniforms);
+               extract_uniform_declarations(effect->uniforms_mat3, "mat3", effect_id, &phase->uniforms_mat3, &frag_shader_uniforms);
        }
 
        frag_shader = frag_shader_header + frag_shader_uniforms + frag_shader;
 
        string vert_shader = read_version_dependent_file("vs", "vert");
-       phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader);
 
-       // Collect the resulting program numbers for each uniform.
-       for (unsigned i = 0; i < phase->uniforms_bool.size(); ++i) {
-               Uniform<bool> &uniform = phase->uniforms_bool[i];
-               uniform.location = get_uniform_location(phase->glsl_program_num, uniform.prefix, uniform.name);
-       }
-       for (unsigned i = 0; i < phase->uniforms_int.size(); ++i) {
-               Uniform<int> &uniform = phase->uniforms_int[i];
-               uniform.location = get_uniform_location(phase->glsl_program_num, uniform.prefix, uniform.name);
-       }
-       for (unsigned i = 0; i < phase->uniforms_float.size(); ++i) {
-               Uniform<float> &uniform = phase->uniforms_float[i];
-               uniform.location = get_uniform_location(phase->glsl_program_num, uniform.prefix, uniform.name);
-       }
-       for (unsigned i = 0; i < phase->uniforms_vec2.size(); ++i) {
-               Uniform<float> &uniform = phase->uniforms_vec2[i];
-               uniform.location = get_uniform_location(phase->glsl_program_num, uniform.prefix, uniform.name);
-       }
-       for (unsigned i = 0; i < phase->uniforms_vec3.size(); ++i) {
-               Uniform<float> &uniform = phase->uniforms_vec3[i];
-               uniform.location = get_uniform_location(phase->glsl_program_num, uniform.prefix, uniform.name);
+       // If we're the last phase and need to flip the picture to compensate for
+       // the origin, tell the vertex shader so.
+       if (phase->output_node->outgoing_links.empty() && output_origin == OUTPUT_ORIGIN_TOP_LEFT) {
+               const string needle = "#define FLIP_ORIGIN 0";
+               size_t pos = vert_shader.find(needle);
+               assert(pos != string::npos);
+
+               vert_shader[pos + needle.size() - 1] = '1';
        }
-       for (unsigned i = 0; i < phase->uniforms_vec4.size(); ++i) {
-               Uniform<float> &uniform = phase->uniforms_vec4[i];
-               uniform.location = get_uniform_location(phase->glsl_program_num, uniform.prefix, uniform.name);
+
+       phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader, frag_shader_outputs);
+       GLint position_attribute_index = glGetAttribLocation(phase->glsl_program_num, "position");
+       GLint texcoord_attribute_index = glGetAttribLocation(phase->glsl_program_num, "texcoord");
+       if (position_attribute_index != -1) {
+               phase->attribute_indexes.insert(position_attribute_index);
        }
-       for (unsigned i = 0; i < phase->uniforms_mat3.size(); ++i) {
-               Uniform<Matrix3d> &uniform = phase->uniforms_mat3[i];
-               uniform.location = get_uniform_location(phase->glsl_program_num, uniform.prefix, uniform.name);
+       if (texcoord_attribute_index != -1) {
+               phase->attribute_indexes.insert(texcoord_attribute_index);
        }
+
+       // Collect the resulting location numbers for each uniform.
+       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_float);
+       collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec2);
+       collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec3);
+       collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec4);
+       collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_mat3);
 }
 
 // Construct GLSL programs, starting at the given effect and following
@@ -478,7 +533,8 @@ Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *complete
                        bool start_new_phase = false;
 
                        if (node->effect->needs_texture_bounce() &&
-                           !deps[i]->effect->is_single_texture()) {
+                           !deps[i]->effect->is_single_texture() &&
+                           !deps[i]->effect->override_disable_bounce()) {
                                start_new_phase = true;
                        }
 
@@ -549,9 +605,20 @@ Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *complete
        // and create a GLSL program for it.
        assert(!phase->effects.empty());
 
-       // Deduplicate the inputs.
-       sort(phase->inputs.begin(), phase->inputs.end());
-       phase->inputs.erase(unique(phase->inputs.begin(), phase->inputs.end()), phase->inputs.end());
+       // Deduplicate the inputs, but don't change the ordering e.g. by sorting;
+       // that would be nondeterministic and thus reduce cacheability.
+       // TODO: Make this even more deterministic.
+       vector<Phase *> dedup_inputs;
+       set<Phase *> seen_inputs;
+       for (size_t i = 0; i < phase->inputs.size(); ++i) {
+               if (seen_inputs.insert(phase->inputs[i]).second) {
+                       dedup_inputs.push_back(phase->inputs[i]);
+               }
+       }
+       swap(phase->inputs, dedup_inputs);
+
+       // Allocate samplers for each input.
+       phase->input_samplers.resize(phase->inputs.size());
 
        // We added the effects from the output and back, but we need to output
        // them in topological sort order in the shader.
@@ -1505,8 +1572,8 @@ void EffectChain::fix_output_gamma()
 // gamma-encoded data.
 void EffectChain::add_ycbcr_conversion_if_needed()
 {
-       assert(output_color_type == OUTPUT_COLOR_RGB || output_color_type == OUTPUT_COLOR_YCBCR);
-       if (output_color_type != OUTPUT_COLOR_YCBCR) {
+       assert(output_color_rgba || output_color_ycbcr);
+       if (!output_color_ycbcr) {
                return;
        }
        Node *output = find_output_node();
@@ -1621,6 +1688,12 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
 {
        assert(finalized);
 
+       // This needs to be set anew, in case we are coming from a different context
+       // from when we initialized.
+       check_error();
+       glDisable(GL_DITHER);
+       check_error();
+
        // Save original viewport.
        GLuint x = 0, y = 0;
 
@@ -1634,6 +1707,7 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
        }
 
        // Basic state.
+       check_error();
        glDisable(GL_BLEND);
        check_error();
        glDisable(GL_DEPTH_TEST);
@@ -1641,6 +1715,17 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
        glDepthMask(GL_FALSE);
        check_error();
 
+       // Generate a VAO that will be used during the entire execution,
+       // and bind the VBO, since it contains all the data.
+       GLuint vao;
+       glGenVertexArrays(1, &vao);
+       check_error();
+       glBindVertexArray(vao);
+       check_error();
+       glBindBuffer(GL_ARRAY_BUFFER, vbo);
+       check_error();
+       set<GLint> bound_attribute_indices;
+
        set<Phase *> generated_mipmaps;
 
        // We choose the simplest option of having one texture per output,
@@ -1665,7 +1750,7 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
                                CHECK(dither_effect->set_int("output_height", height));
                        }
                }
-               execute_phase(phase, phase_num == phases.size() - 1, &output_textures, &generated_mipmaps);
+               execute_phase(phase, phase_num == phases.size() - 1, &bound_attribute_indices, &output_textures, &generated_mipmaps);
                if (do_phase_timing) {
                        glEndQuery(GL_TIME_ELAPSED);
                }
@@ -1682,6 +1767,13 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
        glUseProgram(0);
        check_error();
 
+       glBindBuffer(GL_ARRAY_BUFFER, 0);
+       check_error();
+       glBindVertexArray(0);
+       check_error();
+       glDeleteVertexArrays(1, &vao);
+       check_error();
+
        if (do_phase_timing) {
                // Get back the timer queries.
                for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
@@ -1734,7 +1826,10 @@ void EffectChain::print_phase_timing()
        printf("Total:   %5.1f ms\n", total_time_ms);
 }
 
-void EffectChain::execute_phase(Phase *phase, bool last_phase, map<Phase *, GLuint> *output_textures, set<Phase *> *generated_mipmaps)
+void EffectChain::execute_phase(Phase *phase, bool last_phase,
+                                set<GLint> *bound_attribute_indices,
+                                map<Phase *, GLuint> *output_textures,
+                                set<Phase *> *generated_mipmaps)
 {
        GLuint fbo = 0;
 
@@ -1747,9 +1842,7 @@ void EffectChain::execute_phase(Phase *phase, bool last_phase, map<Phase *, GLui
                output_textures->insert(make_pair(phase, tex_num));
        }
 
-       const GLuint glsl_program_num = phase->glsl_program_num;
-       check_error();
-       glUseProgram(glsl_program_num);
+       glUseProgram(phase->glsl_program_num);
        check_error();
 
        // Set up RTT inputs for this phase.
@@ -1764,7 +1857,8 @@ void EffectChain::execute_phase(Phase *phase, bool last_phase, map<Phase *, GLui
                        check_error();
                        generated_mipmaps->insert(input);
                }
-               setup_rtt_sampler(glsl_program_num, sampler, phase->effect_ids[input->output_node], phase->input_needs_mipmaps);
+               setup_rtt_sampler(sampler, phase->input_needs_mipmaps);
+               phase->input_samplers[sampler] = sampler;  // Bind the sampler to the right uniform.
        }
 
        // And now the output. (Already set up for us if it is the last phase.)
@@ -1779,7 +1873,7 @@ void EffectChain::execute_phase(Phase *phase, bool last_phase, map<Phase *, GLui
        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, phase->effect_ids[node], &sampler_num);
+               node->effect->set_gl_state(phase->glsl_program_num, phase->effect_ids[node], &sampler_num);
                check_error();
 
                if (node->effect->is_single_texture()) {
@@ -1794,31 +1888,34 @@ void EffectChain::execute_phase(Phase *phase, bool last_phase, map<Phase *, GLui
        // from there.
        setup_uniforms(phase);
 
-       // Now draw!
-       float vertices[] = {
-               0.0f, 2.0f,
-               0.0f, 0.0f,
-               2.0f, 0.0f
-       };
-
-       GLuint vao;
-       glGenVertexArrays(1, &vao);
-       check_error();
-       glBindVertexArray(vao);
-       check_error();
+       // Clean up old attributes if they are no longer needed.
+       for (set<GLint>::iterator attr_it = bound_attribute_indices->begin();
+            attr_it != bound_attribute_indices->end(); ) {
+               if (phase->attribute_indexes.count(*attr_it) == 0) {
+                       glDisableVertexAttribArray(*attr_it);
+                       check_error();
+                       bound_attribute_indices->erase(attr_it++);
+               } else {
+                       ++attr_it;
+               }
+       }
 
-       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.
+       // Set up the new attributes, if needed.
+       for (set<GLint>::iterator attr_it = phase->attribute_indexes.begin();
+            attr_it != phase->attribute_indexes.end();
+            ++attr_it) {
+               if (bound_attribute_indices->count(*attr_it) == 0) {
+                       glEnableVertexAttribArray(*attr_it);
+                       check_error();
+                       glVertexAttribPointer(*attr_it, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
+                       check_error();
+                       bound_attribute_indices->insert(*attr_it);
+               }
+       }
 
        glDrawArrays(GL_TRIANGLES, 0, 3);
        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 < phase->effects.size(); ++i) {
                Node *node = phase->effects[i];
                node->effect->clear_gl_state();
@@ -1827,14 +1924,17 @@ void EffectChain::execute_phase(Phase *phase, bool last_phase, map<Phase *, GLui
        if (!last_phase) {
                resource_pool->release_fbo(fbo);
        }
-
-       glDeleteVertexArrays(1, &vao);
-       check_error();
 }
 
 void EffectChain::setup_uniforms(Phase *phase)
 {
        // TODO: Use UBO blocks.
+       for (size_t i = 0; i < phase->uniforms_sampler2d.size(); ++i) {
+               const Uniform<int> &uniform = phase->uniforms_sampler2d[i];
+               if (uniform.location != -1) {
+                       glUniform1iv(uniform.location, uniform.num_values, uniform.value);
+               }
+       }
        for (size_t i = 0; i < phase->uniforms_bool.size(); ++i) {
                const Uniform<bool> &uniform = phase->uniforms_bool[i];
                assert(uniform.num_values == 1);
@@ -1888,7 +1988,7 @@ void EffectChain::setup_uniforms(Phase *phase)
        }
 }
 
-void EffectChain::setup_rtt_sampler(GLuint glsl_program_num, int sampler_num, const string &effect_id, bool use_mipmaps)
+void EffectChain::setup_rtt_sampler(int sampler_num, bool use_mipmaps)
 {
        glActiveTexture(GL_TEXTURE0 + sampler_num);
        check_error();
@@ -1903,10 +2003,6 @@ void EffectChain::setup_rtt_sampler(GLuint glsl_program_num, int sampler_num, co
        check_error();
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        check_error();
-
-       string texture_name = string("tex_") + effect_id;
-       glUniform1i(glGetUniformLocation(glsl_program_num, texture_name.c_str()), sampler_num);
-       check_error();
 }
 
 }  // namespace movit