frag_shader += replace_prefix(effects[i]->output_fragment_shader(), effect_id);
frag_shader += "#undef PREFIX\n";
frag_shader += "#undef FUNCNAME\n";
- frag_shader += "#undef LAST_INPUT\n";
- frag_shader += std::string("#define LAST_INPUT ") + effect_id + "\n";
+ frag_shader += "#undef INPUT\n";
+ frag_shader += std::string("#define INPUT ") + effect_id + "\n";
frag_shader += "\n";
input_needs_mipmaps |= effects[i]->needs_mipmaps();
// and of course at the end.
unsigned start = 0;
for (unsigned i = 0; i < effects.size(); ++i) {
- if (effects[i]->needs_many_samples() && i != start) {
+ if (effects[i]->needs_texture_bounce() && i != start) {
phases.push_back(compile_glsl_program(start, i));
start = i;
}
check_error();
glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, width * height * bytes_per_pixel, NULL, GL_STREAM_DRAW);
check_error();
-
- void *mapped_pbo = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY);
- memset(mapped_pbo, 0, width * height * bytes_per_pixel);
- glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB);
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
check_error();
glGenTextures(1, &source_image_num);
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
check_error();
- glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0));
+ // Intel/Mesa seems to have a broken glGenerateMipmap() for non-FBO textures, so do it here.
+ glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, phases[0].input_needs_mipmaps ? GL_TRUE : GL_FALSE);
check_error();
- glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
+ glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, GL_UNSIGNED_BYTE, NULL);
check_error();
finalized = true;
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
check_error();
-
- // Intel/Mesa seems to have a broken glGenerateMipmap() for non-FBO textures, so do it here.
- glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, phases[0].input_needs_mipmaps ? GL_TRUE : GL_FALSE);
- check_error();
-
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
check_error();