Explicitly bind fragment shader outputs in order.
[movit] / effect_chain.cpp
index 8a72e17..c2402da 100644 (file)
@@ -376,16 +376,23 @@ void EffectChain::compile_glsl_program(Phase *phase)
        frag_shader += string("#define INPUT ") + phase->effect_ids[phase->effects.back()] + "\n";
 
        // 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);
@@ -396,6 +403,7 @@ void EffectChain::compile_glsl_program(Phase *phase)
                        // 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"));
@@ -439,7 +447,7 @@ void EffectChain::compile_glsl_program(Phase *phase)
                vert_shader[pos + needle.size() - 1] = '1';
        }
 
-       phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader);
+       phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader, frag_shader_outputs);
 
        // Collect the resulting location numbers for each uniform.
        collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_sampler2d);