]> git.sesse.net Git - movit/blobdiff - effect_chain.cpp
Explicitly bind fragment shader outputs in order.
[movit] / effect_chain.cpp
index b6b5f59925df18b83ea75100e276e6d153076310..c2402daeaef400d9ded80dcbce3378be9f94ac42 100644 (file)
@@ -184,6 +184,13 @@ 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 &&
@@ -369,16 +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);
@@ -389,6 +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"));
@@ -411,7 +426,9 @@ void EffectChain::compile_glsl_program(Phase *phase)
                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);
        }
@@ -430,7 +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);
@@ -500,7 +517,8 @@ 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;
                        }
 
@@ -1648,7 +1666,9 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
 
        // 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;
@@ -1663,6 +1683,7 @@ 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);