]> git.sesse.net Git - movit/blobdiff - effect_chain.cpp
Factor out RTT sampler setting in its own function.
[movit] / effect_chain.cpp
index c3e1fbaf11ac2c1001ee6b3e70c95f6c3c2207ac..e75441276009b69a535017ec78784463770275a7 100644 (file)
@@ -1484,22 +1484,12 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
                        input->output_node->bound_sampler_num = sampler;
                        glBindTexture(GL_TEXTURE_2D, output_textures[input]);
                        check_error();
-                       if (phase->input_needs_mipmaps) {
-                               if (generated_mipmaps.count(input) == 0) {
-                                       glGenerateMipmap(GL_TEXTURE_2D);
-                                       check_error();
-                                       generated_mipmaps.insert(input);
-                               }
-                               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
-                               check_error();
-                       } else {
-                               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+                       if (phase->input_needs_mipmaps && generated_mipmaps->count(input) == 0) {
+                               glGenerateMipmap(GL_TEXTURE_2D);
                                check_error();
+                               generated_mipmaps->insert(input);
                        }
-                       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-                       check_error();
-                       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-                       check_error();
+                       setup_rtt_sampler(glsl_program_num, sampler, phase->effect_ids[input->output_node], phase->input_needs_mipmaps);
 
                        string texture_name = string("tex_") + phase->effect_ids[input->output_node];
                        glUniform1i(glGetUniformLocation(glsl_program_num, texture_name.c_str()), sampler);
@@ -1519,18 +1509,8 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
                                CHECK(dither_effect->set_int("output_height", height));
                        }
                } else {
-                       fbo = resource_pool->create_fbo(context, GL_RGBA16F, phase->output_width, phase->output_height);
+                       fbo = resource_pool->create_fbo(context, output_textures[phase]);
                        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
-                       check_error();
-                       glFramebufferTexture2D(
-                               GL_FRAMEBUFFER,
-                               GL_COLOR_ATTACHMENT0,
-                               GL_TEXTURE_2D,
-                               output_textures[phase],
-                               0);
-                       check_error();
-                       GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
-                       assert(status == GL_FRAMEBUFFER_COMPLETE);
                        glViewport(0, 0, phase->output_width, phase->output_height);
                }
 
@@ -1578,4 +1558,25 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
        check_error();
 }
 
+void EffectChain::setup_rtt_sampler(GLuint glsl_program_num, int sampler_num, const string &effect_id, bool use_mipmaps)
+{
+       glActiveTexture(GL_TEXTURE0 + sampler_num);
+       check_error();
+       if (use_mipmaps) {
+               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
+               check_error();
+       } else {
+               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+               check_error();
+       }
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+       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