]> git.sesse.net Git - movit/blobdiff - effect_chain.cpp
Merge branch 'master' into epoxy
[movit] / effect_chain.cpp
index 41e026d3f43dbf977aeae3509ec90d6dcb1bd932..ef4402491ab2c3c23b613336235f7f884a5874b6 100644 (file)
@@ -149,6 +149,15 @@ void EffectChain::insert_node_between(Node *sender, Node *middle, Node *receiver
        assert(middle->incoming_links.size() == middle->effect->num_inputs());
 }
 
+GLenum EffectChain::get_input_sampler(Node *node, unsigned input_num) const
+{
+       assert(node->effect->needs_texture_bounce());
+       assert(input_num < node->incoming_links.size());
+       assert(node->incoming_links[input_num]->bound_sampler_num >= 0);
+       assert(node->incoming_links[input_num]->bound_sampler_num < 8);
+       return GL_TEXTURE0 + node->incoming_links[input_num]->bound_sampler_num;
+}
+
 void EffectChain::find_all_nonlinear_inputs(Node *node, vector<Node *> *nonlinear_inputs)
 {
        if (node->output_gamma_curve == GAMMA_LINEAR &&
@@ -359,13 +368,13 @@ void EffectChain::construct_glsl_programs(Node *output)
                        for (unsigned i = 0; i < deps.size(); ++i) {
                                bool start_new_phase = false;
 
-                               // FIXME: If we sample directly from a texture, we won't need this.
-                               if (node->effect->needs_texture_bounce()) {
+                               if (node->effect->needs_texture_bounce() &&
+                                   !deps[i]->effect->is_single_texture()) {
                                        start_new_phase = true;
                                }
 
                                if (deps[i]->outgoing_links.size() > 1) {
-                                       if (deps[i]->effect->num_inputs() > 0) {
+                                       if (!deps[i]->effect->is_single_texture()) {
                                                // More than one effect uses this as the input,
                                                // and it is not a texture itself.
                                                // The easiest thing to do (and probably also the safest
@@ -373,6 +382,8 @@ void EffectChain::construct_glsl_programs(Node *output)
                                                // and then let the next passes read from that.
                                                start_new_phase = true;
                                        } else {
+                                               assert(deps[i]->effect->num_inputs() == 0);
+
                                                // For textures, we try to be slightly more clever;
                                                // if none of our outputs need a bounce, we don't bounce
                                                // but instead simply use the effect many times.
@@ -1478,6 +1489,7 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
                for (unsigned sampler = 0; sampler < phases[phase]->inputs.size(); ++sampler) {
                        glActiveTexture(GL_TEXTURE0 + sampler);
                        Node *input = phases[phase]->inputs[sampler];
+                       input->bound_sampler_num = sampler;
                        glBindTexture(GL_TEXTURE_2D, output_textures[input->phase]);
                        check_error();
                        if (phases[phase]->input_needs_mipmaps) {
@@ -1531,8 +1543,16 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
                unsigned sampler_num = phases[phase]->inputs.size();
                for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
                        Node *node = phases[phase]->effects[i];
+                       unsigned old_sampler_num = sampler_num;
                        node->effect->set_gl_state(glsl_program_num, phases[phase]->effect_ids[node], &sampler_num);
                        check_error();
+
+                       if (node->effect->is_single_texture()) {
+                               assert(sampler_num - old_sampler_num == 1);
+                               node->bound_sampler_num = old_sampler_num;
+                       } else {
+                               node->bound_sampler_num = -1;
+                       }
                }
 
                // Now draw!