]> git.sesse.net Git - movit/blobdiff - resample_effect.cpp
Reuse the VAO across all phases.
[movit] / resample_effect.cpp
index 0ec611af75bd9bff87e85837410387816e5f9e5a..4dd3ea87e261086939a91e2d26d51ef52c813168 100644 (file)
@@ -390,6 +390,13 @@ SingleResamplePassEffect::SingleResamplePassEffect(ResampleEffect *parent)
        register_int("output_height", &output_height);
        register_float("offset", &offset);
        register_float("zoom", &zoom);
+       register_uniform_sampler2d("sample_tex", &uniform_sample_tex);
+       register_uniform_int("num_samples", &uniform_num_samples);  // FIXME: What about GLSL pre-1.30?
+       register_uniform_float("num_loops", &uniform_num_loops);
+       register_uniform_float("slice_height", &uniform_slice_height);
+       register_uniform_float("sample_x_scale", &uniform_sample_x_scale);
+       register_uniform_float("sample_x_offset", &uniform_sample_x_offset);
+       register_uniform_float("whole_pixel_offset", &uniform_whole_pixel_offset);
 
        glGenTextures(1, &texnum);
 }
@@ -625,23 +632,21 @@ void SingleResamplePassEffect::set_gl_state(GLuint glsl_program_num, const strin
        glBindTexture(GL_TEXTURE_2D, texnum);
        check_error();
 
-       set_uniform_int(glsl_program_num, prefix, "sample_tex", *sampler_num);
+       uniform_sample_tex = *sampler_num;
        ++*sampler_num;
-       set_uniform_int(glsl_program_num, prefix, "num_samples", src_bilinear_samples);
-       set_uniform_float(glsl_program_num, prefix, "num_loops", num_loops);
-       set_uniform_float(glsl_program_num, prefix, "slice_height", slice_height);
+       uniform_num_samples = src_bilinear_samples;
+       uniform_num_loops = num_loops;
+       uniform_slice_height = slice_height;
 
        // Instructions for how to convert integer sample numbers to positions in the weight texture.
-       set_uniform_float(glsl_program_num, prefix, "sample_x_scale", 1.0f / src_bilinear_samples);
-       set_uniform_float(glsl_program_num, prefix, "sample_x_offset", 0.5f / src_bilinear_samples);
+       uniform_sample_x_scale = 1.0f / src_bilinear_samples;
+       uniform_sample_x_offset = 0.5f / src_bilinear_samples;
 
-       float whole_pixel_offset;
        if (direction == SingleResamplePassEffect::VERTICAL) {
-               whole_pixel_offset = lrintf(offset) / float(input_height);
+               uniform_whole_pixel_offset = lrintf(offset) / float(input_height);
        } else {
-               whole_pixel_offset = lrintf(offset) / float(input_width);
+               uniform_whole_pixel_offset = lrintf(offset) / float(input_width);
        }
-       set_uniform_float(glsl_program_num, prefix, "whole_pixel_offset", whole_pixel_offset);
 
        // We specifically do not want mipmaps on the input texture;
        // they break minification.