Fix another set of test breakages on NVIDIA.
[movit] / test_util.cpp
index 096c07a..d2ed9f8 100644 (file)
@@ -248,35 +248,22 @@ void EffectChainTester::internal_run(T *out_data, T *out_data2, T *out_data3, T
                num_outputs = 1;
        }
 
-       GLuint fbo, texnum[4];
-
-       glGenTextures(num_outputs, texnum);
+       glActiveTexture(GL_TEXTURE0);
        check_error();
-       for (unsigned i = 0; i < num_outputs; ++i) {
-               glBindTexture(GL_TEXTURE_2D, texnum[i]);
-               check_error();
-               glTexImage2D(GL_TEXTURE_2D, 0, framebuffer_format, width, height, 0, GL_RGBA, type, nullptr);
-               check_error();
-       }
 
-       glGenFramebuffers(1, &fbo);
-       check_error();
-       glBindFramebuffer(GL_FRAMEBUFFER, fbo);
-       check_error();
+       vector<EffectChain::DestinationTexture> textures;
        for (unsigned i = 0; i < num_outputs; ++i) {
-               glFramebufferTexture2D(
-                       GL_FRAMEBUFFER,
-                       GL_COLOR_ATTACHMENT0 + i,
-                       GL_TEXTURE_2D,
-                       texnum[i],
-                       0);
+               GLuint texnum = chain.get_resource_pool()->create_2d_texture(framebuffer_format, width, height);
+               textures.push_back(EffectChain::DestinationTexture{texnum, framebuffer_format});
+
+               // The output texture needs to have valid state to be written to by a compute shader.
+               glBindTexture(GL_TEXTURE_2D, texnum);
+               check_error();
+               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
                check_error();
        }
 
-       GLenum bufs[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
-       glDrawBuffers(num_outputs, bufs);
-
-       chain.render_to_fbo(fbo, width, height);
+       chain.render_to_texture(textures, width, height);
 
 #ifdef HAVE_BENCHMARK
        // If running benchmarks: Now we've warmed up everything, so let's run the
@@ -285,7 +272,7 @@ void EffectChainTester::internal_run(T *out_data, T *out_data2, T *out_data3, T
                glFinish();
                size_t iters = benchmark_state->max_iterations;
                for (auto _ : *benchmark_state) {
-                       chain.render_to_fbo(fbo, width, height);
+                       chain.render_to_texture(textures, width, height);
                        if (--iters == 0) {
                                glFinish();
                        }
@@ -298,7 +285,7 @@ void EffectChainTester::internal_run(T *out_data, T *out_data2, T *out_data3, T
 
        for (unsigned i = 0; i < num_outputs; ++i) {
                T *ptr = data[i];
-               glBindTexture(GL_TEXTURE_2D, texnum[i]);
+               glBindTexture(GL_TEXTURE_2D, textures[i].texnum);
                check_error();
                if (!epoxy_is_desktop_gl() && (format == GL_RED || format == GL_BLUE || format == GL_ALPHA)) {
                        // GLES will only read GL_RGBA.
@@ -331,10 +318,9 @@ void EffectChainTester::internal_run(T *out_data, T *out_data2, T *out_data3, T
                }
        }
 
-       glDeleteFramebuffers(1, &fbo);
-       check_error();
-       glDeleteTextures(num_outputs, texnum);
-       check_error();
+       for (unsigned i = 0; i < num_outputs; ++i) {
+               chain.get_resource_pool()->release_2d_texture(textures[i].texnum);
+       }
 }
 
 void EffectChainTester::add_output(const ImageFormat &format, OutputAlphaFormat alpha_format)