X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.cpp;h=0775042c5ccb114c2f0ed2e4bf7d1a023e061ec2;hp=23156cb2db604422a7b3ecf66f24f345cac36a8c;hb=c79d94d05d560fa59b23d542bca6d7a94b907b6f;hpb=39b6975420669958ed9f4013440aea415134a902 diff --git a/effect_chain.cpp b/effect_chain.cpp index 23156cb..0775042 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -34,12 +34,15 @@ namespace movit { namespace { -// An effect that does nothing. -class IdentityEffect : public Effect { +// An effect whose only purpose is to sit in a phase on its own and take the +// texture output from a compute shader and display it to the normal backbuffer +// (or any FBO). That phase can be skipped when rendering using render_to_textures(). +class ComputeShaderOutputDisplayEffect : public Effect { public: - IdentityEffect() {} - string effect_type_id() const override { return "IdentityEffect"; } + ComputeShaderOutputDisplayEffect() {} + string effect_type_id() const override { return "ComputeShaderOutputDisplayEffect"; } string output_fragment_shader() override { return read_file("identity.frag"); } + bool needs_texture_bounce() const override { return true; } }; } // namespace @@ -160,8 +163,9 @@ Node *EffectChain::add_node(Effect *effect) node->output_color_space = COLORSPACE_INVALID; node->output_gamma_curve = GAMMA_INVALID; node->output_alpha_type = ALPHA_INVALID; - node->needs_mipmaps = false; + node->needs_mipmaps = Effect::DOES_NOT_NEED_MIPMAPS; node->one_to_one_sampling = false; + node->strong_one_to_one_sampling = false; nodes.push_back(node); node_map[effect] = node; @@ -372,7 +376,7 @@ void EffectChain::compile_glsl_program(Phase *phase) Node *input = phase->inputs[i]->output_node; char effect_id[256]; sprintf(effect_id, "in%u", i); - phase->effect_ids.insert(make_pair(input, effect_id)); + phase->effect_ids.insert(make_pair(make_pair(input, IN_ANOTHER_PHASE), effect_id)); frag_shader += string("uniform sampler2D tex_") + effect_id + ";\n"; frag_shader += string("vec4 ") + effect_id + "(vec2 tc) {\n"; @@ -401,20 +405,36 @@ void EffectChain::compile_glsl_program(Phase *phase) Node *node = phase->effects[i]; char effect_id[256]; sprintf(effect_id, "eff%u", i); - phase->effect_ids.insert(make_pair(node, effect_id)); + bool inserted = phase->effect_ids.insert(make_pair(make_pair(node, IN_SAME_PHASE), effect_id)).second; + assert(inserted); } for (unsigned i = 0; i < phase->effects.size(); ++i) { Node *node = phase->effects[i]; - const string effect_id = phase->effect_ids[node]; - if (node->incoming_links.size() == 1) { - frag_shader += string("#define INPUT ") + phase->effect_ids[node->incoming_links[0]] + "\n"; - } else { - for (unsigned j = 0; j < node->incoming_links.size(); ++j) { + const string effect_id = phase->effect_ids[make_pair(node, IN_SAME_PHASE)]; + for (unsigned j = 0; j < node->incoming_links.size(); ++j) { + if (node->incoming_links.size() == 1) { + frag_shader += "#define INPUT"; + } else { char buf[256]; - sprintf(buf, "#define INPUT%d %s\n", j + 1, phase->effect_ids[node->incoming_links[j]].c_str()); + sprintf(buf, "#define INPUT%d", j + 1); frag_shader += buf; } + + Node *input = node->incoming_links[j]; + NodeLinkType link_type = node->incoming_link_type[j]; + if (i != 0 && + input->effect->is_compute_shader() && + node->incoming_link_type[j] == IN_SAME_PHASE) { + // First effect after the compute shader reads the value + // that cs_output() wrote to a global variable, + // ignoring the tc (since all such effects have to be + // strong one-to-one). + frag_shader += "(tc) CS_OUTPUT_VAL\n"; + } else { + assert(phase->effect_ids.count(make_pair(input, link_type))); + frag_shader += string(" ") + phase->effect_ids[make_pair(input, link_type)] + "\n"; + } } frag_shader += "\n"; @@ -435,7 +455,19 @@ void EffectChain::compile_glsl_program(Phase *phase) } frag_shader += "\n"; } - frag_shader += string("#define INPUT ") + phase->effect_ids[phase->effects.back()] + "\n"; + if (phase->is_compute_shader) { + assert(phase->effect_ids.count(make_pair(phase->compute_shader_node, IN_SAME_PHASE))); + frag_shader += string("#define INPUT ") + phase->effect_ids[make_pair(phase->compute_shader_node, IN_SAME_PHASE)] + "\n"; + if (phase->compute_shader_node == phase->effects.back()) { + // No postprocessing. + frag_shader += "#define CS_POSTPROC(tc) CS_OUTPUT_VAL\n"; + } else { + frag_shader += string("#define CS_POSTPROC ") + phase->effect_ids[make_pair(phase->effects.back(), IN_SAME_PHASE)] + "\n"; + } + } else { + assert(phase->effect_ids.count(make_pair(phase->effects.back(), IN_SAME_PHASE))); + frag_shader += string("#define INPUT ") + phase->effect_ids[make_pair(phase->effects.back(), IN_SAME_PHASE)] + "\n"; + } // If we're the last phase, add the right #defines for Y'CbCr multi-output as needed. vector frag_shader_outputs; // In order. @@ -501,8 +533,9 @@ void EffectChain::compile_glsl_program(Phase *phase) if (phase->is_compute_shader) { frag_shader.append(read_file("footer.comp")); - phase->output_node->effect->register_uniform_vec2("inv_output_size", (float *)&phase->inv_output_size); - phase->output_node->effect->register_uniform_vec2("output_texcoord_adjust", (float *)&phase->output_texcoord_adjust); + phase->compute_shader_node->effect->register_uniform_ivec2("output_size", phase->uniform_output_size); + phase->compute_shader_node->effect->register_uniform_vec2("inv_output_size", (float *)&phase->inv_output_size); + phase->compute_shader_node->effect->register_uniform_vec2("output_texcoord_adjust", (float *)&phase->output_texcoord_adjust); } else { frag_shader.append(read_file("footer.frag")); } @@ -517,11 +550,12 @@ void EffectChain::compile_glsl_program(Phase *phase) for (unsigned i = 0; i < phase->effects.size(); ++i) { Node *node = phase->effects[i]; Effect *effect = node->effect; - const string effect_id = phase->effect_ids[node]; + const string effect_id = phase->effect_ids[make_pair(node, IN_SAME_PHASE)]; extract_uniform_declarations(effect->uniforms_image2d, "image2D", effect_id, &phase->uniforms_image2d, &frag_shader_uniforms); extract_uniform_declarations(effect->uniforms_sampler2d, "sampler2D", effect_id, &phase->uniforms_sampler2d, &frag_shader_uniforms); extract_uniform_declarations(effect->uniforms_bool, "bool", effect_id, &phase->uniforms_bool, &frag_shader_uniforms); extract_uniform_declarations(effect->uniforms_int, "int", effect_id, &phase->uniforms_int, &frag_shader_uniforms); + extract_uniform_declarations(effect->uniforms_ivec2, "ivec2", effect_id, &phase->uniforms_ivec2, &frag_shader_uniforms); extract_uniform_declarations(effect->uniforms_float, "float", effect_id, &phase->uniforms_float, &frag_shader_uniforms); 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); @@ -533,20 +567,31 @@ void EffectChain::compile_glsl_program(Phase *phase) extract_uniform_declarations(effect->uniforms_mat3, "mat3", effect_id, &phase->uniforms_mat3, &frag_shader_uniforms); } - frag_shader = frag_shader_header + frag_shader_uniforms + frag_shader; - string vert_shader = read_version_dependent_file("vs", "vert"); // If we're the last phase and need to flip the picture to compensate for - // the origin, tell the vertex shader so. - if (phase->output_node->outgoing_links.empty() && output_origin == OUTPUT_ORIGIN_TOP_LEFT) { - const string needle = "#define FLIP_ORIGIN 0"; - size_t pos = vert_shader.find(needle); - assert(pos != string::npos); + // the origin, tell the vertex or compute shader so. + bool is_last_phase; + if (has_dummy_effect) { + is_last_phase = (phase->output_node->outgoing_links.size() == 1 && + phase->output_node->outgoing_links[0]->effect->effect_type_id() == "ComputeShaderOutputDisplayEffect"); + } else { + is_last_phase = phase->output_node->outgoing_links.empty(); + } + if (is_last_phase && output_origin == OUTPUT_ORIGIN_TOP_LEFT) { + if (phase->is_compute_shader) { + frag_shader_header += "#define FLIP_ORIGIN 1\n"; + } else { + const string needle = "#define FLIP_ORIGIN 0"; + size_t pos = vert_shader.find(needle); + assert(pos != string::npos); - vert_shader[pos + needle.size() - 1] = '1'; + vert_shader[pos + needle.size() - 1] = '1'; + } } + frag_shader = frag_shader_header + frag_shader_uniforms + frag_shader; + if (phase->is_compute_shader) { phase->glsl_program_num = resource_pool->compile_glsl_compute_program(frag_shader); @@ -574,6 +619,7 @@ void EffectChain::compile_glsl_program(Phase *phase) collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_sampler2d); collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_bool); collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_int); + collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_ivec2); collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_float); collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec2); collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec3); @@ -597,7 +643,8 @@ Phase *EffectChain::construct_phase(Node *output, map *complete Phase *phase = new Phase; phase->output_node = output; - phase->is_compute_shader = output->effect->is_compute_shader(); + phase->is_compute_shader = false; + phase->compute_shader_node = nullptr; // If the output effect has one-to-one sampling, we try to trace this // status down through the dependency chain. This is important in case @@ -605,6 +652,7 @@ Phase *EffectChain::construct_phase(Node *output, map *complete // output size); if we have one-to-one sampling, we don't have to break // the phase. output->one_to_one_sampling = output->effect->one_to_one_sampling(); + output->strong_one_to_one_sampling = output->effect->strong_one_to_one_sampling(); // Effects that we have yet to calculate, but that we know should // be in the current phase. @@ -615,8 +663,14 @@ Phase *EffectChain::construct_phase(Node *output, map *complete Node *node = effects_todo_this_phase.top(); effects_todo_this_phase.pop(); - if (node->effect->needs_mipmaps()) { - node->needs_mipmaps = true; + assert(node->effect->one_to_one_sampling() >= node->effect->strong_one_to_one_sampling()); + + if (node->effect->needs_mipmaps() != Effect::DOES_NOT_NEED_MIPMAPS) { + // Can't have incompatible requirements imposed on us from a dependent effect; + // if so, it should have started a new phase instead. + assert(node->needs_mipmaps == Effect::DOES_NOT_NEED_MIPMAPS || + node->needs_mipmaps == node->effect->needs_mipmaps()); + node->needs_mipmaps = node->effect->needs_mipmaps(); } // This should currently only happen for effects that are inputs @@ -631,6 +685,12 @@ Phase *EffectChain::construct_phase(Node *output, map *complete } phase->effects.push_back(node); + if (node->effect->is_compute_shader()) { + assert(phase->compute_shader_node == nullptr || + phase->compute_shader_node == node); + phase->is_compute_shader = true; + phase->compute_shader_node = node; + } // Find all the dependencies of this effect, and add them to the stack. vector deps = node->incoming_links; @@ -638,30 +698,43 @@ Phase *EffectChain::construct_phase(Node *output, map *complete for (unsigned i = 0; i < deps.size(); ++i) { bool start_new_phase = false; + Effect::MipmapRequirements save_needs_mipmaps = deps[i]->needs_mipmaps; + if (node->effect->needs_texture_bounce() && !deps[i]->effect->is_single_texture() && !deps[i]->effect->override_disable_bounce()) { start_new_phase = true; } - // Compute shaders currently always end phases. - // (We might loosen this up in some cases in the future.) - if (deps[i]->effect->is_compute_shader()) { - start_new_phase = true; - } - // Propagate information about needing mipmaps down the chain, // breaking the phase if we notice an incompatibility. // // Note that we cannot do this propagation as a normal pass, // because it needs information about where the phases end // (we should not propagate the flag across phases). - if (node->needs_mipmaps) { - if (deps[i]->effect->num_inputs() == 0) { - Input *input = static_cast(deps[i]->effect); - start_new_phase |= !input->can_supply_mipmaps(); - } else { - deps[i]->needs_mipmaps = true; + if (node->needs_mipmaps != Effect::DOES_NOT_NEED_MIPMAPS) { + // The node can have a value set (ie. not DOES_NOT_NEED_MIPMAPS) + // if we have diamonds in the graph; if so, choose that. + // If not, the effect on the node can also decide (this is the + // more common case). + Effect::MipmapRequirements dep_mipmaps = deps[i]->needs_mipmaps; + if (dep_mipmaps == Effect::DOES_NOT_NEED_MIPMAPS) { + if (deps[i]->effect->num_inputs() == 0) { + Input *input = static_cast(deps[i]->effect); + dep_mipmaps = input->can_supply_mipmaps() ? Effect::DOES_NOT_NEED_MIPMAPS : Effect::CANNOT_ACCEPT_MIPMAPS; + } else { + dep_mipmaps = deps[i]->effect->needs_mipmaps(); + } + } + if (dep_mipmaps == Effect::DOES_NOT_NEED_MIPMAPS) { + deps[i]->needs_mipmaps = node->needs_mipmaps; + } else if (dep_mipmaps != node->needs_mipmaps) { + // The dependency cannot supply our mipmap demands + // (either because it's an input that can't do mipmaps, + // or because there's a conflict between mipmap-needing + // and mipmap-refusing effects somewhere in the graph), + // so they cannot be in the same phase. + start_new_phase = true; } } @@ -690,7 +763,19 @@ Phase *EffectChain::construct_phase(Node *output, map *complete } } - if (deps[i]->effect->sets_virtual_output_size()) { + if (deps[i]->effect->is_compute_shader()) { + if (phase->is_compute_shader) { + // Only one compute shader per phase. + start_new_phase = true; + } else if (!node->strong_one_to_one_sampling) { + // If all nodes so far are strong one-to-one, we can put them after + // the compute shader (ie., process them on the output). + start_new_phase = true; + } else if (!start_new_phase) { + phase->is_compute_shader = true; + phase->compute_shader_node = deps[i]; + } + } else if (deps[i]->effect->sets_virtual_output_size()) { assert(deps[i]->effect->changes_output_size()); // If the next effect sets a virtual size to rely on OpenGL's // bilinear sampling, we'll really need to break the phase here. @@ -702,6 +787,11 @@ Phase *EffectChain::construct_phase(Node *output, map *complete } if (start_new_phase) { + // Since we're starting a new phase here, we don't need to impose any + // new demands on this effect. Restore the status we had before we + // started looking at it. + deps[i]->needs_mipmaps = save_needs_mipmaps; + phase->inputs.push_back(construct_phase(deps[i], completed_effects)); } else { effects_todo_this_phase.push(deps[i]); @@ -709,7 +799,11 @@ Phase *EffectChain::construct_phase(Node *output, map *complete // Propagate the one-to-one status down through the dependency. deps[i]->one_to_one_sampling = node->one_to_one_sampling && deps[i]->effect->one_to_one_sampling(); + deps[i]->strong_one_to_one_sampling = node->strong_one_to_one_sampling && + deps[i]->effect->strong_one_to_one_sampling(); } + + node->incoming_link_type.push_back(start_new_phase ? IN_ANOTHER_PHASE : IN_SAME_PHASE); } } @@ -737,17 +831,13 @@ Phase *EffectChain::construct_phase(Node *output, map *complete phase->effects = topological_sort(phase->effects); // Figure out if we need mipmaps or not, and if so, tell the inputs that. - phase->input_needs_mipmaps = false; - for (unsigned i = 0; i < phase->effects.size(); ++i) { - Node *node = phase->effects[i]; - phase->input_needs_mipmaps |= node->effect->needs_mipmaps(); - } + // (RTT inputs have different logic, which is checked in execute_phase().) for (unsigned i = 0; i < phase->effects.size(); ++i) { Node *node = phase->effects[i]; if (node->effect->num_inputs() == 0) { Input *input = static_cast(node->effect); - assert(!phase->input_needs_mipmaps || input->can_supply_mipmaps()); - CHECK(input->set_int("needs_mipmaps", phase->input_needs_mipmaps)); + assert(node->needs_mipmaps != Effect::NEEDS_MIPMAPS || input->can_supply_mipmaps()); + CHECK(input->set_int("needs_mipmaps", node->needs_mipmaps == Effect::NEEDS_MIPMAPS)); } } @@ -1005,7 +1095,7 @@ void EffectChain::inform_input_sizes(Phase *phase) // desired output size might change based on the inputs. void EffectChain::find_output_size(Phase *phase) { - Node *output_node = phase->effects.back(); + Node *output_node = phase->is_compute_shader ? phase->compute_shader_node : phase->effects.back(); // If the last effect explicitly sets an output size, use that. if (output_node->effect->changes_output_size()) { @@ -1713,17 +1803,39 @@ void EffectChain::add_dither_if_needed() dither_effect = dither->effect; } +namespace { + +// Whether this effect will cause the phase it is in to become a compute shader phase. +bool induces_compute_shader(Node *node) +{ + if (node->effect->is_compute_shader()) { + return true; + } + if (!node->effect->strong_one_to_one_sampling()) { + // This effect can't be chained after a compute shader. + return false; + } + // If at least one of the effects we depend on is a compute shader, + // one of them will be put in the same phase as us (the other ones, + // if any, will be bounced). + for (Node *dep : node->incoming_links) { + if (induces_compute_shader(dep)) { + return true; + } + } + return false; +} + +} // namespace + // Compute shaders can't output to the framebuffer, so if the last // phase ends in a compute shader, add a dummy phase at the end that // only blits directly from the temporary texture. -// -// TODO: Add an API for rendering directly to textures, for the cases -// where we're only rendering to an FBO anyway. void EffectChain::add_dummy_effect_if_needed() { Node *output = find_output_node(); - if (output->effect->is_compute_shader()) { - Node *dummy = add_node(new IdentityEffect()); + if (induces_compute_shader(output)) { + Node *dummy = add_node(new ComputeShaderOutputDisplayEffect()); connect_nodes(output, dummy); has_dummy_effect = true; } @@ -1814,6 +1926,22 @@ void EffectChain::finalize() output_dot("step21-split-to-phases.dot"); + // There are some corner cases where we thought we needed to add a dummy + // effect, but then it turned out later we didn't (e.g. induces_compute_shader() + // didn't see a mipmap conflict coming, which would cause the compute shader + // to be split off from the inal phase); if so, remove the extra phase + // at the end, since it will give us some trouble during execution. + // + // TODO: Remove induces_compute_shader() and replace it with precise tracking. + if (has_dummy_effect && !phases[phases.size() - 2]->is_compute_shader) { + resource_pool->release_glsl_program(phases.back()->glsl_program_num); + delete phases.back(); + phases.pop_back(); + has_dummy_effect = false; + } + + output_dot("step22-dummy-phase-removal.dot"); + assert(phases[0]->inputs.empty()); finalized = true; @@ -1904,8 +2032,9 @@ void EffectChain::render(GLuint dest_fbo, const vector &dest assert(y == 0); assert(num_phases >= 2); assert(!phases.back()->is_compute_shader); + assert(phases[phases.size() - 2]->is_compute_shader); assert(phases.back()->effects.size() == 1); - assert(phases.back()->effects[0]->effect->effect_type_id() == "IdentityEffect"); + assert(phases.back()->effects[0]->effect->effect_type_id() == "ComputeShaderOutputDisplayEffect"); // We are rendering to a set of textures, so we can run the compute shader // directly and skip the dummy phase. @@ -1927,9 +2056,10 @@ void EffectChain::render(GLuint dest_fbo, const vector &dest phase->timer_query_objects_running.push_back(timer_query_object); } bool last_phase = (phase_num == num_phases - 1); - if (phase_num == num_phases - 1) { + if (last_phase) { // Last phase goes to the output the user specified. if (!phase->is_compute_shader) { + assert(dest_fbo != (GLuint)-1); glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo); check_error(); GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); @@ -2068,7 +2198,7 @@ void EffectChain::print_phase_timing() void EffectChain::execute_phase(Phase *phase, const map &output_textures, - const std::vector &destinations, + const vector &destinations, set *generated_mipmaps) { // Set up RTT inputs for this phase. @@ -2080,12 +2210,36 @@ void EffectChain::execute_phase(Phase *phase, assert(it != output_textures.end()); glBindTexture(GL_TEXTURE_2D, it->second); check_error(); - if (phase->input_needs_mipmaps && generated_mipmaps->count(input) == 0) { + + // See if anything using this RTT input (in this phase) needs mipmaps. + // TODO: It could be that we get conflicting logic here, if we have + // multiple effects with incompatible mipmaps using the same + // RTT input. However, that is obscure enough that we can deal + // with it at some future point (preferably when we have + // universal support for separate sampler objects!). For now, + // an assert is good enough. See also the TODO at bound_sampler_num. + bool any_needs_mipmaps = false, any_refuses_mipmaps = false; + for (Node *node : phase->effects) { + assert(node->incoming_links.size() == node->incoming_link_type.size()); + for (size_t i = 0; i < node->incoming_links.size(); ++i) { + if (node->incoming_links[i] == input->output_node && + node->incoming_link_type[i] == IN_ANOTHER_PHASE) { + if (node->needs_mipmaps == Effect::NEEDS_MIPMAPS) { + any_needs_mipmaps = true; + } else if (node->needs_mipmaps == Effect::CANNOT_ACCEPT_MIPMAPS) { + any_refuses_mipmaps = true; + } + } + } + } + assert(!(any_needs_mipmaps && any_refuses_mipmaps)); + + if (any_needs_mipmaps && generated_mipmaps->count(input) == 0) { glGenerateMipmap(GL_TEXTURE_2D); check_error(); generated_mipmaps->insert(input); } - setup_rtt_sampler(sampler, phase->input_needs_mipmaps); + setup_rtt_sampler(sampler, any_needs_mipmaps); phase->input_samplers[sampler] = sampler; // Bind the sampler to the right uniform. } @@ -2102,6 +2256,8 @@ void EffectChain::execute_phase(Phase *phase, phase->outbuf_image_unit = 0; glBindImageTexture(phase->outbuf_image_unit, destinations[0].texnum, 0, GL_FALSE, 0, GL_WRITE_ONLY, destinations[0].format); check_error(); + phase->uniform_output_size[0] = phase->output_width; + phase->uniform_output_size[1] = phase->output_height; phase->inv_output_size.x = 1.0f / phase->output_width; phase->inv_output_size.y = 1.0f / phase->output_height; phase->output_texcoord_adjust.x = 0.5f / phase->output_width; @@ -2118,7 +2274,7 @@ void EffectChain::execute_phase(Phase *phase, for (unsigned i = 0; i < phase->effects.size(); ++i) { Node *node = phase->effects[i]; unsigned old_sampler_num = sampler_num; - node->effect->set_gl_state(instance_program_num, phase->effect_ids[node], &sampler_num); + node->effect->set_gl_state(instance_program_num, phase->effect_ids[make_pair(node, IN_SAME_PHASE)], &sampler_num); check_error(); if (node->effect->is_single_texture()) { @@ -2131,7 +2287,7 @@ void EffectChain::execute_phase(Phase *phase, if (phase->is_compute_shader) { unsigned x, y, z; - phase->output_node->effect->get_compute_dimensions(phase->output_width, phase->output_height, &x, &y, &z); + phase->compute_shader_node->effect->get_compute_dimensions(phase->output_width, phase->output_height, &x, &y, &z); // Uniforms need to come after set_gl_state() _and_ get_compute_dimensions(), // since they can be updated from there. @@ -2195,6 +2351,12 @@ void EffectChain::setup_uniforms(Phase *phase) glUniform1iv(uniform.location, uniform.num_values, uniform.value); } } + for (size_t i = 0; i < phase->uniforms_ivec2.size(); ++i) { + const Uniform &uniform = phase->uniforms_ivec2[i]; + if (uniform.location != -1) { + glUniform2iv(uniform.location, uniform.num_values, uniform.value); + } + } for (size_t i = 0; i < phase->uniforms_float.size(); ++i) { const Uniform &uniform = phase->uniforms_float[i]; if (uniform.location != -1) {