X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.cpp;h=4afe415754fa40dc5486c182ca6377c76e48f5ca;hp=90fadb7251fb3bc18235a922f2c124f1ae202bf7;hb=7366e74b75fa1ac3267709c12417179819b86acb;hpb=06b6e60952d58b700fa95be16496cc9c2a1af346 diff --git a/effect_chain.cpp b/effect_chain.cpp index 90fadb7..4afe415 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -32,13 +32,25 @@ using namespace std; namespace movit { +namespace { + +// An effect that does nothing. +class IdentityEffect : public Effect { +public: + IdentityEffect() {} + virtual string effect_type_id() const { return "IdentityEffect"; } + string output_fragment_shader() { return read_file("identity.frag"); } +}; + +} // namespace + EffectChain::EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool) : aspect_nom(aspect_nom), aspect_denom(aspect_denom), output_color_rgba(false), num_output_color_ycbcr(0), - dither_effect(NULL), - ycbcr_conversion_effect_node(NULL), + dither_effect(nullptr), + ycbcr_conversion_effect_node(nullptr), intermediate_format(GL_RGBA16F), intermediate_transformation(NO_FRAMEBUFFER_TRANSFORMATION), num_dither_bits(0), @@ -46,7 +58,7 @@ EffectChain::EffectChain(float aspect_nom, float aspect_denom, ResourcePool *res finalized(false), resource_pool(resource_pool), do_phase_timing(false) { - if (resource_pool == NULL) { + if (resource_pool == nullptr) { this->resource_pool = new ResourcePool(); owns_resource_pool = true; } else { @@ -97,7 +109,8 @@ void EffectChain::add_output(const ImageFormat &format, OutputAlphaFormat alpha_ } void EffectChain::add_ycbcr_output(const ImageFormat &format, OutputAlphaFormat alpha_format, - const YCbCrFormat &ycbcr_format, YCbCrOutputSplitting output_splitting) + const YCbCrFormat &ycbcr_format, YCbCrOutputSplitting output_splitting, + GLenum output_type) { assert(!finalized); assert(num_output_color_ycbcr < 2); @@ -111,8 +124,10 @@ void EffectChain::add_ycbcr_output(const ImageFormat &format, OutputAlphaFormat assert(output_ycbcr_format.num_levels == ycbcr_format.num_levels); assert(output_ycbcr_format.chroma_subsampling_x == 1); assert(output_ycbcr_format.chroma_subsampling_y == 1); + assert(output_ycbcr_type == output_type); } else { output_ycbcr_format = ycbcr_format; + output_ycbcr_type = output_type; } output_ycbcr_splitting[num_output_color_ycbcr++] = output_splitting; @@ -296,10 +311,10 @@ string replace_prefix(const string &text, const string &prefix) namespace { template -void extract_uniform_declarations(const vector > &effect_uniforms, +void extract_uniform_declarations(const vector> &effect_uniforms, const string &type_specifier, const string &effect_id, - vector > *phase_uniforms, + vector> *phase_uniforms, string *glsl_string) { for (unsigned i = 0; i < effect_uniforms.size(); ++i) { @@ -312,10 +327,10 @@ void extract_uniform_declarations(const vector > &effect_uniforms, } template -void extract_uniform_array_declarations(const vector > &effect_uniforms, +void extract_uniform_array_declarations(const vector> &effect_uniforms, const string &type_specifier, const string &effect_id, - vector > *phase_uniforms, + vector> *phase_uniforms, string *glsl_string) { for (unsigned i = 0; i < effect_uniforms.size(); ++i) { @@ -332,7 +347,7 @@ void extract_uniform_array_declarations(const vector > &effect_unifor } template -void collect_uniform_locations(GLuint glsl_program_num, vector > *phase_uniforms) +void collect_uniform_locations(GLuint glsl_program_num, vector> *phase_uniforms) { for (unsigned i = 0; i < phase_uniforms->size(); ++i) { Uniform &uniform = (*phase_uniforms)[i]; @@ -344,7 +359,12 @@ void collect_uniform_locations(GLuint glsl_program_num, vector > *pha void EffectChain::compile_glsl_program(Phase *phase) { - string frag_shader_header = read_version_dependent_file("header", "frag"); + string frag_shader_header; + if (phase->is_compute_shader) { + frag_shader_header = read_file("header.comp"); + } else { + frag_shader_header = read_version_dependent_file("header", "frag"); + } string frag_shader = ""; // Create functions and uniforms for all the texture inputs that we need. @@ -399,8 +419,10 @@ void EffectChain::compile_glsl_program(Phase *phase) frag_shader += "\n"; frag_shader += string("#define FUNCNAME ") + effect_id + "\n"; + if (node->effect->is_compute_shader()) { + frag_shader += string("#define NORMALIZE_TEXTURE_COORDS(tc) ((tc) * ") + effect_id + "_inv_output_size + " + effect_id + "_output_texcoord_adjust)\n"; + } frag_shader += replace_prefix(node->effect->output_fragment_shader(), effect_id); - frag_shader += "#undef PREFIX\n"; frag_shader += "#undef FUNCNAME\n"; if (node->incoming_links.size() == 1) { frag_shader += "#undef INPUT\n"; @@ -477,7 +499,13 @@ void EffectChain::compile_glsl_program(Phase *phase) } } - frag_shader.append(read_file("footer.frag")); + if (phase->is_compute_shader) { + frag_shader.append(read_file("footer.compute")); + 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); + } else { + frag_shader.append(read_file("footer.frag")); + } // Collect uniforms from all effects and output them. Note that this needs // to happen after output_fragment_shader(), even though the uniforms come @@ -490,6 +518,7 @@ void EffectChain::compile_glsl_program(Phase *phase) Node *node = phase->effects[i]; Effect *effect = node->effect; const string effect_id = phase->effect_ids[node]; + 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); @@ -518,7 +547,19 @@ void EffectChain::compile_glsl_program(Phase *phase) vert_shader[pos + needle.size() - 1] = '1'; } - phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader, frag_shader_outputs); + if (phase->is_compute_shader) { + phase->glsl_program_num = resource_pool->compile_glsl_compute_program(frag_shader); + + Uniform uniform; + uniform.name = "outbuf"; + uniform.value = &phase->outbuf_image_unit; + uniform.prefix = "tex"; + uniform.num_values = 1; + uniform.location = -1; + phase->uniforms_image2d.push_back(uniform); + } else { + phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader, frag_shader_outputs); + } GLint position_attribute_index = glGetAttribLocation(phase->glsl_program_num, "position"); GLint texcoord_attribute_index = glGetAttribLocation(phase->glsl_program_num, "texcoord"); if (position_attribute_index != -1) { @@ -529,6 +570,7 @@ void EffectChain::compile_glsl_program(Phase *phase) } // Collect the resulting location numbers for each uniform. + collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_image2d); 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); @@ -555,6 +597,7 @@ 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(); // 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 @@ -601,6 +644,12 @@ Phase *EffectChain::construct_phase(Node *output, map *complete 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. // @@ -732,7 +781,7 @@ void EffectChain::output_dot(const char *filename) } FILE *fp = fopen(filename, "w"); - if (fp == NULL) { + if (fp == nullptr) { perror(filename); exit(1); } @@ -776,7 +825,7 @@ void EffectChain::output_dot(const char *filename) if (nodes[i]->outgoing_links.empty() && !nodes[i]->disabled) { // Output node. - vector labels = get_labels_for_edge(nodes[i], NULL); + vector labels = get_labels_for_edge(nodes[i], nullptr); output_dot_edge(fp, from_node_id, "output", labels); } } @@ -789,7 +838,7 @@ vector EffectChain::get_labels_for_edge(const Node *from, const Node *to { vector labels; - if (to != NULL && to->effect->needs_texture_bounce()) { + if (to != nullptr && to->effect->needs_texture_bounce()) { labels.push_back("needs_bounce"); } if (from->effect->changes_output_size()) { @@ -1644,7 +1693,7 @@ void EffectChain::add_ycbcr_conversion_if_needed() return; } Node *output = find_output_node(); - ycbcr_conversion_effect_node = add_node(new YCbCrConversionEffect(output_ycbcr_format)); + ycbcr_conversion_effect_node = add_node(new YCbCrConversionEffect(output_ycbcr_format, output_ycbcr_type)); connect_nodes(output, ycbcr_conversion_effect_node); } @@ -1664,6 +1713,22 @@ void EffectChain::add_dither_if_needed() dither_effect = dither->effect; } +// 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()); + connect_nodes(output, dummy); + has_dummy_effect = true; + } +} + // Find the output node. This is, simply, one that has no outgoing links. // If there are multiple ones, the graph is malformed (we do not support // multiple outputs right now). @@ -1735,7 +1800,10 @@ void EffectChain::finalize() output_dot("step18-before-dither.dot"); add_dither_if_needed(); - output_dot("step19-final.dot"); + output_dot("step19-before-dummy-effect.dot"); + add_dummy_effect_if_needed(); + + output_dot("step20-final.dot"); // Construct all needed GLSL programs, starting at the output. // We need to keep track of which effects have already been computed, @@ -1744,7 +1812,7 @@ void EffectChain::finalize() map completed_effects; construct_phase(find_output_node(), &completed_effects); - output_dot("step20-split-to-phases.dot"); + output_dot("step21-split-to-phases.dot"); assert(phases[0]->inputs.empty()); @@ -1753,18 +1821,6 @@ void EffectChain::finalize() void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height) { - assert(finalized); - - // This needs to be set anew, in case we are coming from a different context - // from when we initialized. - check_error(); - glDisable(GL_DITHER); - check_error(); - - const bool final_srgb = glIsEnabled(GL_FRAMEBUFFER_SRGB); - check_error(); - bool current_srgb = final_srgb; - // Save original viewport. GLuint x = 0, y = 0; @@ -1777,6 +1833,44 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height height = viewport[3]; } + render(dest_fbo, {}, x, y, width, height); +} + +void EffectChain::render_to_texture(const vector &destinations, unsigned width, unsigned height) +{ + assert(finalized); + assert(!destinations.empty()); + + if (!has_dummy_effect) { + // We don't end in a compute shader, so there's nothing specific for us to do. + // Create an FBO for this set of textures, and just render to that. + GLuint texnums[4] = { 0, 0, 0, 0 }; + for (unsigned i = 0; i < destinations.size() && i < 4; ++i) { + texnums[i] = destinations[i].texnum; + } + GLuint dest_fbo = resource_pool->create_fbo(texnums[0], texnums[1], texnums[2], texnums[3]); + render(dest_fbo, {}, 0, 0, width, height); + resource_pool->release_fbo(dest_fbo); + } else { + render((GLuint)-1, destinations, 0, 0, width, height); + } +} + +void EffectChain::render(GLuint dest_fbo, const vector &destinations, unsigned x, unsigned y, unsigned width, unsigned height) +{ + assert(finalized); + assert(destinations.size() <= 1); + + // This needs to be set anew, in case we are coming from a different context + // from when we initialized. + check_error(); + glDisable(GL_DITHER); + check_error(); + + const bool final_srgb = glIsEnabled(GL_FRAMEBUFFER_SRGB); + check_error(); + bool current_srgb = final_srgb; + // Basic state. check_error(); glDisable(GL_BLEND); @@ -1786,24 +1880,35 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height glDepthMask(GL_FALSE); check_error(); - // Generate a VAO that will be used during the entire execution, - // and bind the VBO, since it contains all the data. - GLuint vao; - glGenVertexArrays(1, &vao); - check_error(); - glBindVertexArray(vao); - check_error(); - glBindBuffer(GL_ARRAY_BUFFER, vbo); - check_error(); - set bound_attribute_indices; - set generated_mipmaps; // We choose the simplest option of having one texture per output, // since otherwise this turns into an (albeit simple) register allocation problem. map output_textures; - for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) { + size_t num_phases = phases.size(); + if (destinations.empty()) { + assert(dest_fbo != (GLuint)-1); + } else { + assert(has_dummy_effect); + assert(x == 0); + assert(y == 0); + assert(num_phases >= 2); + assert(!phases.back()->is_compute_shader); + assert(phases.back()->effects.size() == 1); + assert(phases.back()->effects[0]->effect->effect_type_id() == "IdentityEffect"); + + // We are rendering to a set of textures, so we can run the compute shader + // directly and skip the dummy phase. + --num_phases; + + // TODO: Support more than one destination. + output_textures[phases[num_phases - 1]] = destinations[0].texnum; + assert(destinations[0].format == GL_RGBA16F); + assert(destinations[0].texnum != 0); + } + + for (unsigned phase_num = 0; phase_num < num_phases; ++phase_num) { Phase *phase = phases[phase_num]; if (do_phase_timing) { @@ -1817,23 +1922,27 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height glBeginQuery(GL_TIME_ELAPSED, timer_query_object); phase->timer_query_objects_running.push_back(timer_query_object); } - if (phase_num == phases.size() - 1) { + bool render_to_texture = true; + if (phase_num == num_phases - 1) { // Last phase goes to the output the user specified. - glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo); - check_error(); - GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); - assert(status == GL_FRAMEBUFFER_COMPLETE); - glViewport(x, y, width, height); - if (dither_effect != NULL) { + if (!phase->is_compute_shader) { + glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo); + check_error(); + GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); + assert(status == GL_FRAMEBUFFER_COMPLETE); + glViewport(x, y, width, height); + render_to_texture = false; + } + if (dither_effect != nullptr) { CHECK(dither_effect->set_int("output_width", width)); CHECK(dither_effect->set_int("output_height", height)); } } - bool last_phase = (phase_num == phases.size() - 1); // Enable sRGB rendering for intermediates in case we are // rendering to an sRGB format. - bool needs_srgb = last_phase ? final_srgb : true; + // TODO: Support this for compute shaders. + bool needs_srgb = render_to_texture ? true : final_srgb; if (needs_srgb && !current_srgb) { glEnable(GL_FRAMEBUFFER_SRGB); check_error(); @@ -1844,16 +1953,18 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height current_srgb = true; } - execute_phase(phase, last_phase, &bound_attribute_indices, &output_textures, &generated_mipmaps); + execute_phase(phase, render_to_texture, &output_textures, &generated_mipmaps); if (do_phase_timing) { glEndQuery(GL_TIME_ELAPSED); } } - for (map::const_iterator texture_it = output_textures.begin(); - texture_it != output_textures.end(); - ++texture_it) { - resource_pool->release_2d_texture(texture_it->second); + // Take out the destination textures from the list of temporary textures to be freed. + if (has_dummy_effect && !destinations.empty()) { + output_textures.erase(phases[num_phases - 1]); + } + for (const auto &phase_and_texnum : output_textures) { + resource_pool->release_2d_texture(phase_and_texnum.second); } glBindFramebuffer(GL_FRAMEBUFFER, 0); @@ -1865,15 +1976,13 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height check_error(); glBindVertexArray(0); check_error(); - glDeleteVertexArrays(1, &vao); - check_error(); if (do_phase_timing) { // Get back the timer queries. for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) { Phase *phase = phases[phase_num]; - for (std::list::iterator timer_it = phase->timer_query_objects_running.begin(); - timer_it != phase->timer_query_objects_running.end(); ) { + for (auto timer_it = phase->timer_query_objects_running.cbegin(); + timer_it != phase->timer_query_objects_running.cend(); ) { GLint timer_query_object = *timer_it; GLint available; glGetQueryObjectiv(timer_query_object, GL_QUERY_RESULT_AVAILABLE, &available); @@ -1928,8 +2037,7 @@ void EffectChain::print_phase_timing() printf("Total: %5.1f ms\n", total_time_ms); } -void EffectChain::execute_phase(Phase *phase, bool last_phase, - set *bound_attribute_indices, +void EffectChain::execute_phase(Phase *phase, bool render_to_texture, map *output_textures, set *generated_mipmaps) { @@ -1937,11 +2045,22 @@ void EffectChain::execute_phase(Phase *phase, bool last_phase, // Find a texture for this phase. inform_input_sizes(phase); - if (!last_phase) { + if (render_to_texture) { find_output_size(phase); GLuint tex_num = resource_pool->create_2d_texture(intermediate_format, phase->output_width, phase->output_height); + assert(tex_num != 0); output_textures->insert(make_pair(phase, tex_num)); + + // The output texture needs to have valid state to be written to by a compute shader. + if (phase->is_compute_shader) { + glActiveTexture(GL_TEXTURE0); + check_error(); + glBindTexture(GL_TEXTURE_2D, (*output_textures)[phase]); + check_error(); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + check_error(); + } } // Set up RTT inputs for this phase. @@ -1949,6 +2068,7 @@ void EffectChain::execute_phase(Phase *phase, bool last_phase, glActiveTexture(GL_TEXTURE0 + sampler); Phase *input = phase->inputs[sampler]; input->output_node->bound_sampler_num = sampler; + assert(output_textures->count(input)); glBindTexture(GL_TEXTURE_2D, (*output_textures)[input]); check_error(); if (phase->input_needs_mipmaps && generated_mipmaps->count(input) == 0) { @@ -1960,16 +2080,30 @@ void EffectChain::execute_phase(Phase *phase, bool last_phase, phase->input_samplers[sampler] = sampler; // Bind the sampler to the right uniform. } - // And now the output. (Already set up for us if it is the last phase.) - if (!last_phase) { - fbo = resource_pool->create_fbo((*output_textures)[phase]); - glBindFramebuffer(GL_FRAMEBUFFER, fbo); - glViewport(0, 0, phase->output_width, phase->output_height); - } - GLuint instance_program_num = resource_pool->use_glsl_program(phase->glsl_program_num); check_error(); + // And now the output. + if (phase->is_compute_shader) { + // This is currently the only place where we use image units, + // so we can always use 0. + phase->outbuf_image_unit = 0; + assert(output_textures->count(phase)); + glBindImageTexture(phase->outbuf_image_unit, (*output_textures)[phase], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA16F); + check_error(); + 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; + phase->output_texcoord_adjust.y = 0.5f / phase->output_height; + } else { + // (Already set up for us if we are outputting to the user's FBO.) + if (render_to_texture) { + fbo = resource_pool->create_fbo((*output_textures)[phase]); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + glViewport(0, 0, phase->output_width, phase->output_height); + } + } + // Give the required parameters to all the effects. unsigned sampler_num = phase->inputs.size(); for (unsigned i = 0; i < phase->effects.size(); ++i) { @@ -1986,37 +2120,32 @@ void EffectChain::execute_phase(Phase *phase, bool last_phase, } } - // Uniforms need to come after set_gl_state(), since they can be updated - // from there. - setup_uniforms(phase); - // Clean up old attributes if they are no longer needed. - for (set::iterator attr_it = bound_attribute_indices->begin(); - attr_it != bound_attribute_indices->end(); ) { - if (phase->attribute_indexes.count(*attr_it) == 0) { - glDisableVertexAttribArray(*attr_it); - check_error(); - bound_attribute_indices->erase(attr_it++); - } else { - ++attr_it; - } - } + 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); - // Set up the new attributes, if needed. - for (set::iterator attr_it = phase->attribute_indexes.begin(); - attr_it != phase->attribute_indexes.end(); - ++attr_it) { - if (bound_attribute_indices->count(*attr_it) == 0) { - glEnableVertexAttribArray(*attr_it); - check_error(); - glVertexAttribPointer(*attr_it, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0)); - check_error(); - bound_attribute_indices->insert(*attr_it); - } - } + // Uniforms need to come after set_gl_state() _and_ get_compute_dimensions(), + // since they can be updated from there. + setup_uniforms(phase); + glDispatchCompute(x, y, z); + check_error(); + glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_TEXTURE_UPDATE_BARRIER_BIT); + check_error(); + } else { + // Uniforms need to come after set_gl_state(), since they can be updated + // from there. + setup_uniforms(phase); - glDrawArrays(GL_TRIANGLES, 0, 3); - check_error(); + // Bind the vertex data. + GLuint vao = resource_pool->create_vec2_vao(phase->attribute_indexes, vbo); + glBindVertexArray(vao); + + glDrawArrays(GL_TRIANGLES, 0, 3); + check_error(); + + resource_pool->release_vec2_vao(vao); + } for (unsigned i = 0; i < phase->effects.size(); ++i) { Node *node = phase->effects[i]; @@ -2025,7 +2154,7 @@ void EffectChain::execute_phase(Phase *phase, bool last_phase, resource_pool->unuse_glsl_program(instance_program_num); - if (!last_phase) { + if (render_to_texture && !phase->is_compute_shader) { resource_pool->release_fbo(fbo); } } @@ -2033,6 +2162,12 @@ void EffectChain::execute_phase(Phase *phase, bool last_phase, void EffectChain::setup_uniforms(Phase *phase) { // TODO: Use UBO blocks. + for (size_t i = 0; i < phase->uniforms_image2d.size(); ++i) { + const Uniform &uniform = phase->uniforms_image2d[i]; + if (uniform.location != -1) { + glUniform1iv(uniform.location, uniform.num_values, uniform.value); + } + } for (size_t i = 0; i < phase->uniforms_sampler2d.size(); ++i) { const Uniform &uniform = phase->uniforms_sampler2d[i]; if (uniform.location != -1) {