X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.cpp;h=7389efdcb18f14eaee9e6f0b94aefeb44136b154;hp=6d6886cc0d881b95a4ac9972e2b4629d406a385c;hb=39474abd238b7c3b27ed08cfbf695caa0cca91dd;hpb=10bcc7948c3911f1e4459c98205726334998229e diff --git a/effect_chain.cpp b/effect_chain.cpp index 6d6886c..7389efd 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -765,7 +765,7 @@ Phase *EffectChain::construct_phase(Node *output, map *complete } 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 = !node->strong_one_to_one_sampling; + start_new_phase = true; } else { phase->is_compute_shader = true; phase->compute_shader_node = deps[i]; @@ -2029,7 +2029,7 @@ 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) { glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);