X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.cpp;h=ef4402491ab2c3c23b613336235f7f884a5874b6;hp=41e026d3f43dbf977aeae3509ec90d6dcb1bd932;hb=15daf781e6ce00ec37ca806a16e490d59dcb4e24;hpb=7f1c8bb8b3ce08b94054f0a8990e5b8225d36036 diff --git a/effect_chain.cpp b/effect_chain.cpp index 41e026d..ef44024 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -149,6 +149,15 @@ void EffectChain::insert_node_between(Node *sender, Node *middle, Node *receiver assert(middle->incoming_links.size() == middle->effect->num_inputs()); } +GLenum EffectChain::get_input_sampler(Node *node, unsigned input_num) const +{ + assert(node->effect->needs_texture_bounce()); + assert(input_num < node->incoming_links.size()); + assert(node->incoming_links[input_num]->bound_sampler_num >= 0); + assert(node->incoming_links[input_num]->bound_sampler_num < 8); + return GL_TEXTURE0 + node->incoming_links[input_num]->bound_sampler_num; +} + void EffectChain::find_all_nonlinear_inputs(Node *node, vector *nonlinear_inputs) { if (node->output_gamma_curve == GAMMA_LINEAR && @@ -359,13 +368,13 @@ void EffectChain::construct_glsl_programs(Node *output) for (unsigned i = 0; i < deps.size(); ++i) { bool start_new_phase = false; - // FIXME: If we sample directly from a texture, we won't need this. - if (node->effect->needs_texture_bounce()) { + if (node->effect->needs_texture_bounce() && + !deps[i]->effect->is_single_texture()) { start_new_phase = true; } if (deps[i]->outgoing_links.size() > 1) { - if (deps[i]->effect->num_inputs() > 0) { + if (!deps[i]->effect->is_single_texture()) { // More than one effect uses this as the input, // and it is not a texture itself. // The easiest thing to do (and probably also the safest @@ -373,6 +382,8 @@ void EffectChain::construct_glsl_programs(Node *output) // and then let the next passes read from that. start_new_phase = true; } else { + assert(deps[i]->effect->num_inputs() == 0); + // For textures, we try to be slightly more clever; // if none of our outputs need a bounce, we don't bounce // but instead simply use the effect many times. @@ -1478,6 +1489,7 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height for (unsigned sampler = 0; sampler < phases[phase]->inputs.size(); ++sampler) { glActiveTexture(GL_TEXTURE0 + sampler); Node *input = phases[phase]->inputs[sampler]; + input->bound_sampler_num = sampler; glBindTexture(GL_TEXTURE_2D, output_textures[input->phase]); check_error(); if (phases[phase]->input_needs_mipmaps) { @@ -1531,8 +1543,16 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height unsigned sampler_num = phases[phase]->inputs.size(); for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) { Node *node = phases[phase]->effects[i]; + unsigned old_sampler_num = sampler_num; node->effect->set_gl_state(glsl_program_num, phases[phase]->effect_ids[node], &sampler_num); check_error(); + + if (node->effect->is_single_texture()) { + assert(sampler_num - old_sampler_num == 1); + node->bound_sampler_num = old_sampler_num; + } else { + node->bound_sampler_num = -1; + } } // Now draw!