Fix an issue with textures that are immediately bounced (they need mipmaps in all...
authorSteinar H. Gunderson <sgunderson@bigfoot.com>
Sun, 7 Oct 2012 18:53:42 +0000 (20:53 +0200)
committerSteinar H. Gunderson <sgunderson@bigfoot.com>
Sun, 7 Oct 2012 18:53:42 +0000 (20:53 +0200)
effect_chain.cpp

index ced571e..7b3d2e8 100644 (file)
@@ -351,6 +351,7 @@ void EffectChain::construct_glsl_programs(Effect *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 (effect->needs_texture_bounce()) {
                                        start_new_phase = true;
                                }
@@ -527,6 +528,8 @@ void EffectChain::finalize()
        for (unsigned i = 0; i < inputs.size(); ++i) {
                inputs[i]->finalize();
        }
+
+       assert(phases[0]->inputs.empty());
        
        finalized = true;
 }
@@ -556,11 +559,6 @@ void EffectChain::render_to_screen()
        }
 
        std::set<Effect *> generated_mipmaps;
-       for (unsigned i = 0; i < inputs.size(); ++i) {
-               // Inputs generate their own mipmaps if they need to
-               // (see input.cpp).
-               generated_mipmaps.insert(inputs[i]);
-       }
 
        for (unsigned phase = 0; phase < phases.size(); ++phase) {
                // See if the requested output size has changed. If so, we need to recreate