Some no-op cleanups.
authorSteinar H. Gunderson <sgunderson@bigfoot.com>
Wed, 14 Mar 2018 21:56:30 +0000 (22:56 +0100)
committerSteinar H. Gunderson <sgunderson@bigfoot.com>
Wed, 14 Mar 2018 21:56:30 +0000 (22:56 +0100)
effect_chain.cpp

index 6d6886c..7389efd 100644 (file)
@@ -765,7 +765,7 @@ Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *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<DestinationTexture> &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);