From: Steinar H. Gunderson Date: Wed, 19 Mar 2014 20:06:17 +0000 (+0100) Subject: Add a temporary variable to reduce the amount of tedious typing. X-Git-Tag: 1.1~38 X-Git-Url: https://git.sesse.net/?p=movit;a=commitdiff_plain;h=7bcb6d10c72b1486ef709d840e82314d4faad704 Add a temporary variable to reduce the amount of tedious typing. --- diff --git a/effect_chain.cpp b/effect_chain.cpp index 487d7b7..b6f2a5b 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -1477,29 +1477,31 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height // since otherwise this turns into an (albeit simple) register allocation problem. map output_textures; - for (unsigned phase = 0; phase < phases.size(); ++phase) { + for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) { + Phase *phase = phases[phase_num]; + // Find a texture for this phase. - inform_input_sizes(phases[phase]); - if (phase != phases.size() - 1) { - find_output_size(phases[phase]); + inform_input_sizes(phase); + if (phase_num != phases.size() - 1) { + find_output_size(phase); - GLuint tex_num = resource_pool->create_2d_texture(GL_RGBA16F_ARB, phases[phase]->output_width, phases[phase]->output_height); - output_textures.insert(make_pair(phases[phase], tex_num)); + GLuint tex_num = resource_pool->create_2d_texture(GL_RGBA16F_ARB, phase->output_width, phase->output_height); + output_textures.insert(make_pair(phase, tex_num)); } - const GLuint glsl_program_num = phases[phase]->glsl_program_num; + const GLuint glsl_program_num = phase->glsl_program_num; check_error(); glUseProgram(glsl_program_num); check_error(); // Set up RTT inputs for this phase. - for (unsigned sampler = 0; sampler < phases[phase]->inputs.size(); ++sampler) { + for (unsigned sampler = 0; sampler < phase->inputs.size(); ++sampler) { glActiveTexture(GL_TEXTURE0 + sampler); - Phase *input = phases[phase]->inputs[sampler]; + Phase *input = phase->inputs[sampler]; input->output_node->bound_sampler_num = sampler; glBindTexture(GL_TEXTURE_2D, output_textures[input]); check_error(); - if (phases[phase]->input_needs_mipmaps) { + if (phase->input_needs_mipmaps) { if (generated_mipmaps.count(input) == 0) { glGenerateMipmap(GL_TEXTURE_2D); check_error(); @@ -1516,13 +1518,13 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); check_error(); - string texture_name = string("tex_") + phases[phase]->effect_ids[input->output_node]; + string texture_name = string("tex_") + phase->effect_ids[input->output_node]; glUniform1i(glGetUniformLocation(glsl_program_num, texture_name.c_str()), sampler); check_error(); } // And now the output. - if (phase == phases.size() - 1) { + if (phase_num == phases.size() - 1) { // Last phase goes to the output the user specified. glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo); check_error(); @@ -1538,20 +1540,20 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, - output_textures[phases[phase]], + output_textures[phase], 0); check_error(); GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); assert(status == GL_FRAMEBUFFER_COMPLETE); - glViewport(0, 0, phases[phase]->output_width, phases[phase]->output_height); + glViewport(0, 0, phase->output_width, phase->output_height); } // Give the required parameters to all the effects. - unsigned sampler_num = phases[phase]->inputs.size(); - for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) { - Node *node = phases[phase]->effects[i]; + unsigned sampler_num = phase->inputs.size(); + for (unsigned i = 0; i < phase->effects.size(); ++i) { + Node *node = phase->effects[i]; unsigned old_sampler_num = sampler_num; - node->effect->set_gl_state(glsl_program_num, phases[phase]->effect_ids[node], &sampler_num); + node->effect->set_gl_state(glsl_program_num, phase->effect_ids[node], &sampler_num); check_error(); if (node->effect->is_single_texture()) { @@ -1562,13 +1564,13 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height } } - glBindVertexArray(phases[phase]->vao); + glBindVertexArray(phase->vao); check_error(); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); check_error(); - for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) { - Node *node = phases[phase]->effects[i]; + for (unsigned i = 0; i < phase->effects.size(); ++i) { + Node *node = phase->effects[i]; node->effect->clear_gl_state(); } }