]> git.sesse.net Git - nageru/commitdiff
Share VAOs between all the passes. Much less code, less rebinding overhead.
authorSteinar H. Gunderson <sgunderson@bigfoot.com>
Thu, 2 Aug 2018 15:35:17 +0000 (17:35 +0200)
committerSteinar H. Gunderson <sgunderson@bigfoot.com>
Thu, 2 Aug 2018 17:13:43 +0000 (19:13 +0200)
densify.vert
flow.cpp
hole_fill.vert
motion_search.vert
sor.vert
splat.vert
vs.vert

index 73d696a16c1a5cf642823cb5e9856c874618b5e4..50d230f2f4fd46ae82f4adee4c7c7c1c6cf0006a 100644 (file)
@@ -1,6 +1,6 @@
 #version 450 core
 
-in vec2 position;
+layout(location=0) in vec2 position;
 out vec2 image_pos;
 flat out vec2 flow_du;
 flat out float mean_diff;
index d914d688fa550cdcaf2ad0341992547018c81ffd..54d28d98aa70418b856894fc7e6e093e26d81cf1 100644 (file)
--- a/flow.cpp
+++ b/flow.cpp
@@ -222,32 +222,6 @@ GLuint link_program(GLuint vs_obj, GLuint fs_obj)
        return program;
 }
 
-GLuint generate_vbo(GLint size, GLsizeiptr data_size, const GLvoid *data)
-{
-       GLuint vbo;
-       glCreateBuffers(1, &vbo);
-       glBufferData(GL_ARRAY_BUFFER, data_size, data, GL_STATIC_DRAW);
-       glNamedBufferData(vbo, data_size, data, GL_STATIC_DRAW);
-       return vbo;
-}
-
-GLuint fill_vertex_attribute(GLuint vao, GLuint glsl_program_num, const string &attribute_name, GLint size, GLenum type, GLsizeiptr data_size, const GLvoid *data)
-{
-       int attrib = glGetAttribLocation(glsl_program_num, attribute_name.c_str());
-       if (attrib == -1) {
-               return -1;
-       }
-
-       GLuint vbo = generate_vbo(size, data_size, data);
-
-       glBindBuffer(GL_ARRAY_BUFFER, vbo);
-       glEnableVertexArrayAttrib(vao, attrib);
-       glVertexAttribPointer(attrib, size, type, GL_FALSE, 0, BUFFER_OFFSET(0));
-       glBindBuffer(GL_ARRAY_BUFFER, 0);
-
-       return vbo;
-}
-
 void bind_sampler(GLuint program, GLint location, GLuint texture_unit, GLuint tex, GLuint sampler)
 {
        if (location == -1) {
@@ -428,7 +402,6 @@ private:
        GLuint sobel_vs_obj;
        GLuint sobel_fs_obj;
        GLuint sobel_program;
-       GLuint sobel_vao;
 
        GLuint uniform_tex;
 };
@@ -439,14 +412,6 @@ Sobel::Sobel()
        sobel_fs_obj = compile_shader(read_file("sobel.frag"), GL_FRAGMENT_SHADER);
        sobel_program = link_program(sobel_vs_obj, sobel_fs_obj);
 
-       // Set up the VAO containing all the required position/texcoord data.
-       glCreateVertexArrays(1, &sobel_vao);
-       glBindVertexArray(sobel_vao);
-
-       GLint position_attrib = glGetAttribLocation(sobel_program, "position");
-       glEnableVertexArrayAttrib(sobel_vao, position_attrib);
-       glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
        uniform_tex = glGetUniformLocation(sobel_program, "tex");
 }
 
@@ -457,7 +422,6 @@ void Sobel::exec(GLint tex0_view, GLint grad0_tex, int level_width, int level_he
 
        glViewport(0, 0, level_width, level_height);
        fbos.render_to(grad0_tex);
-       glBindVertexArray(sobel_vao);
        glUseProgram(sobel_program);
        glDisable(GL_BLEND);
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
@@ -475,7 +439,6 @@ private:
        GLuint motion_vs_obj;
        GLuint motion_fs_obj;
        GLuint motion_search_program;
-       GLuint motion_search_vao;
 
        GLuint uniform_inv_image_size, uniform_inv_prev_level_size;
        GLuint uniform_image0_tex, uniform_image1_tex, uniform_grad0_tex, uniform_flow_tex;
@@ -487,15 +450,6 @@ MotionSearch::MotionSearch()
        motion_fs_obj = compile_shader(read_file("motion_search.frag"), GL_FRAGMENT_SHADER);
        motion_search_program = link_program(motion_vs_obj, motion_fs_obj);
 
-       // Set up the VAO containing all the required position/texcoord data.
-       glCreateVertexArrays(1, &motion_search_vao);
-       glBindVertexArray(motion_search_vao);
-       glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
-
-       GLint position_attrib = glGetAttribLocation(motion_search_program, "position");
-       glEnableVertexArrayAttrib(motion_search_vao, position_attrib);
-       glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
        uniform_inv_image_size = glGetUniformLocation(motion_search_program, "inv_image_size");
        uniform_inv_prev_level_size = glGetUniformLocation(motion_search_program, "inv_prev_level_size");
        uniform_image0_tex = glGetUniformLocation(motion_search_program, "image0_tex");
@@ -518,7 +472,6 @@ void MotionSearch::exec(GLuint tex0_view, GLuint tex1_view, GLuint grad0_tex, GL
 
        glViewport(0, 0, width_patches, height_patches);
        fbos.render_to(flow_out_tex);
-       glBindVertexArray(motion_search_vao);
        glUseProgram(motion_search_program);
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
 }
@@ -542,7 +495,6 @@ private:
        GLuint densify_vs_obj;
        GLuint densify_fs_obj;
        GLuint densify_program;
-       GLuint densify_vao;
 
        GLuint uniform_patch_size;
        GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex;
@@ -554,15 +506,6 @@ Densify::Densify()
        densify_fs_obj = compile_shader(read_file("densify.frag"), GL_FRAGMENT_SHADER);
        densify_program = link_program(densify_vs_obj, densify_fs_obj);
 
-       // Set up the VAO containing all the required position/texcoord data.
-       glCreateVertexArrays(1, &densify_vao);
-       glBindVertexArray(densify_vao);
-       glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
-
-       GLint position_attrib = glGetAttribLocation(densify_program, "position");
-       glEnableVertexArrayAttrib(densify_vao, position_attrib);
-       glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
        uniform_patch_size = glGetUniformLocation(densify_program, "patch_size");
        uniform_image0_tex = glGetUniformLocation(densify_program, "image0_tex");
        uniform_image1_tex = glGetUniformLocation(densify_program, "image1_tex");
@@ -584,7 +527,6 @@ void Densify::exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint d
        glViewport(0, 0, level_width, level_height);
        glEnable(GL_BLEND);
        glBlendFunc(GL_ONE, GL_ONE);
-       glBindVertexArray(densify_vao);
        fbos.render_to(dense_flow_tex);
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        glClear(GL_COLOR_BUFFER_BIT);
@@ -610,7 +552,6 @@ private:
        GLuint prewarp_vs_obj;
        GLuint prewarp_fs_obj;
        GLuint prewarp_program;
-       GLuint prewarp_vao;
 
        GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex;
 };
@@ -621,15 +562,6 @@ Prewarp::Prewarp()
        prewarp_fs_obj = compile_shader(read_file("prewarp.frag"), GL_FRAGMENT_SHADER);
        prewarp_program = link_program(prewarp_vs_obj, prewarp_fs_obj);
 
-       // Set up the VAO containing all the required position/texcoord data.
-       glCreateVertexArrays(1, &prewarp_vao);
-       glBindVertexArray(prewarp_vao);
-       glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
-
-       GLint position_attrib = glGetAttribLocation(prewarp_program, "position");
-       glEnableVertexArrayAttrib(prewarp_vao, position_attrib);
-       glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
        uniform_image0_tex = glGetUniformLocation(prewarp_program, "image0_tex");
        uniform_image1_tex = glGetUniformLocation(prewarp_program, "image1_tex");
        uniform_flow_tex = glGetUniformLocation(prewarp_program, "flow_tex");
@@ -645,7 +577,6 @@ void Prewarp::exec(GLuint tex0_view, GLuint tex1_view, GLuint flow_tex, GLuint I
 
        glViewport(0, 0, level_width, level_height);
        glDisable(GL_BLEND);
-       glBindVertexArray(prewarp_vao);
        fbos.render_to(I_tex, I_t_tex, normalized_flow_tex);
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
 }
@@ -669,7 +600,6 @@ private:
        GLuint derivatives_vs_obj;
        GLuint derivatives_fs_obj;
        GLuint derivatives_program;
-       GLuint derivatives_vao;
 
        GLuint uniform_tex;
 };
@@ -680,15 +610,6 @@ Derivatives::Derivatives()
        derivatives_fs_obj = compile_shader(read_file("derivatives.frag"), GL_FRAGMENT_SHADER);
        derivatives_program = link_program(derivatives_vs_obj, derivatives_fs_obj);
 
-       // Set up the VAO containing all the required position/texcoord data.
-       glCreateVertexArrays(1, &derivatives_vao);
-       glBindVertexArray(derivatives_vao);
-       glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
-
-       GLint position_attrib = glGetAttribLocation(derivatives_program, "position");
-       glEnableVertexArrayAttrib(derivatives_vao, position_attrib);
-       glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
        uniform_tex = glGetUniformLocation(derivatives_program, "tex");
 }
 
@@ -700,7 +621,6 @@ void Derivatives::exec(GLuint input_tex, GLuint I_x_y_tex, GLuint beta_0_tex, in
 
        glViewport(0, 0, level_width, level_height);
        glDisable(GL_BLEND);
-       glBindVertexArray(derivatives_vao);
        fbos.render_to(I_x_y_tex, beta_0_tex);
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
 }
@@ -723,7 +643,6 @@ private:
        GLuint smoothness_vs_obj;
        GLuint smoothness_fs_obj;
        GLuint smoothness_program;
-       GLuint smoothness_vao;
 
        GLuint uniform_flow_tex, uniform_diff_flow_tex;
        GLuint uniform_alpha, uniform_zero_diff_flow;
@@ -735,15 +654,6 @@ ComputeSmoothness::ComputeSmoothness()
        smoothness_fs_obj = compile_shader(read_file("smoothness.frag"), GL_FRAGMENT_SHADER);
        smoothness_program = link_program(smoothness_vs_obj, smoothness_fs_obj);
 
-       // Set up the VAO containing all the required position/texcoord data.
-       glCreateVertexArrays(1, &smoothness_vao);
-       glBindVertexArray(smoothness_vao);
-       glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
-
-       GLint position_attrib = glGetAttribLocation(smoothness_program, "position");
-       glEnableVertexArrayAttrib(smoothness_vao, position_attrib);
-       glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
        uniform_flow_tex = glGetUniformLocation(smoothness_program, "flow_tex");
        uniform_diff_flow_tex = glGetUniformLocation(smoothness_program, "diff_flow_tex");
        uniform_alpha = glGetUniformLocation(smoothness_program, "alpha");
@@ -762,7 +672,6 @@ void ComputeSmoothness::exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint smoot
        glViewport(0, 0, level_width, level_height);
 
        glDisable(GL_BLEND);
-       glBindVertexArray(smoothness_vao);
        fbos.render_to(smoothness_x_tex, smoothness_y_tex);
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
 
@@ -795,7 +704,6 @@ private:
        GLuint equations_vs_obj;
        GLuint equations_fs_obj;
        GLuint equations_program;
-       GLuint equations_vao;
 
        GLuint uniform_I_x_y_tex, uniform_I_t_tex;
        GLuint uniform_diff_flow_tex, uniform_base_flow_tex;
@@ -810,15 +718,6 @@ SetupEquations::SetupEquations()
        equations_fs_obj = compile_shader(read_file("equations.frag"), GL_FRAGMENT_SHADER);
        equations_program = link_program(equations_vs_obj, equations_fs_obj);
 
-       // Set up the VAO containing all the required position/texcoord data.
-       glCreateVertexArrays(1, &equations_vao);
-       glBindVertexArray(equations_vao);
-       glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
-
-       GLint position_attrib = glGetAttribLocation(equations_program, "position");
-       glEnableVertexArrayAttrib(equations_vao, position_attrib);
-       glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
        uniform_I_x_y_tex = glGetUniformLocation(equations_program, "I_x_y_tex");
        uniform_I_t_tex = glGetUniformLocation(equations_program, "I_t_tex");
        uniform_diff_flow_tex = glGetUniformLocation(equations_program, "diff_flow_tex");
@@ -848,7 +747,6 @@ void SetupEquations::exec(GLuint I_x_y_tex, GLuint I_t_tex, GLuint diff_flow_tex
 
        glViewport(0, 0, level_width, level_height);
        glDisable(GL_BLEND);
-       glBindVertexArray(equations_vao);
        fbos.render_to(equation_tex);
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
 }
@@ -868,7 +766,6 @@ private:
        GLuint sor_vs_obj;
        GLuint sor_fs_obj;
        GLuint sor_program;
-       GLuint sor_vao;
 
        GLuint uniform_diff_flow_tex;
        GLuint uniform_equation_tex;
@@ -882,15 +779,6 @@ SOR::SOR()
        sor_fs_obj = compile_shader(read_file("sor.frag"), GL_FRAGMENT_SHADER);
        sor_program = link_program(sor_vs_obj, sor_fs_obj);
 
-       // Set up the VAO containing all the required position/texcoord data.
-       glCreateVertexArrays(1, &sor_vao);
-       glBindVertexArray(sor_vao);
-       glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
-
-       GLint position_attrib = glGetAttribLocation(sor_program, "position");
-       glEnableVertexArrayAttrib(sor_vao, position_attrib);
-       glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
        uniform_diff_flow_tex = glGetUniformLocation(sor_program, "diff_flow_tex");
        uniform_equation_tex = glGetUniformLocation(sor_program, "equation_tex");
        uniform_smoothness_x_tex = glGetUniformLocation(sor_program, "smoothness_x_tex");
@@ -916,7 +804,6 @@ void SOR::exec(GLuint diff_flow_tex, GLuint equation_tex, GLuint smoothness_x_te
        // as per the spec.
        glViewport(0, 0, level_width, level_height);
        glDisable(GL_BLEND);
-       glBindVertexArray(sor_vao);
        fbos.render_to(diff_flow_tex);
 
        for (int i = 0; i < num_iterations; ++i) {
@@ -954,7 +841,6 @@ private:
        GLuint add_flow_vs_obj;
        GLuint add_flow_fs_obj;
        GLuint add_flow_program;
-       GLuint add_flow_vao;
 
        GLuint uniform_diff_flow_tex;
 };
@@ -965,15 +851,6 @@ AddBaseFlow::AddBaseFlow()
        add_flow_fs_obj = compile_shader(read_file("add_base_flow.frag"), GL_FRAGMENT_SHADER);
        add_flow_program = link_program(add_flow_vs_obj, add_flow_fs_obj);
 
-       // Set up the VAO containing all the required position/texcoord data.
-       glCreateVertexArrays(1, &add_flow_vao);
-       glBindVertexArray(add_flow_vao);
-       glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
-
-       GLint position_attrib = glGetAttribLocation(add_flow_program, "position");
-       glEnableVertexArrayAttrib(add_flow_vao, position_attrib);
-       glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
        uniform_diff_flow_tex = glGetUniformLocation(add_flow_program, "diff_flow_tex");
 }
 
@@ -986,7 +863,6 @@ void AddBaseFlow::exec(GLuint base_flow_tex, GLuint diff_flow_tex, int level_wid
        glViewport(0, 0, level_width, level_height);
        glEnable(GL_BLEND);
        glBlendFunc(GL_ONE, GL_ONE);
-       glBindVertexArray(add_flow_vao);
        fbos.render_to(base_flow_tex);
 
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
@@ -1004,7 +880,6 @@ private:
        GLuint resize_flow_vs_obj;
        GLuint resize_flow_fs_obj;
        GLuint resize_flow_program;
-       GLuint resize_flow_vao;
 
        GLuint uniform_flow_tex;
        GLuint uniform_scale_factor;
@@ -1016,15 +891,6 @@ ResizeFlow::ResizeFlow()
        resize_flow_fs_obj = compile_shader(read_file("resize_flow.frag"), GL_FRAGMENT_SHADER);
        resize_flow_program = link_program(resize_flow_vs_obj, resize_flow_fs_obj);
 
-       // Set up the VAO containing all the required position/texcoord data.
-       glCreateVertexArrays(1, &resize_flow_vao);
-       glBindVertexArray(resize_flow_vao);
-       glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
-
-       GLint position_attrib = glGetAttribLocation(resize_flow_program, "position");
-       glEnableVertexArrayAttrib(resize_flow_vao, position_attrib);
-       glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
        uniform_flow_tex = glGetUniformLocation(resize_flow_program, "flow_tex");
        uniform_scale_factor = glGetUniformLocation(resize_flow_program, "scale_factor");
 }
@@ -1039,7 +905,6 @@ void ResizeFlow::exec(GLuint flow_tex, GLuint out_tex, int input_width, int inpu
 
        glViewport(0, 0, output_width, output_height);
        glDisable(GL_BLEND);
-       glBindVertexArray(resize_flow_vao);
        fbos.render_to(out_tex);
 
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
@@ -1080,6 +945,7 @@ public:
 private:
        int width, height;
        GLuint initial_flow_tex;
+       GLuint vertex_vbo, vao;
        TexturePool pool;
 
        // The various passes.
@@ -1127,6 +993,24 @@ DISComputeFlow::DISComputeFlow(int width, int height)
        glCreateTextures(GL_TEXTURE_2D, 1, &initial_flow_tex);
        glTextureStorage2D(initial_flow_tex, 1, GL_RG16F, 1, 1);
        glClearTexImage(initial_flow_tex, 0, GL_RG, GL_FLOAT, nullptr);
+
+       // Set up the vertex data that will be shared between all passes.
+       float vertices[] = {
+               0.0f, 1.0f,
+               0.0f, 0.0f,
+               1.0f, 1.0f,
+               1.0f, 0.0f,
+       };
+       glCreateBuffers(1, &vertex_vbo);
+       glNamedBufferData(vertex_vbo, sizeof(vertices), vertices, GL_STATIC_DRAW);
+
+       glCreateVertexArrays(1, &vao);
+       glBindVertexArray(vao);
+       glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
+
+       GLint position_attrib = 0;  // Hard-coded in every vertex shader.
+       glEnableVertexArrayAttrib(vao, position_attrib);
+       glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
 }
 
 GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1, ResizeStrategy resize_strategy)
@@ -1136,6 +1020,8 @@ GLuint DISComputeFlow::exec(GLuint tex0, GLuint tex1, ResizeStrategy resize_stra
 
        GPUTimers timers;
 
+       glBindVertexArray(vao);
+
        ScopedTimer total_timer("Total", &timers);
        for (int level = coarsest_level; level >= int(finest_level); --level) {
                char timer_name[256];
@@ -1322,7 +1208,6 @@ private:
        GLuint splat_vs_obj;
        GLuint splat_fs_obj;
        GLuint splat_program;
-       GLuint splat_vao;
 
        GLuint uniform_invert_flow, uniform_splat_size, uniform_alpha;
        GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex;
@@ -1335,15 +1220,6 @@ Splat::Splat()
        splat_fs_obj = compile_shader(read_file("splat.frag"), GL_FRAGMENT_SHADER);
        splat_program = link_program(splat_vs_obj, splat_fs_obj);
 
-       // Set up the VAO containing all the required position/texcoord data.
-       glCreateVertexArrays(1, &splat_vao);
-       glBindVertexArray(splat_vao);
-       glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
-
-       GLint position_attrib = glGetAttribLocation(splat_program, "position");
-       glEnableVertexArrayAttrib(splat_vao, position_attrib);
-       glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
        uniform_invert_flow = glGetUniformLocation(splat_program, "invert_flow");
        uniform_splat_size = glGetUniformLocation(splat_program, "splat_size");
        uniform_alpha = glGetUniformLocation(splat_program, "alpha");
@@ -1373,7 +1249,6 @@ void Splat::exec(GLuint tex0, GLuint tex1, GLuint forward_flow_tex, GLuint backw
        glDisable(GL_BLEND);
        glEnable(GL_DEPTH_TEST);
        glDepthFunc(GL_LESS);  // We store the difference between I_0 and I_1, where less difference is good. (Default 1.0 is effectively +inf, which always loses.)
-       glBindVertexArray(splat_vao);
 
        fbos.render_to(depth_tex, flow_tex);
 
@@ -1424,7 +1299,6 @@ private:
        GLuint fill_vs_obj;
        GLuint fill_fs_obj;
        GLuint fill_program;
-       GLuint fill_vao;
 
        GLuint uniform_tex;
        GLuint uniform_z, uniform_sample_offset;
@@ -1436,15 +1310,6 @@ HoleFill::HoleFill()
        fill_fs_obj = compile_shader(read_file("hole_fill.frag"), GL_FRAGMENT_SHADER);
        fill_program = link_program(fill_vs_obj, fill_fs_obj);
 
-       // Set up the VAO containing all the required position/texcoord data.
-       glCreateVertexArrays(1, &fill_vao);
-       glBindVertexArray(fill_vao);
-       glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
-
-       GLint position_attrib = glGetAttribLocation(fill_program, "position");
-       glEnableVertexArrayAttrib(fill_vao, position_attrib);
-       glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
        uniform_tex = glGetUniformLocation(fill_program, "tex");
        uniform_z = glGetUniformLocation(fill_program, "z");
        uniform_sample_offset = glGetUniformLocation(fill_program, "sample_offset");
@@ -1462,7 +1327,6 @@ void HoleFill::exec(GLuint flow_tex, GLuint depth_tex, GLuint temp_tex[3], int w
        glDisable(GL_BLEND);
        glEnable(GL_DEPTH_TEST);
        glDepthFunc(GL_LESS);  // Only update the values > 0.999f (ie., only invalid pixels).
-       glBindVertexArray(fill_vao);
 
        fbos.render_to(depth_tex, flow_tex);  // NOTE: Reading and writing to the same texture.
 
@@ -1518,7 +1382,6 @@ private:
        GLuint blend_vs_obj;
        GLuint blend_fs_obj;
        GLuint blend_program;
-       GLuint blend_vao;
 
        GLuint uniform_left_tex, uniform_right_tex, uniform_up_tex, uniform_down_tex;
        GLuint uniform_z, uniform_sample_offset;
@@ -1530,15 +1393,6 @@ HoleBlend::HoleBlend()
        blend_fs_obj = compile_shader(read_file("hole_blend.frag"), GL_FRAGMENT_SHADER);
        blend_program = link_program(blend_vs_obj, blend_fs_obj);
 
-       // Set up the VAO containing all the required position/texcoord data.
-       glCreateVertexArrays(1, &blend_vao);
-       glBindVertexArray(blend_vao);
-       glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
-
-       GLint position_attrib = glGetAttribLocation(blend_program, "position");
-       glEnableVertexArrayAttrib(blend_vao, position_attrib);
-       glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
        uniform_left_tex = glGetUniformLocation(blend_program, "left_tex");
        uniform_right_tex = glGetUniformLocation(blend_program, "right_tex");
        uniform_up_tex = glGetUniformLocation(blend_program, "up_tex");
@@ -1563,7 +1417,6 @@ void HoleBlend::exec(GLuint flow_tex, GLuint depth_tex, GLuint temp_tex[3], int
        glDisable(GL_BLEND);
        glEnable(GL_DEPTH_TEST);
        glDepthFunc(GL_LEQUAL);  // Skip over all of the pixels that were never holes to begin with.
-       glBindVertexArray(blend_vao);
 
        fbos.render_to(depth_tex, flow_tex);  // NOTE: Reading and writing to the same texture.
 
@@ -1582,7 +1435,6 @@ private:
        GLuint blend_vs_obj;
        GLuint blend_fs_obj;
        GLuint blend_program;
-       GLuint blend_vao;
 
        GLuint uniform_image0_tex, uniform_image1_tex, uniform_flow_tex;
        GLuint uniform_alpha, uniform_flow_consistency_tolerance;
@@ -1594,14 +1446,6 @@ Blend::Blend()
        blend_fs_obj = compile_shader(read_file("blend.frag"), GL_FRAGMENT_SHADER);
        blend_program = link_program(blend_vs_obj, blend_fs_obj);
 
-       // Set up the VAO containing all the required position/texcoord data.
-       glCreateVertexArrays(1, &blend_vao);
-       glBindVertexArray(blend_vao);
-
-       GLint position_attrib = glGetAttribLocation(blend_program, "position");
-       glEnableVertexArrayAttrib(blend_vao, position_attrib);
-       glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
-
        uniform_image0_tex = glGetUniformLocation(blend_program, "image0_tex");
        uniform_image1_tex = glGetUniformLocation(blend_program, "image1_tex");
        uniform_flow_tex = glGetUniformLocation(blend_program, "flow_tex");
@@ -1620,7 +1464,6 @@ void Blend::exec(GLuint tex0, GLuint tex1, GLuint flow_tex, GLuint output_tex, i
 
        glViewport(0, 0, level_width, level_height);
        fbos.render_to(output_tex);
-       glBindVertexArray(blend_vao);
        glUseProgram(blend_program);
        glDisable(GL_BLEND);  // A bit ironic, perhaps.
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
@@ -1641,7 +1484,9 @@ public:
 
 private:
        int width, height, flow_level;
+       GLuint vertex_vbo, vao;
        TexturePool pool;
+
        Splat splat;
        HoleFill hole_fill;
        HoleBlend hole_blend;
@@ -1649,7 +1494,25 @@ private:
 };
 
 Interpolate::Interpolate(int width, int height, int flow_level)
-       : width(width), height(height), flow_level(flow_level) {}
+       : width(width), height(height), flow_level(flow_level) {
+       // Set up the vertex data that will be shared between all passes.
+       float vertices[] = {
+               0.0f, 1.0f,
+               0.0f, 0.0f,
+               1.0f, 1.0f,
+               1.0f, 0.0f,
+       };
+       glCreateBuffers(1, &vertex_vbo);
+       glNamedBufferData(vertex_vbo, sizeof(vertices), vertices, GL_STATIC_DRAW);
+
+       glCreateVertexArrays(1, &vao);
+       glBindVertexArray(vao);
+       glBindBuffer(GL_ARRAY_BUFFER, vertex_vbo);
+
+       GLint position_attrib = 0;  // Hard-coded in every vertex shader.
+       glEnableVertexArrayAttrib(vao, position_attrib);
+       glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
+}
 
 GLuint Interpolate::exec(GLuint tex0, GLuint tex1, GLuint forward_flow_tex, GLuint backward_flow_tex, GLuint width, GLuint height, float alpha)
 {
@@ -1657,6 +1520,8 @@ GLuint Interpolate::exec(GLuint tex0, GLuint tex1, GLuint forward_flow_tex, GLui
 
        ScopedTimer total_timer("Total", &timers);
 
+       glBindVertexArray(vao);
+
        // Pick out the right level to test splatting results on.
        GLuint tex0_view, tex1_view;
        glGenTextures(1, &tex0_view);
index 276a61c23ed9fd15ebacf2161bc590fd0f8047e4..97098b614d6e57640ec4794350398f5e935a429d 100644 (file)
@@ -1,6 +1,6 @@
 #version 450 core
 
-in vec2 position;
+layout(location=0) in vec2 position;
 out vec2 tc;
 
 uniform float z;
index 28b65c225bfafdb2ab0d5f0678175ab978472930..0e782aa8c2fcab55267b9cf67608768bce01f39e 100644 (file)
@@ -1,6 +1,6 @@
 #version 450 core
 
-in vec2 position;
+layout(location=0) in vec2 position;
 out vec2 flow_tc;
 out vec2 patch_center;
 
index 201578c94401dd256ba5cc5c8a95931880b3121d..b10244240ef61ec78fffe8aaeae15eed24ab7430 100644 (file)
--- a/sor.vert
+++ b/sor.vert
@@ -1,6 +1,6 @@
 #version 450 core
 
-in vec2 position;
+layout(location=0) in vec2 position;
 out vec2 tc;
 out float element_sum_idx;
 
index 4a1ecd7496cc870749f87f08ce8f3dbc52463f6b..a1274c68ca97cb857c720ef6d1462ef90281f5a7 100644 (file)
@@ -1,6 +1,6 @@
 #version 450 core
 
-in vec2 position;
+layout(location=0) in vec2 position;
 out vec2 image_pos;
 flat out vec2 flow, I_0_check_offset, I_1_check_offset;
 
diff --git a/vs.vert b/vs.vert
index b57341b31502a0efdbbc9c40761227ae4f439d31..797e0c15f3e30bbb1a9fc4d0f1db2e562a6ecaee 100644 (file)
--- a/vs.vert
+++ b/vs.vert
@@ -1,6 +1,6 @@
 #version 450 core
 
-in vec2 position;
+layout(location=0) in vec2 position;
 out vec2 tc;
 
 void main()