+ if (current_gamma_curve != output_format.gamma_curve) {
+ if (current_gamma_curve != GAMMA_LINEAR) {
+ normalize_to_linear_gamma();
+ }
+ assert(current_gamma_curve == GAMMA_LINEAR);
+ GammaCompressionEffect *gamma_conversion = new GammaCompressionEffect();
+ gamma_conversion->set_int("destination_curve", output_format.gamma_curve);
+ effects.push_back(gamma_conversion);
+ current_gamma_curve = output_format.gamma_curve;
+ }
+
+ std::string vert_shader = read_file("header.vert");
+ for (unsigned i = 0; i < effects.size(); ++i) {
+ char effect_id[256];
+ sprintf(effect_id, "eff%d", i);
+
+ vert_shader += "\n";
+ vert_shader += std::string("#define FUNCNAME ") + effect_id + "\n";
+ vert_shader += replace_prefix(effects[i]->output_convenience_uniforms(), effect_id);
+ vert_shader += replace_prefix(effects[i]->output_vertex_shader(), effect_id);
+ vert_shader += "#undef PREFIX\n";
+ vert_shader += "#undef FUNCNAME\n";
+ vert_shader += "#undef LAST_INPUT\n";
+ vert_shader += std::string("#define LAST_INPUT ") + effect_id + "\n";
+ vert_shader += "\n";
+ }
+ vert_shader.append(read_file("footer.vert"));
+ printf("%s\n", vert_shader.c_str());
+
+ std::string frag_shader = read_file("header.frag");
+ for (unsigned i = 0; i < effects.size(); ++i) {
+ char effect_id[256];
+ sprintf(effect_id, "eff%d", i);
+
+ frag_shader += "\n";
+ frag_shader += std::string("#define FUNCNAME ") + effect_id + "\n";
+ frag_shader += replace_prefix(effects[i]->output_convenience_uniforms(), effect_id);
+ frag_shader += replace_prefix(effects[i]->output_fragment_shader(), effect_id);
+ frag_shader += "#undef PREFIX\n";
+ frag_shader += "#undef FUNCNAME\n";
+ frag_shader += "#undef LAST_INPUT\n";
+ frag_shader += std::string("#define LAST_INPUT ") + effect_id + "\n";
+ frag_shader += "\n";
+ }
+ frag_shader.append(read_file("footer.frag"));
+ printf("%s\n", frag_shader.c_str());
+
+ glsl_program_num = glCreateProgram();
+ GLuint vs_obj = compile_shader(vert_shader, GL_VERTEX_SHADER);
+ GLuint fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
+ glAttachShader(glsl_program_num, vs_obj);
+ check_error();
+ glAttachShader(glsl_program_num, fs_obj);
+ check_error();
+ glLinkProgram(glsl_program_num);
+ check_error();
+
+ // Translate the format to OpenGL's enums.
+ GLenum internal_format;
+ if (use_srgb_texture_format) {
+ internal_format = GL_SRGB8;
+ } else {
+ internal_format = GL_RGBA8;
+ }
+ if (input_format.pixel_format == FORMAT_RGB) {
+ format = GL_RGB;
+ bytes_per_pixel = 3;
+ } else if (input_format.pixel_format == FORMAT_RGBA) {
+ format = GL_RGBA;
+ bytes_per_pixel = 4;
+ } else if (input_format.pixel_format == FORMAT_BGR) {
+ format = GL_BGR;
+ bytes_per_pixel = 3;
+ } else if (input_format.pixel_format == FORMAT_BGRA) {
+ format = GL_BGRA;
+ bytes_per_pixel = 4;
+ } else {
+ assert(false);
+ }
+
+ // Create PBO to hold the texture, and then the texture itself.
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 2);
+ check_error();
+ glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, width * height * bytes_per_pixel, NULL, GL_STREAM_DRAW);
+ check_error();
+
+ void *mapped_pbo = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY);
+ memset(mapped_pbo, 0, width * height * bytes_per_pixel);
+ glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB);
+
+ glBindTexture(GL_TEXTURE_2D, SOURCE_IMAGE);
+ check_error();
+ glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0));
+ check_error();
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
+ check_error();
+
+ finalized = true;