#define GL_GLEXT_PROTOTYPES 1
#include <stdio.h>
+#include <string.h>
#include <assert.h>
#include <GL/gl.h>
#include <GL/glext.h>
+#include <algorithm>
+#include <set>
+
#include "util.h"
#include "effect_chain.h"
#include "gamma_expansion_effect.h"
+#include "gamma_compression_effect.h"
#include "lift_gamma_gain_effect.h"
#include "colorspace_conversion_effect.h"
+#include "sandbox_effect.h"
+#include "saturation_effect.h"
+#include "mirror_effect.h"
+#include "vignette_effect.h"
+#include "blur_effect.h"
EffectChain::EffectChain(unsigned width, unsigned height)
- : width(width), height(height), finalized(false) {}
+ : width(width),
+ height(height),
+ last_added_effect(NULL),
+ use_srgb_texture_format(false),
+ finalized(false) {}
void EffectChain::add_input(const ImageFormat &format)
{
input_format = format;
- current_color_space = format.color_space;
- current_gamma_curve = format.gamma_curve;
+ output_color_space.insert(std::make_pair(static_cast<Effect *>(NULL), format.color_space));
+ output_gamma_curve.insert(std::make_pair(static_cast<Effect *>(NULL), format.gamma_curve));
+ effect_ids.insert(std::make_pair(static_cast<Effect *>(NULL), "src_image"));
}
void EffectChain::add_output(const ImageFormat &format)
{
output_format = format;
}
-
+
+void EffectChain::add_effect_raw(Effect *effect, const std::vector<Effect *> &inputs)
+{
+ char effect_id[256];
+ sprintf(effect_id, "eff%u", (unsigned)effects.size());
+
+ effects.push_back(effect);
+ effect_ids.insert(std::make_pair(effect, effect_id));
+ assert(inputs.size() == effect->num_inputs());
+ for (unsigned i = 0; i < inputs.size(); ++i) {
+ if (inputs[i] != NULL) {
+ assert(std::find(effects.begin(), effects.end(), inputs[i]) != effects.end());
+ }
+ outgoing_links[inputs[i]].push_back(effect);
+ }
+ incoming_links.insert(std::make_pair(effect, inputs));
+ last_added_effect = effect;
+}
+
Effect *instantiate_effect(EffectId effect)
{
switch (effect) {
- case GAMMA_CONVERSION:
- return new GammaExpansionEffect();
- case RGB_PRIMARIES_CONVERSION:
+ case EFFECT_GAMMA_EXPANSION:
return new GammaExpansionEffect();
- case LIFT_GAMMA_GAIN:
+ case EFFECT_GAMMA_COMPRESSION:
+ return new GammaCompressionEffect();
+ case EFFECT_COLOR_SPACE_CONVERSION:
+ return new ColorSpaceConversionEffect();
+ case EFFECT_SANDBOX:
+ return new SandboxEffect();
+ case EFFECT_LIFT_GAMMA_GAIN:
return new LiftGammaGainEffect();
+ case EFFECT_SATURATION:
+ return new SaturationEffect();
+ case EFFECT_MIRROR:
+ return new MirrorEffect();
+ case EFFECT_VIGNETTE:
+ return new VignetteEffect();
+ case EFFECT_BLUR:
+ return new BlurEffect();
}
assert(false);
}
-Effect *EffectChain::add_effect(EffectId effect_id)
+Effect *EffectChain::normalize_to_linear_gamma(Effect *input)
{
- Effect *effect = instantiate_effect(effect_id);
-
- if (effect->needs_linear_light() && current_gamma_curve != GAMMA_LINEAR) {
+ GammaCurve current_gamma_curve = output_gamma_curve[input];
+ if (current_gamma_curve == GAMMA_sRGB) {
+ // TODO: check if the extension exists
+ use_srgb_texture_format = true;
+ current_gamma_curve = GAMMA_LINEAR;
+ return input;
+ } else {
GammaExpansionEffect *gamma_conversion = new GammaExpansionEffect();
gamma_conversion->set_int("source_curve", current_gamma_curve);
- effects.push_back(gamma_conversion);
+ std::vector<Effect *> inputs;
+ inputs.push_back(input);
+ gamma_conversion->add_self_to_effect_chain(this, inputs);
current_gamma_curve = GAMMA_LINEAR;
+ return gamma_conversion;
}
+}
- if (effect->needs_srgb_primaries() && current_color_space != COLORSPACE_sRGB) {
- assert(current_gamma_curve == GAMMA_LINEAR);
- ColorSpaceConversionEffect *colorspace_conversion = new ColorSpaceConversionEffect();
- colorspace_conversion->set_int("source_space", current_color_space);
- colorspace_conversion->set_int("destination_space", COLORSPACE_sRGB);
- effects.push_back(colorspace_conversion);
- current_color_space = COLORSPACE_sRGB;
- }
+Effect *EffectChain::normalize_to_srgb(Effect *input)
+{
+ GammaCurve current_gamma_curve = output_gamma_curve[input];
+ ColorSpace current_color_space = output_color_space[input];
+ assert(current_gamma_curve == GAMMA_LINEAR);
+ ColorSpaceConversionEffect *colorspace_conversion = new ColorSpaceConversionEffect();
+ colorspace_conversion->set_int("source_space", current_color_space);
+ colorspace_conversion->set_int("destination_space", COLORSPACE_sRGB);
+ std::vector<Effect *> inputs;
+ inputs.push_back(input);
+ colorspace_conversion->add_self_to_effect_chain(this, inputs);
+ current_color_space = COLORSPACE_sRGB;
+ return colorspace_conversion;
+}
- // not handled yet
- assert(!effect->needs_many_samples());
- assert(!effect->needs_mipmaps());
+Effect *EffectChain::add_effect(EffectId effect_id, const std::vector<Effect *> &inputs)
+{
+ Effect *effect = instantiate_effect(effect_id);
- effects.push_back(effect);
+ assert(inputs.size() == effect->num_inputs());
+
+ std::vector<Effect *> normalized_inputs = inputs;
+ for (unsigned i = 0; i < normalized_inputs.size(); ++i) {
+ if (effect->needs_linear_light() && output_gamma_curve[normalized_inputs[i]] != GAMMA_LINEAR) {
+ normalized_inputs[i] = normalize_to_linear_gamma(normalized_inputs[i]);
+ }
+ if (effect->needs_srgb_primaries() && output_color_space[normalized_inputs[i]] != COLORSPACE_sRGB) {
+ normalized_inputs[i] = normalize_to_srgb(normalized_inputs[i]);
+ }
+ }
+
+ effect->add_self_to_effect_chain(this, normalized_inputs);
return effect;
}
-void EffectChain::finalize()
+// GLSL pre-1.30 doesn't support token pasting. Replace PREFIX(x) with <effect_id>_x.
+std::string replace_prefix(const std::string &text, const std::string &prefix)
{
- std::string frag_shader = read_file("header.glsl");
+ std::string output;
+ size_t start = 0;
+
+ while (start < text.size()) {
+ size_t pos = text.find("PREFIX(", start);
+ if (pos == std::string::npos) {
+ output.append(text.substr(start, std::string::npos));
+ break;
+ }
+
+ output.append(text.substr(start, pos - start));
+ output.append(prefix);
+ output.append("_");
+ pos += strlen("PREFIX(");
+
+ // Output stuff until we find the matching ), which we then eat.
+ int depth = 1;
+ size_t end_arg_pos = pos;
+ while (end_arg_pos < text.size()) {
+ if (text[end_arg_pos] == '(') {
+ ++depth;
+ } else if (text[end_arg_pos] == ')') {
+ --depth;
+ if (depth == 0) {
+ break;
+ }
+ }
+ ++end_arg_pos;
+ }
+ output.append(text.substr(pos, end_arg_pos - pos));
+ ++end_arg_pos;
+ assert(depth == 0);
+ start = end_arg_pos;
+ }
+ return output;
+}
+
+EffectChain::Phase EffectChain::compile_glsl_program(const std::vector<Effect *> &inputs, const std::vector<Effect *> &effects)
+{
+ assert(!inputs.empty());
+ assert(!effects.empty());
+
+ // Figure out the true set of inputs to this phase. These are the ones
+ // that we need somehow but don't calculate ourselves.
+ std::set<Effect *> effect_set(effects.begin(), effects.end());
+ std::set<Effect *> input_set(inputs.begin(), inputs.end());
+ std::vector<Effect *> true_inputs;
+ std::set_difference(input_set.begin(), input_set.end(),
+ effect_set.begin(), effect_set.end(),
+ std::back_inserter(true_inputs));
+
+ bool input_needs_mipmaps = false;
+ std::string frag_shader = read_file("header.frag");
+
+ // Create functions for all the texture inputs that we need.
+ for (unsigned i = 0; i < true_inputs.size(); ++i) {
+ Effect *effect = true_inputs[i];
+ assert(effect_ids.count(effect) != 0);
+ std::string effect_id = effect_ids[effect];
+
+ frag_shader += std::string("uniform sampler2D tex_") + effect_id + ";\n";
+ frag_shader += std::string("vec4 ") + effect_id + "(vec2 tc) {\n";
+ if (effect == NULL) {
+ // OpenGL's origin is bottom-left, but most graphics software assumes
+ // a top-left origin. Thus, for inputs that come from the user,
+ // we flip the y coordinate. However, for FBOs, the origin
+ // is all correct, so don't do anything.
+ frag_shader += "\ttc.y = 1.0f - tc.y;\n";
+ }
+ frag_shader += "\treturn texture2D(tex_" + effect_id + ", tc);\n";
+ frag_shader += "}\n";
+ frag_shader += "\n";
+ }
+
+ std::string last_effect_id;
for (unsigned i = 0; i < effects.size(); ++i) {
- char effect_id[256];
- sprintf(effect_id, "eff%d", i);
+ Effect *effect = effects[i];
+ assert(effect != NULL);
+ assert(effect_ids.count(effect) != 0);
+ std::string effect_id = effect_ids[effect];
+ last_effect_id = effect_id;
+
+ if (incoming_links[effect].size() == 1) {
+ frag_shader += std::string("#define INPUT ") + effect_ids[incoming_links[effect][0]] + "\n";
+ } else {
+ for (unsigned j = 0; j < incoming_links[effect].size(); ++j) {
+ char buf[256];
+ sprintf(buf, "#define INPUT%d %s\n", j + 1, effect_ids[incoming_links[effect][j]].c_str());
+ frag_shader += buf;
+ }
+ }
frag_shader += "\n";
- frag_shader += std::string("#define PREFIX(x) ") + effect_id + "_ ## x\n";
frag_shader += std::string("#define FUNCNAME ") + effect_id + "\n";
- frag_shader += effects[i]->output_glsl();
+ frag_shader += replace_prefix(effect->output_convenience_uniforms(), effect_id);
+ frag_shader += replace_prefix(effect->output_fragment_shader(), effect_id);
frag_shader += "#undef PREFIX\n";
frag_shader += "#undef FUNCNAME\n";
- frag_shader += std::string("#define LAST_INPUT ") + effect_id + "\n";
+ if (incoming_links[effect].size() == 1) {
+ frag_shader += "#undef INPUT\n";
+ } else {
+ for (unsigned j = 0; j < incoming_links[effect].size(); ++j) {
+ char buf[256];
+ sprintf(buf, "#undef INPUT%d\n", j + 1);
+ frag_shader += buf;
+ }
+ }
frag_shader += "\n";
+
+ input_needs_mipmaps |= effect->needs_mipmaps();
}
+ assert(!last_effect_id.empty());
+ frag_shader += std::string("#define INPUT ") + last_effect_id + "\n";
+ frag_shader.append(read_file("footer.frag"));
printf("%s\n", frag_shader.c_str());
- glsl_program_num = glCreateProgram();
- GLhandleARB vs_obj = compile_shader(read_file("vs.glsl"), GL_VERTEX_SHADER);
- GLhandleARB fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
- glAttachObjectARB(glsl_program_num, vs_obj);
+ GLuint glsl_program_num = glCreateProgram();
+ GLuint vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
+ GLuint fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
+ glAttachShader(glsl_program_num, vs_obj);
check_error();
- glAttachObjectARB(glsl_program_num, fs_obj);
+ glAttachShader(glsl_program_num, fs_obj);
check_error();
glLinkProgram(glsl_program_num);
check_error();
+
+ Phase phase;
+ phase.glsl_program_num = glsl_program_num;
+ phase.input_needs_mipmaps = input_needs_mipmaps;
+ phase.inputs = true_inputs;
+ phase.effects = effects;
+
+ return phase;
+}
+
+// Construct GLSL programs, starting at the given effect and following
+// the chain from there. We end a program every time we come to an effect
+// marked as "needs texture bounce", one that is used by multiple other
+// effects, and of course at the end.
+void EffectChain::construct_glsl_programs(Effect *start, std::set<Effect *> *completed_effects)
+{
+ if (completed_effects->count(start) != 0) {
+ // This has already been done for us.
+ return;
+ }
+
+ std::vector<Effect *> this_phase_inputs; // Also includes all intermediates; these will be filtered away later.
+ std::vector<Effect *> this_phase_effects;
+ Effect *node = start;
+ for ( ;; ) { // Termination condition within loop.
+ if (node == NULL) {
+ this_phase_inputs.push_back(node);
+ } else {
+ // Check that we have all the inputs we need for this effect.
+ // If not, we end the phase here right away; the other side
+ // of the input chain will eventually come and pick the effect up.
+ assert(incoming_links.count(node) != 0);
+ std::vector<Effect *> deps = incoming_links[node];
+ assert(!deps.empty());
+ bool have_all_deps = true;
+ for (unsigned i = 0; i < deps.size(); ++i) {
+ if (completed_effects->count(deps[i]) == 0) {
+ have_all_deps = false;
+ break;
+ }
+ }
+
+ if (!have_all_deps) {
+ if (!this_phase_effects.empty()) {
+ phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
+ }
+ return;
+ }
+ this_phase_inputs.insert(this_phase_inputs.end(), deps.begin(), deps.end());
+ this_phase_effects.push_back(node);
+ }
+ completed_effects->insert(node);
+
+ // Find all the effects that use this one as a direct input.
+ if (outgoing_links.count(node) == 0) {
+ // End of the line; output.
+ phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
+ return;
+ }
+
+ std::vector<Effect *> next = outgoing_links[node];
+ assert(!next.empty());
+ if (next.size() > 1) {
+ // More than one effect uses this as the input.
+ // The easiest thing to do (and probably also the safest
+ // performance-wise in most cases) is to bounce it to a texture
+ // and then let the next passes read from that.
+ if (node != NULL) {
+ phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
+ }
+
+ // Start phases for all the effects that need us (in arbitrary order).
+ for (unsigned i = 0; i < next.size(); ++i) {
+ construct_glsl_programs(next[i], completed_effects);
+ }
+ return;
+ }
+
+ // OK, only one effect uses this as the input. Keep iterating,
+ // but first see if it requires a texture bounce; if so, give it
+ // one by starting a new phase.
+ node = next[0];
+ if (node->needs_texture_bounce()) {
+ phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
+ this_phase_inputs.clear();
+ this_phase_effects.clear();
+ }
+ }
+}
+
+void EffectChain::finalize()
+{
+ // Add normalizers to get the output format right.
+ GammaCurve current_gamma_curve = output_gamma_curve[last_added_effect]; // FIXME
+ ColorSpace current_color_space = output_color_space[last_added_effect]; // FIXME
+ if (current_color_space != output_format.color_space) {
+ ColorSpaceConversionEffect *colorspace_conversion = new ColorSpaceConversionEffect();
+ colorspace_conversion->set_int("source_space", current_color_space);
+ colorspace_conversion->set_int("destination_space", output_format.color_space);
+ effects.push_back(colorspace_conversion);
+ current_color_space = output_format.color_space;
+ }
+ if (current_gamma_curve != output_format.gamma_curve) {
+ if (current_gamma_curve != GAMMA_LINEAR) {
+ normalize_to_linear_gamma(last_added_effect); // FIXME
+ }
+ 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;
+ }
+
+ // Construct all needed GLSL programs, starting at the input.
+ std::set<Effect *> completed_effects;
+ construct_glsl_programs(NULL, &completed_effects);
+
+ // If we have more than one phase, we need intermediate render-to-texture.
+ // Construct an FBO, and then as many textures as we need.
+ // We choose the simplest option of having one texture per output,
+ // since otherwise this turns into an (albeit simple)
+ // register allocation problem.
+ if (phases.size() > 1) {
+ glGenFramebuffers(1, &fbo);
+
+ for (unsigned i = 0; i < phases.size() - 1; ++i) {
+ Effect *output_effect = phases[i].effects.back();
+ GLuint temp_texture;
+ glGenTextures(1, &temp_texture);
+ check_error();
+ glBindTexture(GL_TEXTURE_2D, temp_texture);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ check_error();
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ check_error();
+ effect_output_textures.insert(std::make_pair(output_effect, temp_texture));
+ }
+ }
+
+ // Translate the input 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 holding the input image, 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();
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
+ check_error();
+
+ glGenTextures(1, &source_image_num);
+ check_error();
+ glBindTexture(GL_TEXTURE_2D, source_image_num);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ check_error();
+ // Intel/Mesa seems to have a broken glGenerateMipmap() for non-FBO textures, so do it here.
+ glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, phases[0].input_needs_mipmaps ? GL_TRUE : GL_FALSE);
+ check_error();
+ glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, GL_UNSIGNED_BYTE, NULL);
+ check_error();
+
+ finalized = true;
+}
+
+void EffectChain::render_to_screen(unsigned char *src)
+{
+ assert(finalized);
+
+ // Copy the pixel data into the PBO.
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 2);
+ check_error();
+ void *mapped_pbo = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY);
+ memcpy(mapped_pbo, src, width * height * bytes_per_pixel);
+ glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB);
+ check_error();
+
+ // Re-upload the texture from the PBO.
+ glActiveTexture(GL_TEXTURE0);
+ check_error();
+ glBindTexture(GL_TEXTURE_2D, source_image_num);
+ check_error();
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, format, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0));
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ check_error();
+ glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
+ check_error();
+
+ // Basic state.
+ glDisable(GL_BLEND);
+ check_error();
+ glDisable(GL_DEPTH_TEST);
+ check_error();
+ glDepthMask(GL_FALSE);
+ check_error();
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ if (phases.size() > 1) {
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ check_error();
+ }
+
+ std::set<Effect *> generated_mipmaps;
+ generated_mipmaps.insert(NULL); // Already done further up.
+
+ for (unsigned phase = 0; phase < phases.size(); ++phase) {
+ glUseProgram(phases[phase].glsl_program_num);
+ check_error();
+
+ // Set up inputs for this phase.
+ assert(!phases[phase].inputs.empty());
+ for (unsigned sampler = 0; sampler < phases[phase].inputs.size(); ++sampler) {
+ glActiveTexture(GL_TEXTURE0 + sampler);
+ Effect *input = phases[phase].inputs[sampler];
+ if (input == NULL) {
+ glBindTexture(GL_TEXTURE_2D, source_image_num);
+ check_error();
+ } else {
+ assert(effect_output_textures.count(input) != 0);
+ glBindTexture(GL_TEXTURE_2D, effect_output_textures[input]);
+ check_error();
+ }
+ if (phases[phase].input_needs_mipmaps) {
+ if (generated_mipmaps.count(input) == 0) {
+ glGenerateMipmap(GL_TEXTURE_2D);
+ check_error();
+ generated_mipmaps.insert(input);
+ }
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
+ check_error();
+ } else {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ check_error();
+ }
+
+ assert(effect_ids.count(input));
+ std::string texture_name = std::string("tex_") + effect_ids[input];
+ glUniform1i(glGetUniformLocation(phases[phase].glsl_program_num, texture_name.c_str()), sampler);
+ check_error();
+ }
+
+ // And now the output.
+ if (phase == phases.size() - 1) {
+ // Last phase goes directly to the screen.
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ check_error();
+ } else {
+ Effect *last_effect = phases[phase].effects.back();
+ assert(effect_output_textures.count(last_effect) != 0);
+ glFramebufferTexture2D(
+ GL_FRAMEBUFFER,
+ GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D,
+ effect_output_textures[last_effect],
+ 0);
+ check_error();
+ }
+
+ // 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) {
+ Effect *effect = phases[phase].effects[i];
+ effect->set_uniforms(phases[phase].glsl_program_num, effect_ids[effect], &sampler_num);
+ }
+
+ // Now draw!
+ glBegin(GL_QUADS);
+
+ glTexCoord2f(0.0f, 0.0f);
+ glVertex2f(0.0f, 0.0f);
+
+ glTexCoord2f(1.0f, 0.0f);
+ glVertex2f(1.0f, 0.0f);
+
+ glTexCoord2f(1.0f, 1.0f);
+ glVertex2f(1.0f, 1.0f);
+
+ glTexCoord2f(0.0f, 1.0f);
+ glVertex2f(0.0f, 1.0f);
+
+ glEnd();
+ check_error();
+
+ // HACK
+ glActiveTexture(GL_TEXTURE0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1000);
+ check_error();
+ }
}