if (owns_resource_pool) {
delete resource_pool;
}
- for (map<void *, GLuint>::const_iterator fbo_it = fbos.begin();
- fbo_it != fbos.end(); ++fbo_it) {
- glDeleteFramebuffers(1, &fbo_it->second);
- check_error();
- }
}
Input *EffectChain::add_input(Input *input)
void EffectChain::compile_glsl_program(Phase *phase)
{
- string frag_shader = read_file("header.frag");
+ string frag_shader = read_version_dependent_file("header", "frag");
// Create functions for all the texture inputs that we need.
for (unsigned i = 0; i < phase->inputs.size(); ++i) {
frag_shader += string("uniform sampler2D tex_") + effect_id + ";\n";
frag_shader += string("vec4 ") + effect_id + "(vec2 tc) {\n";
- frag_shader += "\treturn texture2D(tex_" + string(effect_id) + ", tc);\n";
+ frag_shader += "\treturn tex2D(tex_" + string(effect_id) + ", tc);\n";
frag_shader += "}\n";
frag_shader += "\n";
}
frag_shader += "\n";
}
frag_shader += string("#define INPUT ") + phase->effect_ids[phase->effects.back()] + "\n";
- frag_shader.append(read_file("footer.frag"));
+ frag_shader.append(read_version_dependent_file("footer", "frag"));
- phase->glsl_program_num = resource_pool->compile_glsl_program(read_file("vs.vert"), frag_shader);
+ string vert_shader = read_version_dependent_file("vs", "vert");
+ phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader);
// Prepare the geometry for the fullscreen quad used in this phase.
// (We have separate VAOs per shader, since the bindings can in theory
glDepthMask(GL_FALSE);
check_error();
- if (phases.size() > 1) {
- if (fbos.count(context) == 0) {
- glGenFramebuffers(1, &fbo);
- check_error();
- fbos.insert(make_pair(context, fbo));
- } else {
- fbo = fbos[context];
- }
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
- check_error();
- }
-
set<Phase *> generated_mipmaps;
// We choose the simplest option of having one texture per output,
// since otherwise this turns into an (albeit simple) register allocation problem.
map<Phase *, GLuint> 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, 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();
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();
CHECK(dither_effect->set_int("output_height", height));
}
} else {
- glFramebufferTexture2D(
- GL_FRAMEBUFFER,
- GL_COLOR_ATTACHMENT0,
- GL_TEXTURE_2D,
- output_textures[phases[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);
+ fbo = resource_pool->create_fbo(context, output_textures[phase]);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ 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()) {
}
}
- 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();
}
+ if (phase_num != phases.size() - 1) {
+ resource_pool->release_fbo(fbo);
+ }
}
for (map<Phase *, GLuint>::const_iterator texture_it = output_textures.begin();