]> git.sesse.net Git - movit/blobdiff - effect_chain.cpp
Merge branch 'master' into epoxy
[movit] / effect_chain.cpp
index b6f2a5b50b9441649bd9658e77aacfa9efb7e0e3..47938455b02bee9f9ff1b1be7b3cf5cbe1fd0a95 100644 (file)
@@ -1,6 +1,6 @@
 #define GL_GLEXT_PROTOTYPES 1
 
-#include <GL/glew.h>
+#include <epoxy/gl.h>
 #include <assert.h>
 #include <locale.h>
 #include <math.h>
@@ -68,11 +68,6 @@ EffectChain::~EffectChain()
        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)
@@ -243,7 +238,7 @@ string replace_prefix(const string &text, const string &prefix)
 
 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) {
@@ -254,7 +249,7 @@ void EffectChain::compile_glsl_program(Phase *phase)
        
                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";
        }
@@ -293,9 +288,10 @@ void EffectChain::compile_glsl_program(Phase *phase)
                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
@@ -1459,18 +1455,6 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
        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,
@@ -1485,7 +1469,7 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
                if (phase_num != phases.size() - 1) {
                        find_output_size(phase);
 
-                       GLuint tex_num = resource_pool->create_2d_texture(GL_RGBA16F_ARB, phase->output_width, phase->output_height);
+                       GLuint tex_num = resource_pool->create_2d_texture(GL_RGBA16F, phase->output_width, phase->output_height);
                        output_textures.insert(make_pair(phase, tex_num));
                }
 
@@ -1536,15 +1520,8 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
                                CHECK(dither_effect->set_int("output_height", height));
                        }
                } else {
-                       glFramebufferTexture2D(
-                               GL_FRAMEBUFFER,
-                               GL_COLOR_ATTACHMENT0,
-                               GL_TEXTURE_2D,
-                               output_textures[phase],
-                               0);
-                       check_error();
-                       GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
-                       assert(status == GL_FRAMEBUFFER_COMPLETE);
+                       fbo = resource_pool->create_fbo(context, output_textures[phase]);
+                       glBindFramebuffer(GL_FRAMEBUFFER, fbo);
                        glViewport(0, 0, phase->output_width, phase->output_height);
                }
 
@@ -1573,6 +1550,9 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
                        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();