]> git.sesse.net Git - movit/blobdiff - effect_chain.cpp
Add some asserts to EffectChain::execute_phase, so that we do not inadvertedly insert...
[movit] / effect_chain.cpp
index fe07a3f909d0f3a3caaf1c41058329ce2f4f12bc..a6aa0b7db07ca1e14fd167dd79110231a89690f9 100644 (file)
@@ -1873,6 +1873,7 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
                        glBeginQuery(GL_TIME_ELAPSED, timer_query_object);
                        phase->timer_query_objects_running.push_back(timer_query_object);
                }
+               bool render_to_texture = true;
                if (phase_num == phases.size() - 1) {
                        // Last phase goes to the output the user specified.
                        glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);
@@ -1880,16 +1881,16 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
                        GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
                        assert(status == GL_FRAMEBUFFER_COMPLETE);
                        glViewport(x, y, width, height);
+                       render_to_texture = false;
                        if (dither_effect != nullptr) {
                                CHECK(dither_effect->set_int("output_width", width));
                                CHECK(dither_effect->set_int("output_height", height));
                        }
                }
-               bool last_phase = (phase_num == phases.size() - 1);
 
                // Enable sRGB rendering for intermediates in case we are
                // rendering to an sRGB format.
-               bool needs_srgb = last_phase ? final_srgb : true;
+               bool needs_srgb = render_to_texture ? true : final_srgb;
                if (needs_srgb && !current_srgb) {
                        glEnable(GL_FRAMEBUFFER_SRGB);
                        check_error();
@@ -1900,7 +1901,7 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
                        current_srgb = true;
                }
 
-               execute_phase(phase, last_phase, &output_textures, &generated_mipmaps);
+               execute_phase(phase, render_to_texture, &output_textures, &generated_mipmaps);
                if (do_phase_timing) {
                        glEndQuery(GL_TIME_ELAPSED);
                }
@@ -1980,7 +1981,7 @@ void EffectChain::print_phase_timing()
        printf("Total:   %5.1f ms\n", total_time_ms);
 }
 
-void EffectChain::execute_phase(Phase *phase, bool last_phase,
+void EffectChain::execute_phase(Phase *phase, bool render_to_texture,
                                 map<Phase *, GLuint> *output_textures,
                                 set<Phase *> *generated_mipmaps)
 {
@@ -1988,10 +1989,11 @@ void EffectChain::execute_phase(Phase *phase, bool last_phase,
 
        // Find a texture for this phase.
        inform_input_sizes(phase);
-       if (!last_phase) {
+       if (render_to_texture) {
                find_output_size(phase);
 
                GLuint tex_num = resource_pool->create_2d_texture(intermediate_format, phase->output_width, phase->output_height);
+               assert(tex_num != 0);
                output_textures->insert(make_pair(phase, tex_num));
 
                // The output texture needs to have valid state to be written to by a compute shader.
@@ -2010,6 +2012,7 @@ void EffectChain::execute_phase(Phase *phase, bool last_phase,
                glActiveTexture(GL_TEXTURE0 + sampler);
                Phase *input = phase->inputs[sampler];
                input->output_node->bound_sampler_num = sampler;
+               assert(output_textures->count(input));
                glBindTexture(GL_TEXTURE_2D, (*output_textures)[input]);
                check_error();
                if (phase->input_needs_mipmaps && generated_mipmaps->count(input) == 0) {
@@ -2029,6 +2032,7 @@ void EffectChain::execute_phase(Phase *phase, bool last_phase,
                // This is currently the only place where we use image units,
                // so we can always use 0.
                phase->outbuf_image_unit = 0;
+               assert(output_textures->count(phase));
                glBindImageTexture(phase->outbuf_image_unit, (*output_textures)[phase], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA16F);
                check_error();
                phase->inv_output_size.x = 1.0f / phase->output_width;
@@ -2036,8 +2040,8 @@ void EffectChain::execute_phase(Phase *phase, bool last_phase,
                phase->output_texcoord_adjust.x = 0.5f / phase->output_width;
                phase->output_texcoord_adjust.y = 0.5f / phase->output_height;
        } else {
-               // (Already set up for us if it is the last phase.)
-               if (!last_phase) {
+               // (Already set up for us if we are outputting to the user's FBO.)
+               if (render_to_texture) {
                        fbo = resource_pool->create_fbo((*output_textures)[phase]);
                        glBindFramebuffer(GL_FRAMEBUFFER, fbo);
                        glViewport(0, 0, phase->output_width, phase->output_height);
@@ -2091,7 +2095,7 @@ void EffectChain::execute_phase(Phase *phase, bool last_phase,
 
        resource_pool->unuse_glsl_program(instance_program_num);
 
-       if (!last_phase && !phase->is_compute_shader) {
+       if (render_to_texture && !phase->is_compute_shader) {
                resource_pool->release_fbo(fbo);
        }
 }