-#define GL_GLEXT_PROTOTYPES 1
-
#include <epoxy/gl.h>
#include <assert.h>
#include <math.h>
namespace movit {
-EffectChain::EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool)
+EffectChain::EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool, GLenum intermediate_format)
: aspect_nom(aspect_nom),
aspect_denom(aspect_denom),
output_color_rgba(false),
output_color_ycbcr(false),
dither_effect(NULL),
+ intermediate_format(intermediate_format),
num_dither_bits(0),
output_origin(OUTPUT_ORIGIN_BOTTOM_LEFT),
finalized(false),
} else {
owns_resource_pool = false;
}
+
+ // Generate a VBO with some data in (shared position and texture coordinate data).
+ float vertices[] = {
+ 0.0f, 2.0f,
+ 0.0f, 0.0f,
+ 2.0f, 0.0f
+ };
+ vbo = generate_vbo(2, GL_FLOAT, sizeof(vertices), vertices);
}
EffectChain::~EffectChain()
if (owns_resource_pool) {
delete resource_pool;
}
+ glDeleteBuffers(1, &vbo);
+ check_error();
}
Input *EffectChain::add_input(Input *input)
return GL_TEXTURE0 + node->incoming_links[input_num]->bound_sampler_num;
}
+GLenum EffectChain::has_input_sampler(Node *node, unsigned input_num) const
+{
+ assert(input_num < node->incoming_links.size());
+ return node->incoming_links[input_num]->bound_sampler_num >= 0 &&
+ node->incoming_links[input_num]->bound_sampler_num < 8;
+}
+
void EffectChain::find_all_nonlinear_inputs(Node *node, vector<Node *> *nonlinear_inputs)
{
if (node->output_gamma_curve == GAMMA_LINEAR &&
void extract_uniform_declarations(const vector<Uniform<T> > &effect_uniforms,
const string &type_specifier,
const string &effect_id,
+ bool in_ubo_block,
vector<Uniform<T> > *phase_uniforms,
string *glsl_string)
{
phase_uniforms->push_back(effect_uniforms[i]);
phase_uniforms->back().prefix = effect_id;
- *glsl_string += string("uniform ") + type_specifier + " " + effect_id
- + "_" + effect_uniforms[i].name + ";\n";
+ if (!in_ubo_block) {
+ *glsl_string += "uniform ";
+ }
+ *glsl_string += type_specifier + " " + effect_id + "_" + effect_uniforms[i].name + ";\n";
}
}
void extract_uniform_array_declarations(const vector<Uniform<T> > &effect_uniforms,
const string &type_specifier,
const string &effect_id,
+ bool in_ubo_block,
vector<Uniform<T> > *phase_uniforms,
string *glsl_string)
{
phase_uniforms->push_back(effect_uniforms[i]);
phase_uniforms->back().prefix = effect_id;
+ if (!in_ubo_block) {
+ *glsl_string += "uniform ";
+ }
+
char buf[256];
- snprintf(buf, sizeof(buf), "uniform %s %s_%s[%d];\n",
+ snprintf(buf, sizeof(buf), "%s %s_%s[%d];\n",
type_specifier.c_str(), effect_id.c_str(),
effect_uniforms[i].name.c_str(),
int(effect_uniforms[i].num_values));
for (unsigned i = 0; i < phase_uniforms->size(); ++i) {
Uniform<T> &uniform = (*phase_uniforms)[i];
uniform.location = get_uniform_location(glsl_program_num, uniform.prefix, uniform.name);
+ get_uniform_offset_and_size(glsl_program_num, uniform.prefix, uniform.name, &uniform.ubo_offset, &uniform.ubo_num_elem);
}
}
frag_shader += string("#define INPUT ") + phase->effect_ids[phase->effects.back()] + "\n";
// If we're the last phase, add the right #defines for Y'CbCr multi-output as needed.
+ vector<string> frag_shader_outputs; // In order.
if (phase->output_node->outgoing_links.empty() && output_color_ycbcr) {
switch (output_ycbcr_splitting) {
case YCBCR_OUTPUT_INTERLEAVED:
// No #defines set.
+ frag_shader_outputs.push_back("FragColor");
break;
case YCBCR_OUTPUT_SPLIT_Y_AND_CBCR:
frag_shader += "#define YCBCR_OUTPUT_SPLIT_Y_AND_CBCR 1\n";
+ frag_shader_outputs.push_back("Y");
+ frag_shader_outputs.push_back("Chroma");
break;
case YCBCR_OUTPUT_PLANAR:
frag_shader += "#define YCBCR_OUTPUT_PLANAR 1\n";
+ frag_shader_outputs.push_back("Y");
+ frag_shader_outputs.push_back("Cb");
+ frag_shader_outputs.push_back("Cr");
break;
default:
assert(false);
// output needs to see it (YCbCrConversionEffect and DitherEffect
// do, too).
frag_shader_header += "#define YCBCR_ALSO_OUTPUT_RGBA 1\n";
+ frag_shader_outputs.push_back("RGBA");
}
}
frag_shader.append(read_file("footer.frag"));
// before in the output source, since output_fragment_shader() is allowed
// to register new uniforms (e.g. arrays that are of unknown length until
// finalization time).
- // TODO: Make a uniform block for platforms that support it.
string frag_shader_uniforms = "";
+ for (unsigned i = 0; i < phase->effects.size(); ++i) {
+ const bool in_ubo_block = true; // TODO: Check for the extension.
+ Node *node = phase->effects[i];
+ Effect *effect = node->effect;
+ const string effect_id = phase->effect_ids[node];
+ extract_uniform_declarations(effect->uniforms_bool, "bool", effect_id, in_ubo_block, &phase->uniforms_bool, &frag_shader_uniforms);
+ extract_uniform_declarations(effect->uniforms_int, "int", effect_id, in_ubo_block, &phase->uniforms_int, &frag_shader_uniforms);
+ extract_uniform_declarations(effect->uniforms_float, "float", effect_id, in_ubo_block, &phase->uniforms_float, &frag_shader_uniforms);
+ extract_uniform_declarations(effect->uniforms_vec2, "vec2", effect_id, in_ubo_block, &phase->uniforms_vec2, &frag_shader_uniforms);
+ extract_uniform_declarations(effect->uniforms_vec3, "vec3", effect_id, in_ubo_block, &phase->uniforms_vec3, &frag_shader_uniforms);
+ extract_uniform_declarations(effect->uniforms_vec4, "vec4", effect_id, in_ubo_block, &phase->uniforms_vec4, &frag_shader_uniforms);
+ extract_uniform_array_declarations(effect->uniforms_float_array, "float", effect_id, in_ubo_block, &phase->uniforms_float, &frag_shader_uniforms);
+ extract_uniform_array_declarations(effect->uniforms_vec2_array, "vec2", effect_id, in_ubo_block, &phase->uniforms_vec2, &frag_shader_uniforms);
+ extract_uniform_array_declarations(effect->uniforms_vec3_array, "vec3", effect_id, in_ubo_block, &phase->uniforms_vec3, &frag_shader_uniforms);
+ extract_uniform_array_declarations(effect->uniforms_vec4_array, "vec4", effect_id, in_ubo_block, &phase->uniforms_vec4, &frag_shader_uniforms);
+ extract_uniform_declarations(effect->uniforms_mat3, "mat3", effect_id, in_ubo_block, &phase->uniforms_mat3, &frag_shader_uniforms);
+ }
+ if (!frag_shader_uniforms.empty()) {
+ frag_shader_uniforms = "layout(packed) uniform MovitUniforms {\n" + frag_shader_uniforms + "};\n";
+ }
+
+ // Samplers must be outside the UBO block.
for (unsigned i = 0; i < phase->effects.size(); ++i) {
Node *node = phase->effects[i];
Effect *effect = node->effect;
const string effect_id = phase->effect_ids[node];
- extract_uniform_declarations(effect->uniforms_sampler2d, "sampler2D", effect_id, &phase->uniforms_sampler2d, &frag_shader_uniforms);
- extract_uniform_declarations(effect->uniforms_bool, "bool", effect_id, &phase->uniforms_bool, &frag_shader_uniforms);
- extract_uniform_declarations(effect->uniforms_int, "int", effect_id, &phase->uniforms_int, &frag_shader_uniforms);
- extract_uniform_declarations(effect->uniforms_float, "float", effect_id, &phase->uniforms_float, &frag_shader_uniforms);
- extract_uniform_declarations(effect->uniforms_vec2, "vec2", effect_id, &phase->uniforms_vec2, &frag_shader_uniforms);
- extract_uniform_declarations(effect->uniforms_vec3, "vec3", effect_id, &phase->uniforms_vec3, &frag_shader_uniforms);
- extract_uniform_declarations(effect->uniforms_vec4, "vec4", effect_id, &phase->uniforms_vec4, &frag_shader_uniforms);
- extract_uniform_array_declarations(effect->uniforms_vec2_array, "vec2", effect_id, &phase->uniforms_vec2, &frag_shader_uniforms);
- extract_uniform_array_declarations(effect->uniforms_vec4_array, "vec4", effect_id, &phase->uniforms_vec4, &frag_shader_uniforms);
- extract_uniform_declarations(effect->uniforms_mat3, "mat3", effect_id, &phase->uniforms_mat3, &frag_shader_uniforms);
+ extract_uniform_declarations(effect->uniforms_sampler2d, "sampler2D", effect_id, /*in_ubo_block=*/false, &phase->uniforms_sampler2d, &frag_shader_uniforms);
}
frag_shader = frag_shader_header + frag_shader_uniforms + frag_shader;
vert_shader[pos + needle.size() - 1] = '1';
}
- phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader);
+ phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader, frag_shader_outputs);
+ GLint position_attribute_index = glGetAttribLocation(phase->glsl_program_num, "position");
+ GLint texcoord_attribute_index = glGetAttribLocation(phase->glsl_program_num, "texcoord");
+ if (position_attribute_index != -1) {
+ phase->attribute_indexes.insert(position_attribute_index);
+ }
+ if (texcoord_attribute_index != -1) {
+ phase->attribute_indexes.insert(texcoord_attribute_index);
+ }
+
+ // Create an UBO for holding the uniforms. This UBO will be updated each frame.
+ // TODO: Delete the block on destruction.
+ phase->uniform_block_index = glGetUniformBlockIndex(phase->glsl_program_num, "MovitUniforms");
+ if (phase->uniform_block_index != GL_INVALID_INDEX) {
+ glGenBuffers(1, &phase->ubo);
+ check_error();
+ GLsizei block_size;
+ glGetActiveUniformBlockiv(
+ phase->glsl_program_num, phase->uniform_block_index,
+ GL_UNIFORM_BLOCK_DATA_SIZE, &block_size);
+ check_error();
+ phase->ubo_data.resize(block_size);
+
+ glBindBuffer(GL_UNIFORM_BUFFER, phase->ubo);
+ check_error();
+ glBufferData(GL_UNIFORM_BUFFER, block_size, NULL, GL_DYNAMIC_DRAW);
+ check_error();
+
+ // Associate the uniform block with binding point 0,
+ // and attach the UBO to that binding point.
+ glUniformBlockBinding(phase->glsl_program_num, phase->uniform_block_index, 0);
+ check_error();
+ glBindBufferBase(GL_UNIFORM_BUFFER, 0, phase->ubo);
+ check_error();
+ } else {
+ phase->ubo = GL_INVALID_INDEX;
+ }
// Collect the resulting location numbers for each uniform.
collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_sampler2d);
collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec3);
collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec4);
collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_mat3);
+
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+ check_error();
}
// Construct GLSL programs, starting at the given effect and following
bool start_new_phase = false;
if (node->effect->needs_texture_bounce() &&
- !deps[i]->effect->is_single_texture()) {
+ !deps[i]->effect->is_single_texture() &&
+ !deps[i]->effect->override_disable_bounce()) {
start_new_phase = true;
}
// and create a GLSL program for it.
assert(!phase->effects.empty());
- // Deduplicate the inputs.
- sort(phase->inputs.begin(), phase->inputs.end());
- phase->inputs.erase(unique(phase->inputs.begin(), phase->inputs.end()), phase->inputs.end());
+ // Deduplicate the inputs, but don't change the ordering e.g. by sorting;
+ // that would be nondeterministic and thus reduce cacheability.
+ // TODO: Make this even more deterministic.
+ vector<Phase *> dedup_inputs;
+ set<Phase *> seen_inputs;
+ for (size_t i = 0; i < phase->inputs.size(); ++i) {
+ if (seen_inputs.insert(phase->inputs[i]).second) {
+ dedup_inputs.push_back(phase->inputs[i]);
+ }
+ }
+ swap(phase->inputs, dedup_inputs);
// Allocate samplers for each input.
phase->input_samplers.resize(phase->inputs.size());
// Actually make the shader for this phase.
compile_glsl_program(phase);
- // Initialize timer objects.
+ // Initialize timers.
if (movit_timer_queries_supported) {
- glGenQueries(1, &phase->timer_query_object);
phase->time_elapsed_ns = 0;
phase->num_measured_iterations = 0;
}
// This needs to be set anew, in case we are coming from a different context
// from when we initialized.
+ check_error();
glDisable(GL_DITHER);
+ check_error();
+ glEnable(GL_FRAMEBUFFER_SRGB);
+ check_error();
// Save original viewport.
GLuint x = 0, y = 0;
}
// Basic state.
+ check_error();
glDisable(GL_BLEND);
check_error();
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
check_error();
- // Generate a VAO. All the phases should have exactly the same vertex attributes,
- // so it's safe to reuse this.
- float vertices[] = {
- 0.0f, 2.0f,
- 0.0f, 0.0f,
- 2.0f, 0.0f
- };
-
+ // Generate a VAO that will be used during the entire execution,
+ // and bind the VBO, since it contains all the data.
GLuint vao;
glGenVertexArrays(1, &vao);
check_error();
glBindVertexArray(vao);
check_error();
-
- GLuint position_vbo = fill_vertex_attribute(phases[0]->glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
- GLuint texcoord_vbo = fill_vertex_attribute(phases[0]->glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices.
+ glBindBuffer(GL_ARRAY_BUFFER, vbo);
+ check_error();
+ set<GLint> bound_attribute_indices;
set<Phase *> generated_mipmaps;
Phase *phase = phases[phase_num];
if (do_phase_timing) {
- glBeginQuery(GL_TIME_ELAPSED, phase->timer_query_object);
+ GLuint timer_query_object;
+ if (phase->timer_query_objects_free.empty()) {
+ glGenQueries(1, &timer_query_object);
+ } else {
+ timer_query_object = phase->timer_query_objects_free.front();
+ phase->timer_query_objects_free.pop_front();
+ }
+ glBeginQuery(GL_TIME_ELAPSED, timer_query_object);
+ phase->timer_query_objects_running.push_back(timer_query_object);
}
if (phase_num == phases.size() - 1) {
// Last phase goes to the output the user specified.
CHECK(dither_effect->set_int("output_height", height));
}
}
- execute_phase(phase, phase_num == phases.size() - 1, &output_textures, &generated_mipmaps);
+ execute_phase(phase, phase_num == phases.size() - 1, &bound_attribute_indices, &output_textures, &generated_mipmaps);
if (do_phase_timing) {
glEndQuery(GL_TIME_ELAPSED);
}
glUseProgram(0);
check_error();
- cleanup_vertex_attribute(phases[0]->glsl_program_num, "position", position_vbo);
- cleanup_vertex_attribute(phases[0]->glsl_program_num, "texcoord", texcoord_vbo);
-
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ check_error();
+ glBindVertexArray(0);
+ check_error();
glDeleteVertexArrays(1, &vao);
check_error();
// Get back the timer queries.
for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
Phase *phase = phases[phase_num];
- GLint available = 0;
- while (!available) {
- glGetQueryObjectiv(phase->timer_query_object, GL_QUERY_RESULT_AVAILABLE, &available);
+ for (std::list<GLuint>::iterator timer_it = phase->timer_query_objects_running.begin();
+ timer_it != phase->timer_query_objects_running.end(); ) {
+ GLint timer_query_object = *timer_it;
+ GLint available;
+ glGetQueryObjectiv(timer_query_object, GL_QUERY_RESULT_AVAILABLE, &available);
+ if (available) {
+ GLuint64 time_elapsed;
+ glGetQueryObjectui64v(timer_query_object, GL_QUERY_RESULT, &time_elapsed);
+ phase->time_elapsed_ns += time_elapsed;
+ ++phase->num_measured_iterations;
+ phase->timer_query_objects_free.push_back(timer_query_object);
+ phase->timer_query_objects_running.erase(timer_it++);
+ } else {
+ ++timer_it;
+ }
}
- GLuint64 time_elapsed;
- glGetQueryObjectui64v(phase->timer_query_object, GL_QUERY_RESULT, &time_elapsed);
- phase->time_elapsed_ns += time_elapsed;
- ++phase->num_measured_iterations;
}
}
}
printf("Total: %5.1f ms\n", total_time_ms);
}
-void EffectChain::execute_phase(Phase *phase, bool last_phase, map<Phase *, GLuint> *output_textures, set<Phase *> *generated_mipmaps)
+void EffectChain::execute_phase(Phase *phase, bool last_phase,
+ set<GLint> *bound_attribute_indices,
+ map<Phase *, GLuint> *output_textures,
+ set<Phase *> *generated_mipmaps)
{
GLuint fbo = 0;
if (!last_phase) {
find_output_size(phase);
- GLuint tex_num = resource_pool->create_2d_texture(GL_RGBA16F, phase->output_width, phase->output_height);
+ GLuint tex_num = resource_pool->create_2d_texture(intermediate_format, phase->output_width, phase->output_height);
output_textures->insert(make_pair(phase, tex_num));
}
- const GLuint glsl_program_num = phase->glsl_program_num;
- check_error();
- glUseProgram(glsl_program_num);
+ glUseProgram(phase->glsl_program_num);
check_error();
// Set up RTT inputs for this phase.
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, phase->effect_ids[node], &sampler_num);
+ node->effect->set_gl_state(phase->glsl_program_num, phase->effect_ids[node], &sampler_num);
check_error();
if (node->effect->is_single_texture()) {
// from there.
setup_uniforms(phase);
- glDrawArrays(GL_TRIANGLES, 0, 3);
- check_error();
+ // Clean up old attributes if they are no longer needed.
+ for (set<GLint>::iterator attr_it = bound_attribute_indices->begin();
+ attr_it != bound_attribute_indices->end(); ) {
+ if (phase->attribute_indexes.count(*attr_it) == 0) {
+ glDisableVertexAttribArray(*attr_it);
+ check_error();
+ bound_attribute_indices->erase(attr_it++);
+ } else {
+ ++attr_it;
+ }
+ }
- glUseProgram(0);
- check_error();
+ // Set up the new attributes, if needed.
+ for (set<GLint>::iterator attr_it = phase->attribute_indexes.begin();
+ attr_it != phase->attribute_indexes.end();
+ ++attr_it) {
+ if (bound_attribute_indices->count(*attr_it) == 0) {
+ glEnableVertexAttribArray(*attr_it);
+ check_error();
+ glVertexAttribPointer(*attr_it, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
+ check_error();
+ bound_attribute_indices->insert(*attr_it);
+ }
+ }
+ glDrawArrays(GL_TRIANGLES, 0, 3);
+ check_error();
+
for (unsigned i = 0; i < phase->effects.size(); ++i) {
Node *node = phase->effects[i];
node->effect->clear_gl_state();
void EffectChain::setup_uniforms(Phase *phase)
{
- // TODO: Use UBO blocks.
+ char *ubo_data = phase->ubo_data.empty() ? NULL : &phase->ubo_data[0];
+
for (size_t i = 0; i < phase->uniforms_sampler2d.size(); ++i) {
const Uniform<int> &uniform = phase->uniforms_sampler2d[i];
- if (uniform.location != -1) {
+ if (uniform.location != GL_INVALID_INDEX) {
glUniform1iv(uniform.location, uniform.num_values, uniform.value);
}
+ assert(uniform.ubo_offset == -1); // Samplers don't go into UBOs.
}
for (size_t i = 0; i < phase->uniforms_bool.size(); ++i) {
const Uniform<bool> &uniform = phase->uniforms_bool[i];
assert(uniform.num_values == 1);
- if (uniform.location != -1) {
+ if (uniform.location != GL_INVALID_INDEX) {
glUniform1i(uniform.location, *uniform.value);
}
+ if (uniform.ubo_offset != -1) {
+ GLint int_val = *uniform.value;
+ memcpy(ubo_data + uniform.ubo_offset, &int_val, sizeof(int_val));
+ }
}
for (size_t i = 0; i < phase->uniforms_int.size(); ++i) {
const Uniform<int> &uniform = phase->uniforms_int[i];
- if (uniform.location != -1) {
+ if (uniform.location != GL_INVALID_INDEX) {
glUniform1iv(uniform.location, uniform.num_values, uniform.value);
}
+ if (uniform.ubo_offset != -1) {
+ memcpy(ubo_data + uniform.ubo_offset, uniform.value, uniform.ubo_num_elem * sizeof(*uniform.value));
+ }
}
for (size_t i = 0; i < phase->uniforms_float.size(); ++i) {
const Uniform<float> &uniform = phase->uniforms_float[i];
- if (uniform.location != -1) {
+ if (uniform.location != GL_INVALID_INDEX) {
glUniform1fv(uniform.location, uniform.num_values, uniform.value);
}
+ if (uniform.ubo_offset != -1) {
+ memcpy(ubo_data + uniform.ubo_offset, uniform.value, uniform.ubo_num_elem * sizeof(*uniform.value));
+ }
}
for (size_t i = 0; i < phase->uniforms_vec2.size(); ++i) {
const Uniform<float> &uniform = phase->uniforms_vec2[i];
- if (uniform.location != -1) {
- glUniform2fv(uniform.location, uniform.num_values, uniform.value);
+ if (uniform.location != GL_INVALID_INDEX) {
+ glUniform2fv(uniform.location, uniform.ubo_num_elem, uniform.value);
+ }
+ if (uniform.ubo_offset != -1) {
+ memcpy(ubo_data + uniform.ubo_offset, uniform.value, uniform.ubo_num_elem * 2 * sizeof(*uniform.value));
}
}
for (size_t i = 0; i < phase->uniforms_vec3.size(); ++i) {
const Uniform<float> &uniform = phase->uniforms_vec3[i];
- if (uniform.location != -1) {
- glUniform3fv(uniform.location, uniform.num_values, uniform.value);
+ if (uniform.location != GL_INVALID_INDEX) {
+ glUniform3fv(uniform.location, uniform.ubo_num_elem, uniform.value);
+ }
+ if (uniform.ubo_offset != -1) {
+ memcpy(ubo_data + uniform.ubo_offset, uniform.value, uniform.ubo_num_elem * 3 * sizeof(*uniform.value));
}
}
for (size_t i = 0; i < phase->uniforms_vec4.size(); ++i) {
const Uniform<float> &uniform = phase->uniforms_vec4[i];
- if (uniform.location != -1) {
- glUniform4fv(uniform.location, uniform.num_values, uniform.value);
+ if (uniform.location != GL_INVALID_INDEX) {
+ glUniform4fv(uniform.location, uniform.ubo_num_elem, uniform.value);
+ }
+ if (uniform.ubo_offset != -1) {
+ memcpy(ubo_data + uniform.ubo_offset, uniform.value, uniform.ubo_num_elem * 4 * sizeof(*uniform.value));
}
}
for (size_t i = 0; i < phase->uniforms_mat3.size(); ++i) {
const Uniform<Matrix3d> &uniform = phase->uniforms_mat3[i];
- assert(uniform.num_values == 1);
- if (uniform.location != -1) {
+ assert(uniform.ubo_num_elem == 1);
+ if (uniform.location != GL_INVALID_INDEX) {
// Convert to float (GLSL has no double matrices).
float matrixf[9];
for (unsigned y = 0; y < 3; ++y) {
}
glUniformMatrix3fv(uniform.location, 1, GL_FALSE, matrixf);
}
+ if (uniform.ubo_offset != -1) {
+ // TODO
+ assert(false);
+ }
+ }
+
+ if (phase->ubo != GL_INVALID_INDEX) {
+ // TODO: Do we want to demand DSA for this?
+ glNamedBufferSubData(phase->ubo, 0, phase->ubo_data.size(), ubo_data);
+ return;
}
}