GLuint uniform_diff_flow_tex;
GLuint uniform_equation_tex;
GLuint uniform_smoothness_x_tex, uniform_smoothness_y_tex;
+ GLuint uniform_image_size, uniform_phase;
};
SOR::SOR()
{
- sor_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
+ sor_vs_obj = compile_shader(read_file("sor.vert"), GL_VERTEX_SHADER);
sor_fs_obj = compile_shader(read_file("sor.frag"), GL_FRAGMENT_SHADER);
sor_program = link_program(sor_vs_obj, sor_fs_obj);
uniform_equation_tex = glGetUniformLocation(sor_program, "equation_tex");
uniform_smoothness_x_tex = glGetUniformLocation(sor_program, "smoothness_x_tex");
uniform_smoothness_y_tex = glGetUniformLocation(sor_program, "smoothness_y_tex");
+ uniform_image_size = glGetUniformLocation(sor_program, "image_size");
+ uniform_phase = glGetUniformLocation(sor_program, "phase");
}
void SOR::exec(GLuint diff_flow_tex, GLuint equation_tex, GLuint smoothness_x_tex, GLuint smoothness_y_tex, int level_width, int level_height, int num_iterations)
bind_sampler(sor_program, uniform_smoothness_y_tex, 2, smoothness_y_tex, zero_border_sampler);
bind_sampler(sor_program, uniform_equation_tex, 3, equation_tex, nearest_sampler);
+ glProgramUniform2f(sor_program, uniform_image_size, level_width, level_height);
+
+ // NOTE: We bind to the texture we are rendering from, but we never write any value
+ // that we read in the same shader pass (we call discard for red values when we compute
+ // black, and vice versa), and we have barriers between the passes, so we're fine
+ // as per the spec.
glViewport(0, 0, level_width, level_height);
glDisable(GL_BLEND);
glBindVertexArray(sor_vao);
- fbos.render_to(diff_flow_tex); // NOTE: Bind to same as we render from!
+ fbos.render_to(diff_flow_tex);
for (int i = 0; i < num_iterations; ++i) {
+ glProgramUniform1i(sor_program, uniform_phase, 0);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glTextureBarrier();
+ glProgramUniform1i(sor_program, uniform_phase, 1);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
if (i != num_iterations - 1) {
glTextureBarrier();