output_added(false),
finalized(false)
{
- CHECK(init_movit(".", MOVIT_DEBUG_OFF));
+ init_movit_for_test();
if (data != nullptr) {
add_input(data, pixel_format, color_space, gamma_curve);
num_outputs = 1;
}
- GLuint fbo, texnum[4];
-
- glGenTextures(num_outputs, texnum);
+ glActiveTexture(GL_TEXTURE0);
check_error();
- for (unsigned i = 0; i < num_outputs; ++i) {
- glBindTexture(GL_TEXTURE_2D, texnum[i]);
- check_error();
- glTexImage2D(GL_TEXTURE_2D, 0, framebuffer_format, width, height, 0, GL_RGBA, type, nullptr);
- check_error();
- }
- glGenFramebuffers(1, &fbo);
- check_error();
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
- check_error();
+ vector<EffectChain::DestinationTexture> textures;
for (unsigned i = 0; i < num_outputs; ++i) {
- glFramebufferTexture2D(
- GL_FRAMEBUFFER,
- GL_COLOR_ATTACHMENT0 + i,
- GL_TEXTURE_2D,
- texnum[i],
- 0);
+ GLuint texnum = chain.get_resource_pool()->create_2d_texture(framebuffer_format, width, height);
+ textures.push_back(EffectChain::DestinationTexture{texnum, framebuffer_format});
+
+ // The output texture needs to have valid state to be written to by a compute shader.
+ glBindTexture(GL_TEXTURE_2D, texnum);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
check_error();
}
- GLenum bufs[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
- glDrawBuffers(num_outputs, bufs);
-
- chain.render_to_fbo(fbo, width, height);
+ chain.render_to_texture(textures, width, height);
#ifdef HAVE_BENCHMARK
// If running benchmarks: Now we've warmed up everything, so let's run the
glFinish();
size_t iters = benchmark_state->max_iterations;
for (auto _ : *benchmark_state) {
- chain.render_to_fbo(fbo, width, height);
+ chain.render_to_texture(textures, width, height);
if (--iters == 0) {
glFinish();
}
T *data[4] = { out_data, out_data2, out_data3, out_data4 };
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
- check_error();
for (unsigned i = 0; i < num_outputs; ++i) {
T *ptr = data[i];
- glReadBuffer(GL_COLOR_ATTACHMENT0 + i);
+ glBindTexture(GL_TEXTURE_2D, textures[i].texnum);
+ check_error();
if (!epoxy_is_desktop_gl() && (format == GL_RED || format == GL_BLUE || format == GL_ALPHA)) {
// GLES will only read GL_RGBA.
T *temp = new T[width * height * 4];
- glReadPixels(0, 0, width, height, GL_RGBA, internal_format, temp);
+ glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, type, temp);
check_error();
if (format == GL_ALPHA) {
for (unsigned i = 0; i < width * height; ++i) {
}
delete[] temp;
} else {
- glReadPixels(0, 0, width, height, format, internal_format, ptr);
+ glGetTexImage(GL_TEXTURE_2D, 0, format, type, ptr);
check_error();
}
}
}
- glDeleteFramebuffers(1, &fbo);
- check_error();
- glDeleteTextures(num_outputs, texnum);
- check_error();
+ for (unsigned i = 0; i < num_outputs; ++i) {
+ chain.get_resource_pool()->release_2d_texture(textures[i].texnum);
+ }
}
void EffectChainTester::add_output(const ImageFormat &format, OutputAlphaFormat alpha_format)
return false;
}
+#ifdef HAVE_BENCHMARK
+bool DisableComputeShadersTemporarily::should_skip(benchmark::State *benchmark_state)
+{
+ if (disable_compute_shaders) {
+ return false;
+ }
+
+ if (!movit_compute_shaders_supported) {
+ benchmark_state->SkipWithError("Compute shaders not supported");
+ return true;
+ }
+ return false;
+}
+#endif
+
} // namespace movit