X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=effect_chain.cpp;h=8a72e1756dd90a98502de0944ffc00225a676227;hb=e0811ddf51aeb50575fb5f7d9c6e32b92a6bac0d;hp=751a6be2d361839c754ab8aeec4bc6c3f049cae3;hpb=6bec5fc3abc5f57c6cddec2148626cca9a94bedf;p=movit diff --git a/effect_chain.cpp b/effect_chain.cpp index 751a6be..8a72e17 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -184,6 +184,13 @@ GLenum EffectChain::get_input_sampler(Node *node, unsigned input_num) const 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 *nonlinear_inputs) { if (node->output_gamma_curve == GAMMA_LINEAR && @@ -391,7 +398,7 @@ void EffectChain::compile_glsl_program(Phase *phase) frag_shader_header += "#define YCBCR_ALSO_OUTPUT_RGBA 1\n"; } } - frag_shader.append(read_version_dependent_file("footer", "frag")); + frag_shader.append(read_file("footer.frag")); // Collect uniforms from all effects and output them. Note that this needs // to happen after output_fragment_shader(), even though the uniforms come @@ -411,7 +418,9 @@ void EffectChain::compile_glsl_program(Phase *phase) 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_float_array, "float", effect_id, &phase->uniforms_float, &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_vec3_array, "vec3", effect_id, &phase->uniforms_vec3, &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); } @@ -500,7 +509,8 @@ Phase *EffectChain::construct_phase(Node *output, map *complete 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; } @@ -1646,6 +1656,12 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height { assert(finalized); + // 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(); + // Save original viewport. GLuint x = 0, y = 0; @@ -1659,6 +1675,7 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height } // Basic state. + check_error(); glDisable(GL_BLEND); check_error(); glDisable(GL_DEPTH_TEST);