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
- };
-
- 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.
-
set<Phase *> generated_mipmaps;
// We choose the simplest option of having one texture per output,
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);
-
- glDeleteVertexArrays(1, &vao);
- check_error();
-
if (do_phase_timing) {
// Get back the timer queries.
for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
// from there.
setup_uniforms(phase);
+ // Now draw!
+ float vertices[] = {
+ 0.0f, 2.0f,
+ 0.0f, 0.0f,
+ 2.0f, 0.0f
+ };
+
+ GLuint vao;
+ glGenVertexArrays(1, &vao);
+ check_error();
+ glBindVertexArray(vao);
+ check_error();
+
+ GLuint position_vbo = fill_vertex_attribute(glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
+ GLuint texcoord_vbo = fill_vertex_attribute(glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices.
+
glDrawArrays(GL_TRIANGLES, 0, 3);
check_error();
+ cleanup_vertex_attribute(glsl_program_num, "position", position_vbo);
+ cleanup_vertex_attribute(glsl_program_num, "texcoord", texcoord_vbo);
+
glUseProgram(0);
check_error();
if (!last_phase) {
resource_pool->release_fbo(fbo);
}
+
+ glDeleteVertexArrays(1, &vao);
+ check_error();
}
void EffectChain::setup_uniforms(Phase *phase)
EXPECT_EQ(7, input_store->input_height);
}
+// Tests that putting a BlueInput (constant color) into its own pass,
+// which creates a phase that doesn't need texture coordinates,
+// doesn't mess up a second phase that actually does.
+TEST(EffectChainTest, FirstPhaseWithNoTextureCoordinates) {
+ const int size = 2;
+ float data[] = {
+ 1.0f,
+ 0.0f,
+ };
+ float expected_data[] = {
+ 1.0f, 1.0f, 2.0f, 2.0f,
+ 0.0f, 0.0f, 1.0f, 2.0f,
+ };
+ float out_data[size * 4];
+ // First say that we have sRGB, linear input.
+ ImageFormat format;
+ format.color_space = COLORSPACE_sRGB;
+ format.gamma_curve = GAMMA_LINEAR;
+ FlatInput *input = new FlatInput(format, FORMAT_GRAYSCALE, GL_FLOAT, 1, size);
+
+ input->set_pixel_data(data);
+ EffectChainTester tester(NULL, 1, size);
+ tester.get_chain()->add_input(new BlueInput());
+ Effect *phase1_end = tester.get_chain()->add_effect(new BouncingIdentityEffect());
+ tester.get_chain()->add_input(input);
+ tester.get_chain()->add_effect(new AddEffect(), phase1_end, input);
+
+ tester.run(out_data, GL_RGBA, COLORSPACE_sRGB, GAMMA_LINEAR, OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED);
+
+ expect_equal(expected_data, out_data, 4, size);
+}
+
// An effect that does nothing except changing its output sizes.
class VirtualResizeEffect : public Effect {
public: