GLuint tex_num = resource_pool->create_2d_texture(intermediate_format, phase->output_width, phase->output_height);
output_textures->insert(make_pair(phase, tex_num));
+
+ // The output texture needs to have valid state to be written to by a compute shader.
+ if (phase->is_compute_shader) {
+ glActiveTexture(GL_TEXTURE0);
+ check_error();
+ glBindTexture(GL_TEXTURE_2D, (*output_textures)[phase]);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ check_error();
+ }
}
// Set up RTT inputs for this phase.