EffectChain::~EffectChain()
{
for (unsigned i = 0; i < nodes.size(); ++i) {
- if (nodes[i]->output_texture != 0) {
- glDeleteTextures(1, &nodes[i]->output_texture);
- }
delete nodes[i]->effect;
delete nodes[i];
}
node->output_color_space = COLORSPACE_INVALID;
node->output_gamma_curve = GAMMA_INVALID;
node->output_alpha_type = ALPHA_INVALID;
- node->output_texture = 0;
nodes.push_back(node);
node_map[effect] = node;
output_dot("step19-split-to-phases.dot");
- // If we have more than one phase, we need intermediate render-to-texture.
- // Construct an FBO, and then as many textures as we need.
- // We choose the simplest option of having one texture per output,
- // since otherwise this turns into an (albeit simple)
- // register allocation problem.
- if (phases.size() > 1) {
- for (unsigned i = 0; i < phases.size() - 1; ++i) {
- inform_input_sizes(phases[i]);
- find_output_size(phases[i]);
-
- Node *output_node = phases[i]->effects.back();
- output_node->output_texture = resource_pool->create_2d_texture(GL_RGBA16F_ARB, phases[i]->output_width, phases[i]->output_height);
- check_error();
- glBindTexture(GL_TEXTURE_2D, output_node->output_texture);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- check_error();
-
- output_node->output_texture_width = phases[i]->output_width;
- output_node->output_texture_height = phases[i]->output_height;
- }
- inform_input_sizes(phases.back());
- }
-
for (unsigned i = 0; i < inputs.size(); ++i) {
inputs[i]->finalize();
}
std::set<Node *> generated_mipmaps;
+ // We choose the simplest option of having one texture per output,
+ // since otherwise this turns into an (albeit simple) register allocation problem.
+ std::map<Phase *, GLuint> output_textures;
+
for (unsigned phase = 0; phase < phases.size(); ++phase) {
- // See if the requested output size has changed. If so, we need to recreate
- // the texture (and before we start setting up inputs).
+ // Find a texture for this phase.
inform_input_sizes(phases[phase]);
if (phase != phases.size() - 1) {
find_output_size(phases[phase]);
- Node *output_node = phases[phase]->effects.back();
-
- if (output_node->output_texture_width != phases[phase]->output_width ||
- output_node->output_texture_height != phases[phase]->output_height) {
- glActiveTexture(GL_TEXTURE0);
- check_error();
- glBindTexture(GL_TEXTURE_2D, output_node->output_texture);
- check_error();
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[phase]->output_width, phases[phase]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- check_error();
- glBindTexture(GL_TEXTURE_2D, 0);
- check_error();
-
- output_node->output_texture_width = phases[phase]->output_width;
- output_node->output_texture_height = phases[phase]->output_height;
- }
+ GLuint tex_num = resource_pool->create_2d_texture(GL_RGBA16F_ARB, phases[phase]->output_width, phases[phase]->output_height);
+ output_textures.insert(std::make_pair(phases[phase], tex_num));
}
glUseProgram(phases[phase]->glsl_program_num);
for (unsigned sampler = 0; sampler < phases[phase]->inputs.size(); ++sampler) {
glActiveTexture(GL_TEXTURE0 + sampler);
Node *input = phases[phase]->inputs[sampler];
- glBindTexture(GL_TEXTURE_2D, input->output_texture);
+ glBindTexture(GL_TEXTURE_2D, output_textures[input->phase]);
check_error();
if (phases[phase]->input_needs_mipmaps) {
if (generated_mipmaps.count(input) == 0) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
check_error();
}
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ check_error();
std::string texture_name = std::string("tex_") + phases[phase]->effect_ids[input];
glUniform1i(glGetUniformLocation(phases[phase]->glsl_program_num, texture_name.c_str()), sampler);
CHECK(dither_effect->set_int("output_height", height));
}
} else {
- Node *output_node = phases[phase]->effects.back();
glFramebufferTexture2D(
GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D,
- output_node->output_texture,
+ output_textures[phases[phase]],
0);
check_error();
GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
}
}
+ for (std::map<Phase *, GLuint>::const_iterator texture_it = output_textures.begin();
+ texture_it != output_textures.end();
+ ++texture_it) {
+ resource_pool->release_2d_texture(texture_it->second);
+ }
+
glBindFramebuffer(GL_FRAMEBUFFER, 0);
check_error();