]> git.sesse.net Git - movit/blobdiff - effect_chain.cpp
Fix more confusion with strong one-to-one effects and compute shaders.
[movit] / effect_chain.cpp
index 7389efdcb18f14eaee9e6f0b94aefeb44136b154..deeea9187f719b1ca3e0f5f340197fab8b2e59c5 100644 (file)
@@ -432,6 +432,7 @@ void EffectChain::compile_glsl_program(Phase *phase)
                                // strong one-to-one).
                                frag_shader += "(tc) CS_OUTPUT_VAL\n";
                        } else {
+                               assert(phase->effect_ids.count(make_pair(input, link_type)));
                                frag_shader += string(" ") + phase->effect_ids[make_pair(input, link_type)] + "\n";
                        }
                }
@@ -455,6 +456,7 @@ void EffectChain::compile_glsl_program(Phase *phase)
                frag_shader += "\n";
        }
        if (phase->is_compute_shader) {
+               assert(phase->effect_ids.count(make_pair(phase->compute_shader_node, IN_SAME_PHASE)));
                frag_shader += string("#define INPUT ") + phase->effect_ids[make_pair(phase->compute_shader_node, IN_SAME_PHASE)] + "\n";
                if (phase->compute_shader_node == phase->effects.back()) {
                        // No postprocessing.
@@ -463,6 +465,7 @@ void EffectChain::compile_glsl_program(Phase *phase)
                        frag_shader += string("#define CS_POSTPROC ") + phase->effect_ids[make_pair(phase->effects.back(), IN_SAME_PHASE)] + "\n";
                }
        } else {
+               assert(phase->effect_ids.count(make_pair(phase->effects.back(), IN_SAME_PHASE)));
                frag_shader += string("#define INPUT ") + phase->effect_ids[make_pair(phase->effects.back(), IN_SAME_PHASE)] + "\n";
        }
 
@@ -766,7 +769,7 @@ Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *complete
                                        // If all nodes so far are strong one-to-one, we can put them after
                                        // the compute shader (ie., process them on the output).
                                        start_new_phase = true;
-                               } else {
+                               } else if (!start_new_phase) {
                                        phase->is_compute_shader = true;
                                        phase->compute_shader_node = deps[i];
                                }
@@ -1916,6 +1919,22 @@ void EffectChain::finalize()
 
        output_dot("step21-split-to-phases.dot");
 
+       // There are some corner cases where we thought we needed to add a dummy
+       // effect, but then it turned out later we didn't (e.g. induces_compute_shader()
+       // didn't see a mipmap conflict coming, which would cause the compute shader
+       // to be split off from the inal phase); if so, remove the extra phase
+       // at the end, since it will give us some trouble during execution.
+       //
+       // TODO: Remove induces_compute_shader() and replace it with precise tracking.
+       if (has_dummy_effect && !phases[phases.size() - 2]->is_compute_shader) {
+               resource_pool->release_glsl_program(phases.back()->glsl_program_num);
+               delete phases.back();
+               phases.pop_back();
+               has_dummy_effect = false;
+       }
+
+       output_dot("step22-dummy-phase-removal.dot");
+
        assert(phases[0]->inputs.empty());
        
        finalized = true;
@@ -2006,6 +2025,7 @@ void EffectChain::render(GLuint dest_fbo, const vector<DestinationTexture> &dest
                assert(y == 0);
                assert(num_phases >= 2);
                assert(!phases.back()->is_compute_shader);
+               assert(phases[phases.size() - 2]->is_compute_shader);
                assert(phases.back()->effects.size() == 1);
                assert(phases.back()->effects[0]->effect->effect_type_id() == "ComputeShaderOutputDisplayEffect");
 
@@ -2032,6 +2052,7 @@ void EffectChain::render(GLuint dest_fbo, const vector<DestinationTexture> &dest
                if (last_phase) {
                        // Last phase goes to the output the user specified.
                        if (!phase->is_compute_shader) {
+                               assert(dest_fbo != (GLuint)-1);
                                glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);
                                check_error();
                                GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);