Texture binding
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@@ -173,52 +173,16 @@ void OpenGLRenderPass::RenderShaderProgram(
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glBindFramebuffer(GL_FRAMEBUFFER, destinationFrameBuffer);
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glViewport(0, 0, inputFrameWidth, inputFrameHeight);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glActiveTexture(GL_TEXTURE0 + kDecodedVideoTextureUnit);
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glBindTexture(GL_TEXTURE_2D, sourceTexture);
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mRenderer.TemporalHistory().BindSamplers(state, sourceTexture, historyCap);
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BindLayerTextureAssets(layerProgram);
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const std::vector<GLuint> sourceHistoryTextures = mRenderer.TemporalHistory().ResolveSourceHistoryTextures(sourceTexture, state.isTemporal ? historyCap : 0);
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const std::vector<GLuint> temporalHistoryTextures = mRenderer.TemporalHistory().ResolveTemporalHistoryTextures(state, sourceTexture, state.isTemporal ? historyCap : 0);
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const ShaderTextureBindings::RuntimeTextureBindingPlan texturePlan =
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mTextureBindings.BuildLayerRuntimeBindingPlan(layerProgram, sourceTexture, sourceHistoryTextures, temporalHistoryTextures);
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mTextureBindings.BindRuntimeTexturePlan(texturePlan);
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glBindVertexArray(mRenderer.FullscreenVertexArray());
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glUseProgram(layerProgram.program);
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updateGlobalParams(state, mRenderer.TemporalHistory().SourceAvailableCount(), mRenderer.TemporalHistory().AvailableCountForLayer(state.layerId));
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glUseProgram(0);
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glBindVertexArray(0);
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UnbindLayerTextureAssets(layerProgram, historyCap);
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}
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void OpenGLRenderPass::BindLayerTextureAssets(const LayerProgram& layerProgram)
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{
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const GLuint shaderTextureBase = layerProgram.shaderTextureBase != 0 ? layerProgram.shaderTextureBase : kSourceHistoryTextureUnitBase;
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for (std::size_t index = 0; index < layerProgram.textureBindings.size(); ++index)
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{
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glActiveTexture(GL_TEXTURE0 + shaderTextureBase + static_cast<GLuint>(index));
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glBindTexture(GL_TEXTURE_2D, layerProgram.textureBindings[index].texture);
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}
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const GLuint textTextureBase = shaderTextureBase + static_cast<GLuint>(layerProgram.textureBindings.size());
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for (std::size_t index = 0; index < layerProgram.textBindings.size(); ++index)
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{
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glActiveTexture(GL_TEXTURE0 + textTextureBase + static_cast<GLuint>(index));
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glBindTexture(GL_TEXTURE_2D, layerProgram.textBindings[index].texture);
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}
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glActiveTexture(GL_TEXTURE0);
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}
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void OpenGLRenderPass::UnbindLayerTextureAssets(const LayerProgram& layerProgram, unsigned historyCap)
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{
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for (unsigned index = 0; index < historyCap; ++index)
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{
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glActiveTexture(GL_TEXTURE0 + kSourceHistoryTextureUnitBase + index);
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE0 + kSourceHistoryTextureUnitBase + historyCap + index);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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const GLuint shaderTextureBase = layerProgram.shaderTextureBase != 0 ? layerProgram.shaderTextureBase : kSourceHistoryTextureUnitBase;
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for (std::size_t index = 0; index < layerProgram.textureBindings.size() + layerProgram.textBindings.size(); ++index)
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{
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glActiveTexture(GL_TEXTURE0 + shaderTextureBase + static_cast<GLuint>(index));
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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glActiveTexture(GL_TEXTURE0 + kDecodedVideoTextureUnit);
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE0);
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mTextureBindings.UnbindRuntimeTexturePlan(texturePlan);
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}
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