Texture binding
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@@ -101,51 +101,24 @@ bool ShaderProgramCompiler::CompilePreparedLayerProgram(const RuntimeRenderState
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std::vector<LayerProgram::TextBinding> textBindings;
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mTextureBindings.CreateTextBindings(state, textBindings);
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layerProgram.layerId = state.layerId;
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layerProgram.shaderId = state.shaderId;
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layerProgram.shaderTextureBase = mTextureBindings.ResolveShaderTextureBase(state, mRuntimeHost.GetMaxTemporalHistoryFrames());
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layerProgram.textureBindings.swap(textureBindings);
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layerProgram.textBindings.swap(textBindings);
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const GLuint globalParamsIndex = glGetUniformBlockIndex(newProgram.get(), "GlobalParams");
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if (globalParamsIndex != GL_INVALID_INDEX)
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glUniformBlockBinding(newProgram.get(), globalParamsIndex, kGlobalParamsBindingPoint);
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const unsigned historyCap = mRuntimeHost.GetMaxTemporalHistoryFrames();
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const GLuint shaderTextureBase = state.isTemporal ? kSourceHistoryTextureUnitBase + historyCap + historyCap : kSourceHistoryTextureUnitBase;
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glUseProgram(newProgram.get());
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const GLint videoInputLocation = glGetUniformLocation(newProgram.get(), "gVideoInput");
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if (videoInputLocation >= 0)
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glUniform1i(videoInputLocation, static_cast<GLint>(kDecodedVideoTextureUnit));
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for (unsigned index = 0; index < historyCap; ++index)
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{
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const std::string sourceSamplerName = "gSourceHistory" + std::to_string(index);
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const GLint sourceSamplerLocation = glGetUniformLocation(newProgram.get(), sourceSamplerName.c_str());
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if (sourceSamplerLocation >= 0)
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glUniform1i(sourceSamplerLocation, static_cast<GLint>(kSourceHistoryTextureUnitBase + index));
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const std::string temporalSamplerName = "gTemporalHistory" + std::to_string(index);
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const GLint temporalSamplerLocation = glGetUniformLocation(newProgram.get(), temporalSamplerName.c_str());
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if (temporalSamplerLocation >= 0)
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glUniform1i(temporalSamplerLocation, static_cast<GLint>(kSourceHistoryTextureUnitBase + historyCap + index));
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}
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for (std::size_t index = 0; index < textureBindings.size(); ++index)
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{
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const GLint textureSamplerLocation = mTextureBindings.FindSamplerUniformLocation(newProgram.get(), textureBindings[index].samplerName);
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if (textureSamplerLocation >= 0)
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glUniform1i(textureSamplerLocation, static_cast<GLint>(shaderTextureBase + static_cast<GLuint>(index)));
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}
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const GLuint textTextureBase = shaderTextureBase + static_cast<GLuint>(textureBindings.size());
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for (std::size_t index = 0; index < textBindings.size(); ++index)
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{
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const GLint textSamplerLocation = mTextureBindings.FindSamplerUniformLocation(newProgram.get(), textBindings[index].samplerName);
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if (textSamplerLocation >= 0)
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glUniform1i(textSamplerLocation, static_cast<GLint>(textTextureBase + static_cast<GLuint>(index)));
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}
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mTextureBindings.AssignLayerSamplerUniforms(newProgram.get(), state, layerProgram, historyCap);
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glUseProgram(0);
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layerProgram.layerId = state.layerId;
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layerProgram.shaderId = state.shaderId;
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layerProgram.shaderTextureBase = shaderTextureBase;
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layerProgram.program = newProgram.release();
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layerProgram.vertexShader = newVertexShader.release();
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layerProgram.fragmentShader = newFragmentShader.release();
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layerProgram.textureBindings.swap(textureBindings);
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layerProgram.textBindings.swap(textBindings);
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return true;
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}
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