Texture binding
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@@ -102,3 +102,122 @@ GLint ShaderTextureBindings::FindSamplerUniformLocation(GLuint program, const st
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return location;
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return glGetUniformLocation(program, (samplerName + "_0").c_str());
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}
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GLuint ShaderTextureBindings::ResolveShaderTextureBase(const RuntimeRenderState& state, unsigned historyCap) const
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{
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return state.isTemporal ? kSourceHistoryTextureUnitBase + historyCap + historyCap : kSourceHistoryTextureUnitBase;
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}
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void ShaderTextureBindings::AssignLayerSamplerUniforms(GLuint program, const RuntimeRenderState& state, const LayerProgram& layerProgram, unsigned historyCap) const
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{
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const GLuint shaderTextureBase = ResolveShaderTextureBase(state, historyCap);
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const GLint videoInputLocation = glGetUniformLocation(program, "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(program, 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(program, 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 < layerProgram.textureBindings.size(); ++index)
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{
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const GLint textureSamplerLocation = FindSamplerUniformLocation(program, layerProgram.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>(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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const GLint textSamplerLocation = FindSamplerUniformLocation(program, layerProgram.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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}
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ShaderTextureBindings::RuntimeTextureBindingPlan ShaderTextureBindings::BuildLayerRuntimeBindingPlan(
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const LayerProgram& layerProgram,
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GLuint layerInputTexture,
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const std::vector<GLuint>& sourceHistoryTextures,
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const std::vector<GLuint>& temporalHistoryTextures) const
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{
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RuntimeTextureBindingPlan plan;
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plan.bindings.push_back({ "layerInput", "gVideoInput", layerInputTexture, kDecodedVideoTextureUnit });
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for (std::size_t index = 0; index < sourceHistoryTextures.size(); ++index)
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{
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plan.bindings.push_back({
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"sourceHistory",
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"gSourceHistory" + std::to_string(index),
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sourceHistoryTextures[index],
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kSourceHistoryTextureUnitBase + static_cast<GLuint>(index)
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});
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}
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const GLuint temporalBase = kSourceHistoryTextureUnitBase + static_cast<GLuint>(sourceHistoryTextures.size());
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for (std::size_t index = 0; index < temporalHistoryTextures.size(); ++index)
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{
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plan.bindings.push_back({
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"temporalHistory",
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"gTemporalHistory" + std::to_string(index),
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temporalHistoryTextures[index],
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temporalBase + static_cast<GLuint>(index)
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});
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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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const LayerProgram::TextureBinding& textureBinding = layerProgram.textureBindings[index];
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plan.bindings.push_back({
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"shaderTexture",
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textureBinding.samplerName,
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textureBinding.texture,
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shaderTextureBase + static_cast<GLuint>(index)
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});
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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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const LayerProgram::TextBinding& textBinding = layerProgram.textBindings[index];
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plan.bindings.push_back({
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"textTexture",
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textBinding.samplerName,
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textBinding.texture,
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textTextureBase + static_cast<GLuint>(index)
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});
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}
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return plan;
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}
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void ShaderTextureBindings::BindRuntimeTexturePlan(const RuntimeTextureBindingPlan& plan) const
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{
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for (const RuntimeTextureBinding& binding : plan.bindings)
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{
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glActiveTexture(GL_TEXTURE0 + binding.textureUnit);
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glBindTexture(GL_TEXTURE_2D, binding.texture);
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}
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glActiveTexture(GL_TEXTURE0);
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}
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void ShaderTextureBindings::UnbindRuntimeTexturePlan(const RuntimeTextureBindingPlan& plan) const
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{
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for (const RuntimeTextureBinding& binding : plan.bindings)
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{
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glActiveTexture(GL_TEXTURE0 + binding.textureUnit);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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glActiveTexture(GL_TEXTURE0);
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}
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