decorrelate textures and buffers

This commit is contained in:
2025-09-15 10:44:50 +02:00
parent fdf352eb8b
commit bfd1abcac7
4 changed files with 30 additions and 25 deletions
+1
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@@ -11,6 +11,7 @@ AC_CHECK_HEADERS([math.h])
AC_CHECK_HEADERS([sys/stat.h]) AC_CHECK_HEADERS([sys/stat.h])
AC_CHECK_HEADERS([sys/types.h]) AC_CHECK_HEADERS([sys/types.h])
AC_CHECK_HEADERS([sys/time.h]) AC_CHECK_HEADERS([sys/time.h])
AC_CHECK_HEADERS([linux/videodev2.h])
AC_CHECK_HEADERS([GLFW/glfw3.h]) AC_CHECK_HEADERS([GLFW/glfw3.h])
AC_CONFIG_FILES([Makefile]) AC_CONFIG_FILES([Makefile])
AC_OUTPUT AC_OUTPUT
+6 -2
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@@ -9,8 +9,12 @@
#define VERSION "(dev)" #define VERSION "(dev)"
#endif #endif
#ifndef BUFFER_COUNT #ifndef FRAMEBUFFER_COUNT
#define BUFFER_COUNT 1 #define FRAMEBUFFER_COUNT 7
#endif
#ifndef TEXTURE_COUNT
#define TEXTURE_COUNT 8
#endif #endif
#endif #endif
+16 -16
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@@ -32,12 +32,12 @@ bool compile_shader(GLuint shader_id, char *name, char *source_code) {
return status_params == GL_TRUE; return status_params == GL_TRUE;
} }
bool init_textures(ShaderProgram *program, Context context) { void init_textures(ShaderProgram *program, Context context) {
int i; int i;
glGenTextures(BUFFER_COUNT, program->textures); glGenTextures(TEXTURE_COUNT, program->textures);
for (i = 0; i < BUFFER_COUNT; i++) { for (i = 0; i < TEXTURE_COUNT; i++) {
// selects which texture unit subsequent texture state calls will affect // selects which texture unit subsequent texture state calls will affect
glActiveTexture(GL_TEXTURE0 + i); glActiveTexture(GL_TEXTURE0 + i);
@@ -50,20 +50,20 @@ bool init_textures(ShaderProgram *program, Context context) {
// setup mipmap context // setup mipmap context
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
return true; log_success("Texture %d initialized", i);
}
} }
void init_framebuffers(ShaderProgram *program) { void init_framebuffers(ShaderProgram *program) {
int i, j; int i, j;
glGenFramebuffers(BUFFER_COUNT, program->frame_buffers); glGenFramebuffers(FRAMEBUFFER_COUNT, program->frame_buffers);
for (i = 0; i < BUFFER_COUNT; i++) { for (i = 0; i < FRAMEBUFFER_COUNT; i++) {
glBindFramebuffer(GL_FRAMEBUFFER, program->frame_buffers[i]); glBindFramebuffer(GL_FRAMEBUFFER, program->frame_buffers[i]);
for (j = 0; j < BUFFER_COUNT; j++) { for (j = 0; j < TEXTURE_COUNT; j++) {
// attaches a selected mipmap level or image of a texture object as one of // attaches a selected mipmap level or image of a texture object as one of
// the logical buffers of the framebuffer object // the logical buffers of the framebuffer object
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + j, glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + j,
@@ -141,7 +141,7 @@ void init_single_program(ShaderProgram *program, int i, bool output) {
} }
// create frameX uniforms pointer // create frameX uniforms pointer
for (j = 0; j < BUFFER_COUNT; j++) { for (j = 0; j < TEXTURE_COUNT; j++) {
sprintf(uniform_name, "frame%d", j); sprintf(uniform_name, "frame%d", j);
program->frames_locations[i][j] = program->frames_locations[i][j] =
glGetUniformLocation(program->programs[i], uniform_name); glGetUniformLocation(program->programs[i], uniform_name);
@@ -179,8 +179,8 @@ ShaderProgram init_program(File fragment_shader, Context context) {
init_vertices(&program); init_vertices(&program);
// create and link full shader programs // create and link full shader programs
for (i = 0; i < BUFFER_COUNT + 1; i++) { for (i = 0; i < FRAMEBUFFER_COUNT + 1; i++) {
init_single_program(&program, i, i == BUFFER_COUNT); init_single_program(&program, i, i == FRAMEBUFFER_COUNT);
} }
return program; return program;
@@ -195,7 +195,7 @@ void update_program(ShaderProgram program, File fragment_shader) {
if (result) { if (result) {
// re-link all programs // re-link all programs
for (i = 0; i < BUFFER_COUNT; i++) { for (i = 0; i < FRAMEBUFFER_COUNT; i++) {
glLinkProgram(program.programs[i]); glLinkProgram(program.programs[i]);
} }
@@ -213,7 +213,7 @@ void apply_program(ShaderProgram program, Context context) {
glViewport(0, 0, context.width, context.height); glViewport(0, 0, context.width, context.height);
// clean and resize all textures // clean and resize all textures
for (i = 0; i < BUFFER_COUNT; i++) { for (i = 0; i < TEXTURE_COUNT; i++) {
glActiveTexture(GL_TEXTURE0 + i); glActiveTexture(GL_TEXTURE0 + i);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, context.width, context.height, 0, glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, context.width, context.height, 0,
GL_RGB, GL_UNSIGNED_BYTE, 0); GL_RGB, GL_UNSIGNED_BYTE, 0);
@@ -222,11 +222,11 @@ void apply_program(ShaderProgram program, Context context) {
vec2 resolution = {(float)context.width, (float)context.height}; vec2 resolution = {(float)context.width, (float)context.height};
for (i = 0; i < BUFFER_COUNT + 1; i++) { for (i = 0; i < FRAMEBUFFER_COUNT + 1; i++) {
// use specific shader program // use specific shader program
glUseProgram(program.programs[i]); glUseProgram(program.programs[i]);
if (i == BUFFER_COUNT) { if (i == FRAMEBUFFER_COUNT) {
// use default framebuffer (output) // use default framebuffer (output)
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
@@ -242,7 +242,7 @@ void apply_program(ShaderProgram program, Context context) {
} }
// set GL_TEXTURE(X) to uniform sampler2D frameX // set GL_TEXTURE(X) to uniform sampler2D frameX
for (j = 0; j < BUFFER_COUNT; j++) { for (j = 0; j < FRAMEBUFFER_COUNT; j++) {
glUniform1i(program.frames_locations[i][j], j); glUniform1i(program.frames_locations[i][j], j);
} }
+7 -7
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@@ -33,23 +33,23 @@ typedef struct ShaderProgram {
int last_width; int last_width;
int last_height; int last_height;
GLuint programs[BUFFER_COUNT + 1]; GLuint programs[FRAMEBUFFER_COUNT + 1];
GLuint vertex_shader; GLuint vertex_shader;
GLuint output_fragment_shader; GLuint output_fragment_shader;
GLuint fragment_shader; // TODO multiple GLuint fragment_shader; // TODO multiple
GLuint itime_locations[BUFFER_COUNT]; GLuint itime_locations[FRAMEBUFFER_COUNT];
GLuint ires_locations[BUFFER_COUNT]; GLuint ires_locations[FRAMEBUFFER_COUNT];
GLuint frames_locations[BUFFER_COUNT + 1][BUFFER_COUNT]; GLuint frames_locations[FRAMEBUFFER_COUNT + 1][FRAMEBUFFER_COUNT];
GLuint vpos_locations[BUFFER_COUNT + 1]; GLuint vpos_locations[FRAMEBUFFER_COUNT + 1];
GLuint vertex_buffer; GLuint vertex_buffer;
GLuint vertex_array; GLuint vertex_array;
GLuint frame_buffers[BUFFER_COUNT]; GLuint frame_buffers[FRAMEBUFFER_COUNT];
GLuint textures[BUFFER_COUNT]; GLuint textures[FRAMEBUFFER_COUNT];
} ShaderProgram; } ShaderProgram;
typedef GLFWwindow Window; typedef GLFWwindow Window;