}
// Find all the dependencies of this effect, and add them to the stack.
- vector<Node *> deps = node->incoming_links;
- assert(node->effect->num_inputs() == deps.size());
- for (unsigned i = 0; i < deps.size(); ++i) {
+ assert(node->effect->num_inputs() == node->incoming_links.size());
+ for (Node *dep : node->incoming_links) {
bool start_new_phase = false;
+ Effect::MipmapRequirements save_needs_mipmaps = dep->needs_mipmaps;
+
if (node->effect->needs_texture_bounce() &&
- !deps[i]->effect->is_single_texture() &&
- !deps[i]->effect->override_disable_bounce()) {
+ !dep->effect->is_single_texture() &&
+ !dep->effect->override_disable_bounce()) {
start_new_phase = true;
}
// if we have diamonds in the graph; if so, choose that.
// If not, the effect on the node can also decide (this is the
// more common case).
- Effect::MipmapRequirements dep_mipmaps = deps[i]->needs_mipmaps;
+ Effect::MipmapRequirements dep_mipmaps = dep->needs_mipmaps;
if (dep_mipmaps == Effect::DOES_NOT_NEED_MIPMAPS) {
- if (deps[i]->effect->num_inputs() == 0) {
- Input *input = static_cast<Input *>(deps[i]->effect);
+ if (dep->effect->num_inputs() == 0) {
+ Input *input = static_cast<Input *>(dep->effect);
dep_mipmaps = input->can_supply_mipmaps() ? Effect::DOES_NOT_NEED_MIPMAPS : Effect::CANNOT_ACCEPT_MIPMAPS;
} else {
- dep_mipmaps = deps[i]->effect->needs_mipmaps();
+ dep_mipmaps = dep->effect->needs_mipmaps();
}
}
if (dep_mipmaps == Effect::DOES_NOT_NEED_MIPMAPS) {
- deps[i]->needs_mipmaps = node->needs_mipmaps;
+ dep->needs_mipmaps = node->needs_mipmaps;
} else if (dep_mipmaps != node->needs_mipmaps) {
// The dependency cannot supply our mipmap demands
// (either because it's an input that can't do mipmaps,
}
}
- if (deps[i]->outgoing_links.size() > 1) {
- if (!deps[i]->effect->is_single_texture()) {
+ if (dep->outgoing_links.size() > 1) {
+ if (!dep->effect->is_single_texture()) {
// More than one effect uses this as the input,
// and it is not a texture itself.
// The easiest thing to do (and probably also the safest
// and then let the next passes read from that.
start_new_phase = true;
} else {
- assert(deps[i]->effect->num_inputs() == 0);
+ assert(dep->effect->num_inputs() == 0);
// For textures, we try to be slightly more clever;
// if none of our outputs need a bounce, we don't bounce
// Strictly speaking, we could bounce it for some outputs
// and use it directly for others, but the processing becomes
// somewhat simpler if the effect is only used in one such way.
- for (unsigned j = 0; j < deps[i]->outgoing_links.size(); ++j) {
- Node *rdep = deps[i]->outgoing_links[j];
+ for (unsigned j = 0; j < dep->outgoing_links.size(); ++j) {
+ Node *rdep = dep->outgoing_links[j];
start_new_phase |= rdep->effect->needs_texture_bounce();
}
}
}
- if (deps[i]->effect->is_compute_shader()) {
+ if (dep->effect->is_compute_shader()) {
if (phase->is_compute_shader) {
// Only one compute shader per phase.
start_new_phase = true;
start_new_phase = true;
} else if (!start_new_phase) {
phase->is_compute_shader = true;
- phase->compute_shader_node = deps[i];
+ phase->compute_shader_node = dep;
}
- } else if (deps[i]->effect->sets_virtual_output_size()) {
- assert(deps[i]->effect->changes_output_size());
+ } else if (dep->effect->sets_virtual_output_size()) {
+ assert(dep->effect->changes_output_size());
// If the next effect sets a virtual size to rely on OpenGL's
// bilinear sampling, we'll really need to break the phase here.
start_new_phase = true;
- } else if (deps[i]->effect->changes_output_size() && !node->one_to_one_sampling) {
+ } else if (dep->effect->changes_output_size() && !node->one_to_one_sampling) {
// If the next effect changes size and we don't have one-to-one sampling,
// we also need to break here.
start_new_phase = true;
}
if (start_new_phase) {
- phase->inputs.push_back(construct_phase(deps[i], completed_effects));
+ // Since we're starting a new phase here, we don't need to impose any
+ // new demands on this effect. Restore the status we had before we
+ // started looking at it.
+ dep->needs_mipmaps = save_needs_mipmaps;
+
+ phase->inputs.push_back(construct_phase(dep, completed_effects));
} else {
- effects_todo_this_phase.push(deps[i]);
+ effects_todo_this_phase.push(dep);
// Propagate the one-to-one status down through the dependency.
- deps[i]->one_to_one_sampling = node->one_to_one_sampling &&
- deps[i]->effect->one_to_one_sampling();
- deps[i]->strong_one_to_one_sampling = node->strong_one_to_one_sampling &&
- deps[i]->effect->strong_one_to_one_sampling();
+ dep->one_to_one_sampling = node->one_to_one_sampling &&
+ dep->effect->one_to_one_sampling();
+ dep->strong_one_to_one_sampling = node->strong_one_to_one_sampling &&
+ dep->effect->strong_one_to_one_sampling();
}
node->incoming_link_type.push_back(start_new_phase ? IN_ANOTHER_PHASE : IN_SAME_PHASE);