// (in the same phase) have one_to_one_sampling() set.
bool one_to_one_sampling;
+ // Same, for strong_one_to_one_sampling().
+ bool strong_one_to_one_sampling;
+
friend class EffectChain;
};
// Whether this phase is compiled as a compute shader, ie., the last effect is
// marked as one.
bool is_compute_shader;
+ Node *compute_shader_node;
// If <is_compute_shader>, which image unit the output buffer is bound to.
// This is used as source for a Uniform<int> below.
// All destination textures must be exactly of size <width> x <height>,
// and must either come from the same ResourcePool the effect uses, or outlive
// the EffectChain (otherwise, we could be allocating FBOs that end up being
- // stale). width and height can not be zero.
+ // stale). Textures must also have valid state; in particular, they must either
+ // be mipmap complete or have a non-mipmapped minification mode.
+ //
+ // width and height can not be zero.
struct DestinationTexture {
GLuint texnum;
GLenum format;