// (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.
// These are used in transforming from unnormalized to normalized coordinates
// in compute shaders.
+ int uniform_output_size[2];
Point2D inv_output_size, output_texcoord_adjust;
// Identifier used to create unique variables in GLSL.
std::vector<Uniform<int>> uniforms_sampler2d;
std::vector<Uniform<bool>> uniforms_bool;
std::vector<Uniform<int>> uniforms_int;
+ std::vector<Uniform<int>> uniforms_ivec2;
std::vector<Uniform<float>> uniforms_float;
std::vector<Uniform<float>> uniforms_vec2;
std::vector<Uniform<float>> uniforms_vec3;