// (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;
// except that it is more efficient if the last phase contains a compute shader.
// Thus, prefer this to render_to_fbo() where possible.
//
- // The format must currently be GL_RGBA16F, and only one destination
- // texture is supported. Both of these restrictions will be lifted in the future.
+ // Only one destination texture is supported. This restriction will be lifted
+ // in the future.
+ //
+ // 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). Textures must also have valid state; in particular, they must either
+ // be mipmap complete or have a non-mipmapped minification mode.
//
- // All destination textures must be exactly of size <width> x <height>.
// width and height can not be zero.
struct DestinationTexture {
GLuint texnum;
unsigned x, unsigned y, unsigned width, unsigned height);
// Execute one phase, ie. set up all inputs, effects and outputs, and render the quad.
- void execute_phase(Phase *phase, bool render_to_texture,
- std::map<Phase *, GLuint> *output_textures,
+ // If <destinations> is empty, uses whatever output is current (and the phase must not be
+ // a compute shader).
+ void execute_phase(Phase *phase,
+ const std::map<Phase *, GLuint> &output_textures,
+ const std::vector<DestinationTexture> &destinations,
std::set<Phase *> *generated_mipmaps);
// Set up uniforms for one phase. The program must already be bound.