X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=effect_chain.h;h=593232cf01e036f47728ae1fd3d2c756bf6d3d85;hb=d88ed3150376693000665b9016c0350d5d90e9e1;hp=a1bf3cb80241167b6f0bda72bf1ea3e974ed98d3;hpb=ddf71f853e64c3912eed4ab98bfe7503826ce8e1;p=movit diff --git a/effect_chain.h b/effect_chain.h index a1bf3cb..593232c 100644 --- a/effect_chain.h +++ b/effect_chain.h @@ -16,6 +16,10 @@ // but if so, the threads' contexts need to be set up to share resources, since // the EffectChain holds textures and other OpenGL objects that are tied to the // context. +// +// Memory management (only relevant if you use multiple contexts): +// See corresponding comment in resource_pool.h. This holds even if you don't +// allocate your own ResourcePool, but let EffectChain hold its own. #include #include @@ -99,13 +103,6 @@ struct Phase { // Identifier used to create unique variables in GLSL. // Unique per-phase to increase cacheability of compiled shaders. std::map effect_ids; - - // The geometry needed to draw this quad, bound to the vertex array - // object. (Seemingly it's actually a win not to upload geometry every - // frame, even for something as small as a quad, due to fewer state - // changes.) - GLuint vao; - GLuint position_vbo, texcoord_vbo; }; class EffectChain { @@ -235,6 +232,13 @@ private: // as the last effect. Also pushes all phases in order onto . Phase *construct_phase(Node *output, std::map *completed_effects); + // Execute one phase, ie. set up all inputs, effects and outputs, and render the quad. + void execute_phase(Phase *phase, bool last_phase, std::map *output_textures, std::set *generated_mipmaps); + + // Set up the given sampler number for sampling from an RTT texture, + // and bind it to "tex_" plus the given GLSL variable. + void setup_rtt_sampler(GLuint glsl_program_num, int sampler_num, const std::string &effect_id, bool use_mipmaps); + // Output the current graph to the given file in a Graphviz-compatible format; // only useful for debugging. void output_dot(const char *filename);