output_node->output_texture_width = phases[i]->output_width;
output_node->output_texture_height = phases[i]->output_height;
}
+ inform_input_sizes(phases.back());
}
for (unsigned i = 0; i < inputs.size(); ++i) {
for (unsigned phase = 0; phase < phases.size(); ++phase) {
// See if the requested output size has changed. If so, we need to recreate
// the texture (and before we start setting up inputs).
+ inform_input_sizes(phases[phase]);
if (phase != phases.size() - 1) {
- inform_input_sizes(phases[phase]);
find_output_size(phases[phase]);
Node *output_node = phases[phase]->effects.back();