#include "colorspace_conversion_effect.h"
#include "dither_effect.h"
#include "input.h"
+#include "init.h"
EffectChain::EffectChain(float aspect_nom, float aspect_denom)
: aspect_nom(aspect_nom),
frag_shader += std::string("#define INPUT ") + effects.back()->effect_id + "\n";
frag_shader.append(read_file("footer.frag"));
-#ifndef NDEBUG
- // Output shader to a temporary file, for easier debugging.
- static int compiled_shader_num = 0;
- char filename[256];
- sprintf(filename, "chain-%03d.frag", compiled_shader_num++);
- FILE *fp = fopen(filename, "w");
- if (fp == NULL) {
- perror(filename);
- exit(1);
+ if (movit_debug_level == MOVIT_DEBUG_ON) {
+ // Output shader to a temporary file, for easier debugging.
+ static int compiled_shader_num = 0;
+ char filename[256];
+ sprintf(filename, "chain-%03d.frag", compiled_shader_num++);
+ FILE *fp = fopen(filename, "w");
+ if (fp == NULL) {
+ perror(filename);
+ exit(1);
+ }
+ fprintf(fp, "%s\n", frag_shader.c_str());
+ fclose(fp);
}
- fprintf(fp, "%s\n", frag_shader.c_str());
- fclose(fp);
-#endif
GLuint glsl_program_num = glCreateProgram();
GLuint vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
void EffectChain::output_dot(const char *filename)
{
-#ifdef NDEBUG
- return;
-#endif
+ if (movit_debug_level != MOVIT_DEBUG_ON) {
+ return;
+ }
FILE *fp = fopen(filename, "w");
if (fp == NULL) {