std::vector<Node *> outgoing_links;
std::vector<Node *> incoming_links;
+ // For unit tests only. Do not use from other code.
+ // Will contain an arbitrary choice if the node is in multiple phases.
+ Phase *containing_phase;
+
private:
// Logical size of the output of this effect, ie. the resolution
// you would get if you sampled it as a texture. If it is undefined
AlphaType output_alpha_type;
bool needs_mipmaps; // Directly or indirectly.
+ // Set if this effect, and all effects consuming output from this node
+ // (in the same phase) have one_to_one_sampling() set.
+ bool one_to_one_sampling;
+
friend class EffectChain;
};
// Identifier used to create unique variables in GLSL.
// Unique per-phase to increase cacheability of compiled shaders.
std::map<Node *, std::string> effect_ids;
+
+ // For measurement of GPU time used.
+ GLuint timer_query_object;
+ uint64_t time_elapsed_ns;
+ uint64_t num_measured_iterations;
};
class EffectChain {
void finalize();
+ // Measure the GPU time used for each actual phase during rendering.
+ // Note that this is only available if GL_ARB_timer_query
+ // (or, equivalently, OpenGL 3.3) is available. Also note that measurement
+ // will incur a performance cost, as we wait for the measurements to
+ // complete at the end of rendering.
+ void enable_phase_timing(bool enable);
+ void reset_phase_timing();
+ void print_phase_timing();
//void render(unsigned char *src, unsigned char *dst);
void render_to_screen()
ResourcePool *resource_pool;
bool owns_resource_pool;
+
+ bool do_phase_timing;
};
} // namespace movit