// 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 <GL/glew.h>
+#include <epoxy/gl.h>
#include <stdio.h>
#include <map>
#include <set>
Colorspace output_color_space;
GammaCurve output_gamma_curve;
AlphaType output_alpha_type;
+ bool needs_mipmaps; // Directly or indirectly.
friend class EffectChain;
};