]> git.sesse.net Git - movit/blobdiff - effect_chain.h
Add support for compute shaders.
[movit] / effect_chain.h
index 6a6539955c4adf43bb4938cde62c70e39c9b19b0..c292b38b4a0b85642d8d5b7970117a5ae64b11c3 100644 (file)
@@ -178,11 +178,24 @@ struct Phase {
        std::vector<Node *> effects;  // In order.
        unsigned output_width, output_height, virtual_output_width, virtual_output_height;
 
+       // Whether this phase is compiled as a compute shader, ie., the last effect is
+       // marked as one.
+       bool is_compute_shader;
+
+       // If <is_compute_shader>, which image unit the output buffer is bound to.
+       // This is used as source for a Uniform<int> below.
+       int outbuf_image_unit;
+
+       // These are used in transforming from unnormalized to normalized coordinates
+       // in compute shaders.
+       Point2D inv_output_size, output_texcoord_adjust;
+
        // Identifier used to create unique variables in GLSL.
        // Unique per-phase to increase cacheability of compiled shaders.
        std::map<Node *, std::string> effect_ids;
 
        // Uniforms for this phase; combined from all the effects.
+       std::vector<Uniform<int> > uniforms_image2d;
        std::vector<Uniform<int> > uniforms_sampler2d;
        std::vector<Uniform<bool> > uniforms_bool;
        std::vector<Uniform<int> > uniforms_int;
@@ -364,6 +377,9 @@ public:
        void reset_phase_timing();
        void print_phase_timing();
 
+       // Note: If you already know the width and height of the viewport,
+       // calling render_to_fbo() directly will be slightly more efficient,
+       // as it saves it from getting it from OpenGL.
        void render_to_screen()
        {
                render_to_fbo(0, 0, 0);
@@ -443,7 +459,6 @@ private:
 
        // Execute one phase, ie. set up all inputs, effects and outputs, and render the quad.
        void execute_phase(Phase *phase, bool last_phase,
-                          std::set<GLint> *bound__attribute_indices,
                           std::map<Phase *, GLuint> *output_textures,
                           std::set<Phase *> *generated_mipmaps);
 
@@ -497,6 +512,7 @@ private:
        void fix_output_gamma();
        void add_ycbcr_conversion_if_needed();
        void add_dither_if_needed();
+       void add_dummy_effect_if_needed();
 
        float aspect_nom, aspect_denom;
        ImageFormat output_format;