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;
// Set number of output bits, to scale the dither.
// 8 is the right value for most outputs.
+ //
+ // Special note for 10- and 12-bit Y'CbCr packed into GL_UNSIGNED_SHORT:
+ // This is relative to the actual output, not the logical one, so you should
+ // specify 16 here, not 10 or 12.
+ //
// The default, 0, is a special value that means no dither.
void set_dither_bits(unsigned num_bits)
{
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);
// 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);
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;