#include <vector>
#include "effect.h"
-#include "effect_id.h"
#include "image_format.h"
#include "input.h"
// User API:
// input, effects, output, finalize need to come in that specific order.
- Input *add_input(const ImageFormat &format);
+ // EffectChain takes ownership of the given input.
+ // input is returned back for convenience.
+ Input *add_input(Input *input);
- // The returned pointer is owned by EffectChain.
- Effect *add_effect(EffectId effect) {
+ // EffectChain takes ownership of the given effect.
+ // effect is returned back for convenience.
+ Effect *add_effect(Effect *effect) {
return add_effect(effect, last_added_effect());
}
- Effect *add_effect(EffectId effect, Effect *input) {
+ Effect *add_effect(Effect *effect, Effect *input) {
std::vector<Effect *> inputs;
inputs.push_back(input);
return add_effect(effect, inputs);
}
- Effect *add_effect(EffectId effect, Effect *input1, Effect *input2) {
+ Effect *add_effect(Effect *effect, Effect *input1, Effect *input2) {
std::vector<Effect *> inputs;
inputs.push_back(input1);
inputs.push_back(input2);
return add_effect(effect, inputs);
}
- Effect *add_effect(EffectId effect, const std::vector<Effect *> &inputs);
+ Effect *add_effect(Effect *effect, const std::vector<Effect *> &inputs);
// Similar to add_effect, but:
//
struct Phase {
GLint glsl_program_num;
bool input_needs_mipmaps;
- std::vector<Effect *> inputs;
+ std::vector<Effect *> inputs; // Only from other phases; input textures are not counted here.
std::vector<Effect *> effects; // In order.
+ unsigned output_width, output_height;
};
+ // Determine the preferred output size of a given phase.
+ // Requires that all input phases (if any) already have output sizes set.
+ void find_output_size(Phase *phase);
+
+ void find_all_nonlinear_inputs(Effect *effect,
+ std::vector<Input *> *nonlinear_inputs,
+ std::vector<Effect *> *intermediates);
Effect *normalize_to_linear_gamma(Effect *input);
Effect *normalize_to_srgb(Effect *input);
void draw_vertex(float x, float y, const std::vector<Effect *> &inputs);
// Create a GLSL program computing the given effects in order.
- Phase compile_glsl_program(const std::vector<Effect *> &inputs, const std::vector<Effect *> &effects);
+ Phase *compile_glsl_program(const std::vector<Effect *> &inputs, const std::vector<Effect *> &effects);
// Create all GLSL programs needed to compute the given effect, and all outputs
// that depends on it (whenever possible).
- void construct_glsl_programs(Effect *start, std::set<Effect *> *completed_effects);
+ void construct_glsl_programs(Effect *output);
unsigned width, height;
- ImageFormat input_format, output_format;
+ ImageFormat output_format;
std::vector<Effect *> effects;
+ std::vector<Input *> inputs; // Also contained in effects.
std::map<Effect *, std::string> effect_ids;
std::map<Effect *, GLuint> effect_output_textures;
+ std::map<Effect *, std::pair<GLuint, GLuint> > effect_output_texture_sizes;
std::map<Effect *, std::vector<Effect *> > outgoing_links;
std::map<Effect *, std::vector<Effect *> > incoming_links;
GLuint fbo;
- std::vector<Phase> phases;
+ std::vector<Phase *> phases;
+
+ // This is a bit ugly; we should probably fix so that Phase takes other phases
+ // as inputs, instead of Effect.
+ std::map<Effect *, Phase *> output_effects_to_phase;
GLenum format, bytes_per_pixel;
bool finalized;