std::vector<Uniform<float> > uniforms_vec4;
std::vector<Uniform<Eigen::Matrix3d> > uniforms_mat3;
+ GLuint ubo; // GL_INVALID_INDEX if not using UBOs.
+ GLuint uniform_block_index;
+ std::vector<char> ubo_data;
+
// For measurement of GPU time used.
std::list<GLuint> timer_query_objects_running;
std::list<GLuint> timer_query_objects_free;
// will create its own that is not shared with anything else. Does not take
// ownership of the passed-in ResourcePool, but will naturally take ownership
// of its own internal one if created.
- EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool = NULL);
+ EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool = NULL, GLenum intermediate_format = GL_RGBA16F);
~EffectChain();
// User API:
std::vector<Input *> inputs; // Also contained in nodes.
std::vector<Phase *> phases;
+ GLenum intermediate_format;
unsigned num_dither_bits;
OutputOrigin output_origin;
bool finalized;