#include <set>
#include <string>
#include <vector>
+#include <Eigen/Core>
+#include "effect.h"
#include "image_format.h"
#include "ycbcr.h"
// 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<bool> > uniforms_bool;
+ std::vector<Uniform<int> > uniforms_int;
+ std::vector<Uniform<float> > uniforms_float;
+ std::vector<Uniform<float> > uniforms_vec2;
+ std::vector<Uniform<float> > uniforms_vec3;
+ std::vector<Uniform<float> > uniforms_vec4;
+ std::vector<Uniform<Eigen::Matrix3d> > uniforms_mat3;
+
// For measurement of GPU time used.
GLuint timer_query_object;
uint64_t time_elapsed_ns;
// Execute one phase, ie. set up all inputs, effects and outputs, and render the quad.
void execute_phase(Phase *phase, bool last_phase, std::map<Phase *, GLuint> *output_textures, std::set<Phase *> *generated_mipmaps);
+ // Set up uniforms for one phase. The program must already be bound.
+ void setup_uniforms(Phase *phase);
+
// Set up the given sampler number for sampling from an RTT texture,
// and bind it to "tex_" plus the given GLSL variable.
void setup_rtt_sampler(GLuint glsl_program_num, int sampler_num, const std::string &effect_id, bool use_mipmaps);