+ GLint uniform_sample_tex;
+ float uniform_num_loops, uniform_slice_height, uniform_sample_x_scale, uniform_sample_x_offset;
+ float uniform_whole_pixel_offset;
+ int uniform_num_samples;
+
+ int input_width, input_height, output_width, output_height;
+ float offset, zoom;
+ int last_input_width, last_input_height, last_output_width, last_output_height;
+ float last_offset, last_zoom;
+ int src_bilinear_samples, num_loops;
+ float slice_height;
+ Support2DTexture tex;
+};
+
+class ResampleComputeEffect : public Effect {
+public:
+ // If parent is non-nullptr, calls to inform_input_size will be forwarded,
+ // so that it can inform both passes about the right input and output
+ // resolutions.
+ ResampleComputeEffect(ResampleEffect *parent);
+ ~ResampleComputeEffect();
+ std::string effect_type_id() const override { return "ResampleComputeEffect"; }
+
+ std::string output_fragment_shader() override;
+
+ // FIXME: This is the primary reason why this doesn't really work;
+ // there's no good reason why the regular resize should have bounce
+ // but we shouldn't. (If we did a 2D block instead of 1D columns,
+ // it would have been different, but we can't, due to the large size
+ // of the fringe.)
+ bool needs_texture_bounce() const override { return false; }
+ bool needs_srgb_primaries() const override { return false; }
+ AlphaHandling alpha_handling() const override { return INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK; }
+
+ // We specifically do not want mipmaps on the input texture;
+ // they break minification.
+ MipmapRequirements needs_mipmaps() const override { return CANNOT_ACCEPT_MIPMAPS; }
+
+ void inform_added(EffectChain *chain) override { this->chain = chain; }
+ void inform_input_size(unsigned input_num, unsigned width, unsigned height) override {
+ if (parent != nullptr) {
+ parent->inform_input_size(input_num, width, height);
+ }
+ }
+ bool changes_output_size() const override { return true; }
+ bool sets_virtual_output_size() const override { return false; }
+
+ void get_output_size(unsigned *width, unsigned *height, unsigned *virtual_width, unsigned *virtual_height) const override {
+ *virtual_width = *width = this->output_width;
+ *virtual_height = *height = this->output_height;
+ }
+
+ bool is_compute_shader() const override { return true; }
+ void get_compute_dimensions(unsigned output_width, unsigned output_height,
+ unsigned *x, unsigned *y, unsigned *z) const override;
+
+ void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) override;
+
+private:
+ void update_texture(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num);
+
+ ResampleEffect *parent;
+ EffectChain *chain;
+ Support2DTexture tex_horiz, tex_vert;
+ GLint uniform_sample_tex_horizontal, uniform_sample_tex_vertical;
+ float uniform_num_x_loops;
+ int uniform_num_horizontal_filters, uniform_num_vertical_filters;
+ float uniform_slice_height;
+ float uniform_horizontal_whole_pixel_offset;
+ int uniform_vertical_whole_pixel_offset;
+ int uniform_num_horizontal_samples, uniform_num_vertical_samples;
+ int uniform_output_samples_per_block;
+