X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.h;fp=effect_chain.h;h=593232cf01e036f47728ae1fd3d2c756bf6d3d85;hp=e7d99d54821928c1248f6456c461ba1f63525eed;hb=7ea0b3a5be9bafaa2d1fa5a17ce285a725ce132b;hpb=d2977599b2482c4832b135fa230e8dfb1cf493df diff --git a/effect_chain.h b/effect_chain.h index e7d99d5..593232c 100644 --- a/effect_chain.h +++ b/effect_chain.h @@ -16,6 +16,10 @@ // but if so, the threads' contexts need to be set up to share resources, since // the EffectChain holds textures and other OpenGL objects that are tied to the // context. +// +// Memory management (only relevant if you use multiple contexts): +// See corresponding comment in resource_pool.h. This holds even if you don't +// allocate your own ResourcePool, but let EffectChain hold its own. #include #include @@ -99,13 +103,6 @@ struct Phase { // Identifier used to create unique variables in GLSL. // Unique per-phase to increase cacheability of compiled shaders. std::map effect_ids; - - // The geometry needed to draw this quad, bound to the vertex array - // object. (Seemingly it's actually a win not to upload geometry every - // frame, even for something as small as a quad, due to fewer state - // changes.) - GLuint vao; - GLuint position_vbo, texcoord_vbo; }; class EffectChain {