X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.h;h=038fb1c875e282616db5d2193ea02ade2cfad958;hp=c292b38b4a0b85642d8d5b7970117a5ae64b11c3;hb=5278bd9c038dd9f2d56b4de52c904426dfe0b6fe;hpb=65c6584f77bff0af0c8e38d1ac90298bcd55e9ac diff --git a/effect_chain.h b/effect_chain.h index c292b38..038fb1c 100644 --- a/effect_chain.h +++ b/effect_chain.h @@ -195,15 +195,15 @@ struct Phase { std::map effect_ids; // Uniforms for this phase; combined from all the effects. - std::vector > uniforms_image2d; - std::vector > uniforms_sampler2d; - std::vector > uniforms_bool; - std::vector > uniforms_int; - std::vector > uniforms_float; - std::vector > uniforms_vec2; - std::vector > uniforms_vec3; - std::vector > uniforms_vec4; - std::vector > uniforms_mat3; + std::vector> uniforms_image2d; + std::vector> uniforms_sampler2d; + std::vector> uniforms_bool; + std::vector> uniforms_int; + std::vector> uniforms_float; + std::vector> uniforms_vec2; + std::vector> uniforms_vec3; + std::vector> uniforms_vec4; + std::vector> uniforms_mat3; // For measurement of GPU time used. std::list timer_query_objects_running; @@ -216,11 +216,11 @@ class EffectChain { public: // Aspect: e.g. 16.0f, 9.0f for 16:9. // resource_pool is a pointer to a ResourcePool with which to share shaders - // and other resources (see resource_pool.h). If NULL (the default), + // and other resources (see resource_pool.h). If nullptr (the default), // 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 = nullptr); ~EffectChain(); // User API: @@ -391,7 +391,7 @@ public: Effect *last_added_effect() { if (nodes.empty()) { - return NULL; + return nullptr; } else { return nodes.back()->effect; } @@ -458,7 +458,7 @@ private: Phase *construct_phase(Node *output, std::map *completed_effects); // Execute one phase, ie. set up all inputs, effects and outputs, and render the quad. - void execute_phase(Phase *phase, bool last_phase, + void execute_phase(Phase *phase, bool render_to_texture, std::map *output_textures, std::set *generated_mipmaps);