X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.h;h=1078027a7bfc3b859531ddd6932ff79c96cc1795;hp=407648bc9c5a6887e331d01bb4d372390509c219;hb=edb0700c0a8ea225ce9add1cb4f70d42af6de381;hpb=7d78534e38d50892ca57d3a17f27214ac094ea58 diff --git a/effect_chain.h b/effect_chain.h index 407648b..1078027 100644 --- a/effect_chain.h +++ b/effect_chain.h @@ -6,6 +6,16 @@ // them. Generally you set up your effect chain once and then call its render // functions once per frame; setting one up can be relatively expensive, // but rendering is fast. +// +// Threading considerations: EffectChain is “thread-compatible”; you can use +// different EffectChains in multiple threads at the same time (assuming the +// threads do not use the same OpenGL context, but this is a good idea anyway), +// but you may not use one EffectChain from multiple threads simultaneously. +// You _are_ allowed to use one EffectChain from multiple threads as long as +// you only use it from one at a time (possibly by doing your own locking), +// 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. #include #include @@ -19,6 +29,7 @@ class Effect; class Input; struct Phase; +class ResourcePool; // For internal use within Node. enum AlphaType { @@ -73,7 +84,7 @@ private: // A rendering phase; a single GLSL program rendering a single quad. struct Phase { - GLint glsl_program_num, vertex_shader, fragment_shader; + GLuint glsl_program_num; // Owned by the resource_pool. bool input_needs_mipmaps; // Inputs are only inputs from other phases (ie., those that come from RTT); @@ -86,7 +97,13 @@ struct Phase { class EffectChain { public: - EffectChain(float aspect_nom, float aspect_denom); // E.g., 16.0f, 9.0f for 16:9. + // 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), + // 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(); // User API: @@ -239,6 +256,9 @@ private: unsigned num_dither_bits; bool finalized; + + ResourcePool *resource_pool; + bool owns_resource_pool; }; #endif // !defined(_MOVIT_EFFECT_CHAIN_H)