X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.h;h=358deedbb5e34064e4d2c52119db4c4c30413dca;hp=e7d99d54821928c1248f6456c461ba1f63525eed;hb=b54af6e5d1df8bd15e6d1cd2eeb75ff546bc7880;hpb=5ee3e6bb0bf100d57a06911b89c3a0a0dc49e2be diff --git a/effect_chain.h b/effect_chain.h index e7d99d5..358deed 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 @@ -79,6 +83,7 @@ private: Colorspace output_color_space; GammaCurve output_gamma_curve; AlphaType output_alpha_type; + bool needs_mipmaps; // Directly or indirectly. friend class EffectChain; }; @@ -99,13 +104,6 @@ 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 {