X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.h;h=593232cf01e036f47728ae1fd3d2c756bf6d3d85;hp=704c20cbee8db58ad4e025d39e3afbd60ca78f76;hb=c5285a66dd15495df93d5709dd09d4977f428835;hpb=83614ac8a2b9ef69ff65b452d2ea27723afc33cf diff --git a/effect_chain.h b/effect_chain.h index 704c20c..593232c 100644 --- a/effect_chain.h +++ b/effect_chain.h @@ -16,8 +16,12 @@ // 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 #include #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 { @@ -235,6 +232,9 @@ private: // as the last effect. Also pushes all phases in order onto . 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, std::map *output_textures, std::set *generated_mipmaps); + // Set up the given sampler number for sampling from an RTT texture, // and bind it to "tex_" plus the given GLSL variable. void setup_rtt_sampler(GLuint glsl_program_num, int sampler_num, const std::string &effect_id, bool use_mipmaps);