X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.h;h=793bf7b0b2f2ddce1bf7fe02e0532989c3c78995;hp=35931f8058fb1a7d763fdb7572ccd2f94bb4d945;hb=376535a970b25a268bef44cd3c32a3630e605734;hpb=7366e74b75fa1ac3267709c12417179819b86acb diff --git a/effect_chain.h b/effect_chain.h index 35931f8..793bf7b 100644 --- a/effect_chain.h +++ b/effect_chain.h @@ -153,6 +153,9 @@ private: // (in the same phase) have one_to_one_sampling() set. bool one_to_one_sampling; + // Same, for strong_one_to_one_sampling(). + bool strong_one_to_one_sampling; + friend class EffectChain; }; @@ -181,6 +184,7 @@ struct Phase { // Whether this phase is compiled as a compute shader, ie., the last effect is // marked as one. bool is_compute_shader; + Node *compute_shader_node; // If , which image unit the output buffer is bound to. // This is used as source for a Uniform below. @@ -394,10 +398,15 @@ public: // except that it is more efficient if the last phase contains a compute shader. // Thus, prefer this to render_to_fbo() where possible. // - // The format must currently be GL_RGBA16F, and only one destination - // texture is supported. Both of these restrictions will be lifted in the future. + // Only one destination texture is supported. This restriction will be lifted + // in the future. + // + // All destination textures must be exactly of size x , + // and must either come from the same ResourcePool the effect uses, or outlive + // the EffectChain (otherwise, we could be allocating FBOs that end up being + // stale). Textures must also have valid state; in particular, they must either + // be mipmap complete or have a non-mipmapped minification mode. // - // All destination textures must be exactly of size x . // width and height can not be zero. struct DestinationTexture { GLuint texnum; @@ -481,8 +490,11 @@ private: unsigned x, unsigned y, unsigned width, unsigned height); // Execute one phase, ie. set up all inputs, effects and outputs, and render the quad. - void execute_phase(Phase *phase, bool render_to_texture, - std::map *output_textures, + // If is empty, uses whatever output is current (and the phase must not be + // a compute shader). + void execute_phase(Phase *phase, + const std::map &output_textures, + const std::vector &destinations, std::set *generated_mipmaps); // Set up uniforms for one phase. The program must already be bound.