X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.h;h=a36840d314876e88185ef1f69bf32b537c465f24;hp=716a970a3ab59748e99d94da43b2a9239fdca871;hb=29888c096ef7aeea7d4d15ae40a5fece05b016ac;hpb=094bfbb35f1af70ef07890ac7735006cdc195cca diff --git a/effect_chain.h b/effect_chain.h index 716a970..a36840d 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. @@ -188,6 +192,7 @@ struct Phase { // These are used in transforming from unnormalized to normalized coordinates // in compute shaders. + int uniform_output_size[2]; Point2D inv_output_size, output_texcoord_adjust; // Identifier used to create unique variables in GLSL. @@ -199,6 +204,7 @@ struct Phase { std::vector> uniforms_sampler2d; std::vector> uniforms_bool; std::vector> uniforms_int; + std::vector> uniforms_ivec2; std::vector> uniforms_float; std::vector> uniforms_vec2; std::vector> uniforms_vec3;