X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.h;h=cbc1221020bbfa0063767da30275ee7e45662891;hp=642f079201f037219b1ead3c02aebf3e85bfb28d;hb=84ad3397a22ff0522fb4678f258656d882442209;hpb=cfc161e0289c2169d4835c48751ff56b97355eb2 diff --git a/effect_chain.h b/effect_chain.h index 642f079..cbc1221 100644 --- a/effect_chain.h +++ b/effect_chain.h @@ -71,6 +71,15 @@ private: // phases as inputs, instead of Node. Phase *phase; + // If the effect has is_single_texture(), or if the output went to RTT + // and that texture has been bound to a sampler, the sampler number + // will be stored here. + // + // TODO: Can an RTT texture be used as inputs to multiple effects + // within the same phase? If so, we have a problem with modifying + // sampler state here. + int bound_sampler_num; + // Used during the building of the effect chain. Colorspace output_color_space; GammaCurve output_gamma_curve; @@ -130,6 +139,13 @@ public: inputs.push_back(input2); return add_effect(effect, inputs); } + Effect *add_effect(Effect *effect, Effect *input1, Effect *input2, Effect *input3) { + std::vector inputs; + inputs.push_back(input1); + inputs.push_back(input2); + inputs.push_back(input3); + return add_effect(effect, inputs); + } Effect *add_effect(Effect *effect, const std::vector &inputs); void add_output(const ImageFormat &format, OutputAlphaFormat alpha_format); @@ -173,6 +189,16 @@ public: void replace_receiver(Node *old_receiver, Node *new_receiver); void replace_sender(Node *new_sender, Node *receiver); void insert_node_between(Node *sender, Node *middle, Node *receiver); + Node *find_node_for_effect(Effect *effect) { return node_map[effect]; } + + // Get the OpenGL sampler (GL_TEXTURE0, GL_TEXTURE1, etc.) for the + // input of the given node, so that one can modify the sampler state + // directly. Only valid to call during set_gl_state(). + // + // Also, for this to be allowed, 's effect must have + // needs_texture_bounce() set, so that it samples directly from a + // single-sampler input, or from an RTT texture. + GLenum get_input_sampler(Node *node, unsigned input_num) const; // Get the current resource pool assigned to this EffectChain. // Primarily to let effects allocate textures as needed.