X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.h;h=dc5e3c4aeb96ca0c585ee63d3c31350c2d6e60c8;hp=cd0a19f4dcd3cbe4972f186a0f25e324bf692517;hb=b4ec29a251e118f463ce940ffaf0945188bf6894;hpb=2d8043bb837b45c9ae509450b3e1b1eb545e44b9 diff --git a/effect_chain.h b/effect_chain.h index cd0a19f..dc5e3c4 100644 --- a/effect_chain.h +++ b/effect_chain.h @@ -178,19 +178,32 @@ struct Phase { std::vector effects; // In order. unsigned output_width, output_height, virtual_output_width, virtual_output_height; + // Whether this phase is compiled as a compute shader, ie., the last effect is + // marked as one. + bool is_compute_shader; + + // If , which image unit the output buffer is bound to. + // This is used as source for a Uniform below. + int outbuf_image_unit; + + // These are used in transforming from unnormalized to normalized coordinates + // in compute shaders. + Point2D inv_output_size, output_texcoord_adjust; + // Identifier used to create unique variables in GLSL. // Unique per-phase to increase cacheability of compiled shaders. std::map effect_ids; // Uniforms for this phase; combined from all the effects. - std::vector > uniforms_sampler2d; - std::vector > uniforms_bool; - std::vector > uniforms_int; - std::vector > uniforms_float; - std::vector > uniforms_vec2; - std::vector > uniforms_vec3; - std::vector > uniforms_vec4; - std::vector > uniforms_mat3; + std::vector> uniforms_image2d; + std::vector> uniforms_sampler2d; + std::vector> uniforms_bool; + std::vector> uniforms_int; + std::vector> uniforms_float; + std::vector> uniforms_vec2; + std::vector> uniforms_vec3; + std::vector> uniforms_vec4; + std::vector> uniforms_mat3; // For measurement of GPU time used. std::list timer_query_objects_running; @@ -203,11 +216,11 @@ class EffectChain { public: // Aspect: e.g. 16.0f, 9.0f for 16:9. // resource_pool is a pointer to a ResourcePool with which to share shaders - // and other resources (see resource_pool.h). If NULL (the default), + // and other resources (see resource_pool.h). If nullptr (the default), // will create its own that is not shared with anything else. Does not take // ownership of the passed-in ResourcePool, but will naturally take ownership // of its own internal one if created. - EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool = NULL); + EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool = nullptr); ~EffectChain(); // User API: @@ -364,6 +377,9 @@ public: void reset_phase_timing(); void print_phase_timing(); + // Note: If you already know the width and height of the viewport, + // calling render_to_fbo() directly will be slightly more efficient, + // as it saves it from getting it from OpenGL. void render_to_screen() { render_to_fbo(0, 0, 0); @@ -375,7 +391,7 @@ public: Effect *last_added_effect() { if (nodes.empty()) { - return NULL; + return nullptr; } else { return nodes.back()->effect; } @@ -496,6 +512,7 @@ private: void fix_output_gamma(); void add_ycbcr_conversion_if_needed(); void add_dither_if_needed(); + void add_dummy_effect_if_needed(); float aspect_nom, aspect_denom; ImageFormat output_format;