Support chaining certain effects after compute shaders.
authorSteinar H. Gunderson <sgunderson@bigfoot.com>
Fri, 24 Nov 2017 21:11:08 +0000 (22:11 +0100)
committerSteinar H. Gunderson <sgunderson@bigfoot.com>
Fri, 24 Nov 2017 21:12:15 +0000 (22:12 +0100)
commite683d4e49549b2d4c6906d2ebc4184904f4fe9f8
tree0bb7317cb4b2570aa782c74569756c9e0fcf3745
parentf909bfe0621e8c844695ef327b71457893633cae
Support chaining certain effects after compute shaders.

This rests on the notion of “strong one-to-one” that's very similar
to the older “one-to-one“ concept, yet a bit stricter (in particular,
PaddingEffect is not strong one-to-one).
24 files changed:
alpha_division_effect.h
alpha_multiplication_effect.h
colorspace_conversion_effect.h
diffusion_effect.h
dither_effect.h
effect.h
effect_chain.cpp
effect_chain.h
effect_chain_test.cpp
footer.comp
gamma_compression_effect.h
gamma_expansion_effect.h
glow_effect.h
header.comp
lift_gamma_gain_effect.h
luma_mix_effect.h
mix_effect.h
multiply_effect.h
overlay_effect.h
saturation_effect.h
version.h
vignette_effect.h
white_balance_effect.h
ycbcr_conversion_effect.h