- void execute_phase(Phase *phase, bool render_to_texture,
- std::map<Phase *, GLuint> *output_textures,
+ // If dest_texture is 0, uses whatever output is current (and the phase must not be
+ // a compute shader).
+ void execute_phase(Phase *phase,
+ const std::map<Phase *, GLuint> &output_textures,
+ GLuint dest_texture,