+ // that depend on it (whenever possible). Returns the phase that has <output>
+ // as the last effect. Also pushes all phases in order onto <phases>.
+ Phase *construct_phase(Node *output, std::map<Node *, Phase *> *completed_effects);
+
+ // Execute one phase, ie. set up all inputs, effects and outputs, and render the quad.
+ void execute_phase(Phase *phase, bool last_phase, std::map<Phase *, GLuint> *output_textures, std::set<Phase *> *generated_mipmaps);
+
+ // Set up uniforms for one phase. The program must already be bound.
+ void setup_uniforms(Phase *phase);
+
+ // Set up the given sampler number for sampling from an RTT texture,
+ // and bind it to "tex_" plus the given GLSL variable.
+ void setup_rtt_sampler(GLuint glsl_program_num, int sampler_num, const std::string &effect_id, bool use_mipmaps);