virtual bool needs_mipmaps() const { return false; }
// Whether this effect wants to output to a different size than
- // its input(s). If you set this to true, the output will be
- // bounced to a texture (similarly to if the next effect set
- // needs_texture_bounce()).
+ // its input(s) (see inform_input_size(), below). If you set this to
+ // true, the output will be bounced to a texture (similarly to if the
+ // next effect set needs_texture_bounce()).
virtual bool changes_output_size() const { return false; }
// If changes_output_size() is true, you must implement this to tell
assert(false);
}
+ // Tells the effect the resolution of each of its input.
+ // This will be called every frame, and always before get_output_size(),
+ // so you can change your output size based on the input if so desired.
+ //
+ // Note that in some cases, an input might not have a single well-defined
+ // resolution (for instance if you fade between two inputs with
+ // different resolutions). In this case, you will get width=0 and height=0
+ // for that input. If you cannot handle that, you will need to set
+ // needs_texture_bounce() to true, which will force a render to a single
+ // given resolution before you get the input.
+ virtual void inform_input_size(unsigned input_num, unsigned width, unsigned height) {}
+
// How many inputs this effect will take (a fixed number).
// If you have only one input, it will be called INPUT() in GLSL;
// if you have several, they will be INPUT1(), INPUT2(), and so on.