SQUARE_ROOT_FRAMEBUFFER_TRANSFORMATION,
};
+// Whether a link is into another phase or not; see Node::incoming_link_type.
+enum NodeLinkType {
+ IN_ANOTHER_PHASE,
+ IN_SAME_PHASE
+};
+
// A node in the graph; basically an effect and some associated information.
class Node {
public:
// sampler state here.
int bound_sampler_num;
+ // For each node in incoming_links, whether it comes from another phase
+ // or not. This is required because in some rather obscure cases,
+ // it is possible to have an input twice in the same phase; both by
+ // itself and as a bounced input.
+ //
+ // TODO: It is possible that we might even need to bounce multiple
+ // times and thus disambiguate also between different external phases,
+ // but we'll deal with that when we need to care about it, if ever.
+ std::vector<NodeLinkType> incoming_link_type;
+
// Used during the building of the effect chain.
Colorspace output_color_space;
GammaCurve output_gamma_curve;
AlphaType output_alpha_type;
- bool needs_mipmaps; // Directly or indirectly.
+ Effect::MipmapRequirements needs_mipmaps; // Directly or indirectly.
// Set if this effect, and all effects consuming output from this node
// (in the same phase) have one_to_one_sampling() set.
// which is which, because they contain the same data.
std::set<GLint> attribute_indexes;
- bool input_needs_mipmaps;
-
// Inputs are only inputs from other phases (ie., those that come from RTT);
// input textures are counted as part of <effects>.
std::vector<Phase *> inputs;
// These are used in transforming from unnormalized to normalized coordinates
// in compute shaders.
+ int uniform_output_size[2];
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<Node *, std::string> effect_ids;
+ std::map<std::pair<Node *, NodeLinkType>, std::string> effect_ids;
// Uniforms for this phase; combined from all the effects.
std::vector<Uniform<int>> uniforms_image2d;
std::vector<Uniform<int>> uniforms_sampler2d;
std::vector<Uniform<bool>> uniforms_bool;
std::vector<Uniform<int>> uniforms_int;
+ std::vector<Uniform<int>> uniforms_ivec2;
std::vector<Uniform<float>> uniforms_float;
std::vector<Uniform<float>> uniforms_vec2;
std::vector<Uniform<float>> uniforms_vec3;