// they will be equal.
unsigned output_width, output_height;
- // If output goes to RTT, which phase it is in (otherwise unset).
- // This is a bit ugly; we should probably fix so that Phase takes other
- // phases as inputs, instead of Node.
- Phase *phase;
-
// If the effect has is_single_texture(), or if the output went to RTT
// and that texture has been bound to a sampler, the sampler number
// will be stored here.
// A rendering phase; a single GLSL program rendering a single quad.
struct Phase {
+ Node *output_node;
+
GLuint glsl_program_num; // Owned by the resource_pool.
bool input_needs_mipmaps;
// Inputs are only inputs from other phases (ie., those that come from RTT);
- // input textures are not counted here.
- std::vector<Node *> inputs;
-
+ // input textures are counted as part of <effects>.
+ std::vector<Phase *> inputs;
std::vector<Node *> effects; // In order.
unsigned output_width, output_height, virtual_output_width, virtual_output_height;
// Identifier used to create unique variables in GLSL.
// Unique per-phase to increase cacheability of compiled shaders.
std::map<Node *, std::string> effect_ids;
+
+ // The geometry needed to draw this quad, bound to the vertex array
+ // object. (Seemingly it's actually a win not to upload geometry every
+ // frame, even for something as small as a quad, due to fewer state
+ // changes.)
+ GLuint vao;
+ GLuint position_vbo, texcoord_vbo;
};
class EffectChain {
// output gamma different from GAMMA_LINEAR.
void find_all_nonlinear_inputs(Node *effect, std::vector<Node *> *nonlinear_inputs);
- // Create a GLSL program computing the given effects in order.
- Phase *compile_glsl_program(const std::vector<Node *> &inputs,
- const std::vector<Node *> &effects);
+ // Create a GLSL program computing the effects for this phase in order.
+ void compile_glsl_program(Phase *phase);
// Create all GLSL programs needed to compute the given effect, and all outputs
- // that depends on it (whenever possible).
- void construct_glsl_programs(Node *output);
+ // 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);
// Output the current graph to the given file in a Graphviz-compatible format;
// only useful for debugging.
std::map<Effect *, Node *> node_map;
Effect *dither_effect;
+ std::map<void *, GLuint> fbos; // One for each OpenGL context.
std::vector<Input *> inputs; // Also contained in nodes.
std::vector<Phase *> phases;