std::vector<Node *> incoming_links;
private:
- // Identifier used to create unique variables in GLSL.
- std::string effect_id;
-
// Logical size of the output of this effect, ie. the resolution
// you would get if you sampled it as a texture. If it is undefined
// (since the inputs differ in resolution), it will be 0x0.
// they will be equal.
unsigned output_width, output_height;
- // If output goes to RTT (otherwise, none of these are set).
- // The Phase pointer is a but ugly; we should probably fix so
- // that Phase takes other phases as inputs, instead of Node.
- GLuint output_texture;
- unsigned output_texture_width, output_texture_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;
// Used during the building of the effect chain.
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;
};
class EffectChain {
void replace_sender(Node *new_sender, Node *receiver);
void insert_node_between(Node *sender, Node *middle, Node *receiver);
+ // Get the current resource pool assigned to this EffectChain.
+ // Primarily to let effects allocate textures as needed.
+ // Any resources you get from the pool must be returned to the pool
+ // no later than in the Effect's destructor.
+ ResourcePool *get_resource_pool() { return resource_pool; }
+
private:
// Make sure the output rectangle is at least large enough to hold
// the given input rectangle in both dimensions, and is of the