// the EffectChain holds textures and other OpenGL objects that are tied to the
// context.
-#include <GL/glew.h>
+#include <epoxy/gl.h>
#include <stdio.h>
#include <map>
#include <set>
#include "image_format.h"
+namespace movit {
+
class Effect;
class Input;
struct Phase;
// 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;
+ // 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.
+ //
+ // TODO: Can an RTT texture be used as inputs to multiple effects
+ // within the same phase? If so, we have a problem with modifying
+ // sampler state here.
+ int bound_sampler_num;
+
// Used during the building of the effect chain.
Colorspace output_color_space;
GammaCurve output_gamma_curve;
void replace_receiver(Node *old_receiver, Node *new_receiver);
void replace_sender(Node *new_sender, Node *receiver);
void insert_node_between(Node *sender, Node *middle, Node *receiver);
+ Node *find_node_for_effect(Effect *effect) { return node_map[effect]; }
+
+ // Get the OpenGL sampler (GL_TEXTURE0, GL_TEXTURE1, etc.) for the
+ // input of the given node, so that one can modify the sampler state
+ // directly. Only valid to call during set_gl_state().
+ //
+ // Also, for this to be allowed, <node>'s effect must have
+ // needs_texture_bounce() set, so that it samples directly from a
+ // single-sampler input, or from an RTT texture.
+ GLenum get_input_sampler(Node *node, unsigned input_num) const;
+
+ // 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
bool owns_resource_pool;
};
+} // namespace movit
+
#endif // !defined(_MOVIT_EFFECT_CHAIN_H)