inputs.push_back(input3);
return add_effect(effect, inputs);
}
+ Effect *add_effect(Effect *effect, Effect *input1, Effect *input2, Effect *input3, Effect *input4) {
+ std::vector<Effect *> inputs;
+ inputs.push_back(input1);
+ inputs.push_back(input2);
+ inputs.push_back(input3);
+ inputs.push_back(input4);
+ return add_effect(effect, inputs);
+ }
+ Effect *add_effect(Effect *effect, Effect *input1, Effect *input2, Effect *input3, Effect *input4, Effect *input5) {
+ std::vector<Effect *> inputs;
+ inputs.push_back(input1);
+ inputs.push_back(input2);
+ inputs.push_back(input3);
+ inputs.push_back(input4);
+ inputs.push_back(input5);
+ return add_effect(effect, inputs);
+ }
Effect *add_effect(Effect *effect, const std::vector<Effect *> &inputs);
// Adds an RGBA output. Note that you can have at most one RGBA output and one
// single-sampler input, or from an RTT texture.
GLenum get_input_sampler(Node *node, unsigned input_num) const;
+ // Whether input <input_num> of <node> corresponds to a single sampler
+ // (see get_input_sampler()). Normally, you should not need to call this;
+ // however, if the input Effect has set override_texture_bounce(),
+ // this will return false, and you could be flexible and check it first
+ // if you want.
+ GLenum has_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