// except that it is more efficient if the last phase contains a compute shader.
// Thus, prefer this to render_to_fbo() where possible.
//
- // The format must currently be GL_RGBA16F, and only one destination
- // texture is supported. Both of these restrictions will be lifted in the future.
+ // Only one destination texture is supported. This restriction will be lifted
+ // in the future.
+ //
+ // All destination textures must be exactly of size <width> x <height>,
+ // and must either come from the same ResourcePool the effect uses, or outlive
+ // the EffectChain (otherwise, we could be allocating FBOs that end up being
+ // stale). Textures must also have valid state; in particular, they must either
+ // be mipmap complete or have a non-mipmapped minification mode.
//
- // All destination textures must be exactly of size <width> x <height>.
// width and height can not be zero.
struct DestinationTexture {
GLuint texnum;
unsigned x, unsigned y, unsigned width, unsigned height);
// Execute one phase, ie. set up all inputs, effects and outputs, and render the quad.
- // If dest_texture is 0, uses whatever output is current (and the phase must not be
+ // If <destinations> is empty, uses whatever output is current (and the phase must not be
// a compute shader).
void execute_phase(Phase *phase,
const std::map<Phase *, GLuint> &output_textures,
- GLuint dest_texture,
+ const std::vector<DestinationTexture> &destinations,
std::set<Phase *> *generated_mipmaps);
// Set up uniforms for one phase. The program must already be bound.