std::vector<Node *> effects; // In order.
unsigned output_width, output_height, virtual_output_width, virtual_output_height;
+ // Whether this phase is compiled as a compute shader, ie., the last effect is
+ // marked as one.
+ bool is_compute_shader;
+
+ // If <is_compute_shader>, which image unit the output buffer is bound to.
+ // This is used as source for a Uniform<int> below.
+ int outbuf_image_unit;
+
+ // These are used in transforming from unnormalized to normalized coordinates
+ // in compute shaders.
+ Point2D inv_output_size, output_texcoord_adjust;
+
// Identifier used to create unique variables in GLSL.
// Unique per-phase to increase cacheability of compiled shaders.
std::map<Node *, std::string> effect_ids;
// Uniforms for this phase; combined from all the effects.
+ std::vector<Uniform<int> > uniforms_image2d;
std::vector<Uniform<int> > uniforms_sampler2d;
std::vector<Uniform<bool> > uniforms_bool;
std::vector<Uniform<int> > uniforms_int;
void reset_phase_timing();
void print_phase_timing();
+ // Note: If you already know the width and height of the viewport,
+ // calling render_to_fbo() directly will be slightly more efficient,
+ // as it saves it from getting it from OpenGL.
void render_to_screen()
{
render_to_fbo(0, 0, 0);
void fix_output_gamma();
void add_ycbcr_conversion_if_needed();
void add_dither_if_needed();
+ void add_dummy_effect_if_needed();
float aspect_nom, aspect_denom;
ImageFormat output_format;