#ifndef _EFFECT_CHAIN_H
#define _EFFECT_CHAIN_H 1
+#include <set>
#include <vector>
#include "effect.h"
struct Phase {
GLint glsl_program_num;
bool input_needs_mipmaps;
- unsigned start, end;
+ std::vector<Effect *> inputs;
+ std::vector<Effect *> effects; // In order.
};
Effect *normalize_to_linear_gamma(Effect *input);
Effect *normalize_to_srgb(Effect *input);
- // Create a GLSL program computing effects [start, end>.
- Phase compile_glsl_program(unsigned start_index, unsigned end_index);
+ void draw_vertex(float x, float y, const std::vector<Effect *> &inputs);
+
+ // Create a GLSL program computing the given effects in order.
+ Phase compile_glsl_program(const std::vector<Effect *> &inputs, const std::vector<Effect *> &effects);
+
+ // Create all GLSL programs needed to compute the given effect, and all outputs
+ // that depends on it (whenever possible).
+ void construct_glsl_programs(Effect *start, std::set<Effect *> *completed_effects);
unsigned width, height;
ImageFormat input_format, output_format;
- std::vector<Effect *> effects;
- std::multimap<Effect *, Effect *> outgoing_links;
- std::multimap<Effect *, Effect *> incoming_links;
+ std::vector<Effect *> effects, unexpanded_effects;
+ std::map<Effect *, std::string> effect_ids;
+ std::map<Effect *, GLuint> effect_output_textures;
+ std::map<Effect *, std::vector<Effect *> > outgoing_links;
+ std::map<Effect *, std::vector<Effect *> > incoming_links;
Effect *last_added_effect;
GLuint source_image_num;
bool use_srgb_texture_format;
GLuint fbo;
- GLuint temp_textures[2];
-
std::vector<Phase> phases;
GLenum format, bytes_per_pixel;