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_sampler2d;
- std::vector<Uniform<bool> > uniforms_bool;
- std::vector<Uniform<int> > uniforms_int;
- std::vector<Uniform<float> > uniforms_float;
- std::vector<Uniform<float> > uniforms_vec2;
- std::vector<Uniform<float> > uniforms_vec3;
- std::vector<Uniform<float> > uniforms_vec4;
- std::vector<Uniform<Eigen::Matrix3d> > uniforms_mat3;
+ std::vector<Uniform<int>> uniforms_image2d;
+ std::vector<Uniform<int>> uniforms_sampler2d;
+ std::vector<Uniform<bool>> uniforms_bool;
+ std::vector<Uniform<int>> uniforms_int;
+ std::vector<Uniform<float>> uniforms_float;
+ std::vector<Uniform<float>> uniforms_vec2;
+ std::vector<Uniform<float>> uniforms_vec3;
+ std::vector<Uniform<float>> uniforms_vec4;
+ std::vector<Uniform<Eigen::Matrix3d>> uniforms_mat3;
// For measurement of GPU time used.
std::list<GLuint> timer_query_objects_running;
public:
// Aspect: e.g. 16.0f, 9.0f for 16:9.
// resource_pool is a pointer to a ResourcePool with which to share shaders
- // and other resources (see resource_pool.h). If NULL (the default),
+ // and other resources (see resource_pool.h). If nullptr (the default),
// will create its own that is not shared with anything else. Does not take
// ownership of the passed-in ResourcePool, but will naturally take ownership
// of its own internal one if created.
- EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool = NULL);
+ EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool = nullptr);
~EffectChain();
// User API:
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);
Effect *last_added_effect() {
if (nodes.empty()) {
- return NULL;
+ return nullptr;
} else {
return nodes.back()->effect;
}
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;