// The border color is taken to be in linear gamma, sRGB, with premultiplied alpha.
// You may not change it after calling finalize(), since that could change the
// graph (need_linear_light() etc. depend on the border color you choose).
+//
+// IntegralPaddingEffect is like PaddingEffect, except that "top" and "left" parameters
+// are int parameters instead of float. This allows it to guarantee one-to-one sampling,
+// which can speed up processing by allowing more effect passes to be collapsed.
-#include <GL/glew.h>
+#include <epoxy/gl.h>
#include <string>
#include "effect.h"
virtual AlphaHandling alpha_handling() const;
virtual bool changes_output_size() const { return true; }
+ virtual bool sets_virtual_output_size() const { return false; }
virtual void get_output_size(unsigned *width, unsigned *height, unsigned *virtual_width, unsigned *virtual_height) const;
virtual void inform_input_size(unsigned input_num, unsigned width, unsigned height);
float top, left;
};
+class IntegralPaddingEffect : public PaddingEffect {
+public:
+ IntegralPaddingEffect();
+ virtual std::string effect_type_id() const { return "IntegralPaddingEffect"; }
+ virtual bool one_to_one_sampling() const { return true; }
+ virtual bool set_int(const std::string&, int value);
+ virtual bool set_float(const std::string &key, float value);
+};
+
} // namespace movit
#endif // !defined(_MOVIT_PADDING_EFFECT_H)