X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=effect_chain.h;h=c292b38b4a0b85642d8d5b7970117a5ae64b11c3;hb=0ed2c7fe3876a49d1565e3425e5a491206ffe32d;hp=cd0a19f4dcd3cbe4972f186a0f25e324bf692517;hpb=2d8043bb837b45c9ae509450b3e1b1eb545e44b9;p=movit diff --git a/effect_chain.h b/effect_chain.h index cd0a19f..c292b38 100644 --- a/effect_chain.h +++ b/effect_chain.h @@ -178,11 +178,24 @@ struct Phase { std::vector 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 , which image unit the output buffer is bound to. + // This is used as source for a Uniform 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 effect_ids; // Uniforms for this phase; combined from all the effects. + std::vector > uniforms_image2d; std::vector > uniforms_sampler2d; std::vector > uniforms_bool; std::vector > uniforms_int; @@ -364,6 +377,9 @@ public: 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); @@ -496,6 +512,7 @@ private: 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;