// (in the same phase) have one_to_one_sampling() set.
bool one_to_one_sampling;
+ // Same, for strong_one_to_one_sampling().
+ bool strong_one_to_one_sampling;
+
friend class EffectChain;
};
// Whether this phase is compiled as a compute shader, ie., the last effect is
// marked as one.
bool is_compute_shader;
+ Node *compute_shader_node;
// If <is_compute_shader>, which image unit the output buffer is bound to.
// This is used as source for a Uniform<int> below.