}
Effect *add_effect(Effect *effect, const std::vector<Effect *> &inputs);
- // Adds an RGBA output. Note that you can have at most one RGBA output and one
- // Y'CbCr output (see below for details).
+ // Adds an RGBA output. Note that you can have at most one RGBA output and two
+ // Y'CbCr outputs (see below for details).
void add_output(const ImageFormat &format, OutputAlphaFormat alpha_format);
- // Adds an YCbCr output. Note that you can only have one Y'CbCr output.
- // Currently, only 4:4:4 output is supported, so chroma_subsampling_x
- // and chroma_subsampling_y must both be 1.
+ // Adds an YCbCr output. Note that you can only have at most two Y'CbCr
+ // outputs, and they must have the same <ycbcr_format>.
+ // (This limitation may be lifted in the future, to allow e.g. simultaneous
+ // 8- and 10-bit output. Currently, multiple Y'CbCr outputs are only
+ // useful in some very limited circumstances, like if one texture goes
+ // to some place you cannot easily read from later.)
//
- // If you have both RGBA and Y'CbCr output, the RGBA output will come
+ // Only 4:4:4 output is supported due to fragment shader limitations,
+ // so chroma_subsampling_x and chroma_subsampling_y must both be 1.
+ //
+ // If you have both RGBA and Y'CbCr output(s), the RGBA output will come
// in the last draw buffer. Also, <format> and <alpha_format> must be
// identical between the two.
void add_ycbcr_output(const ImageFormat &format, OutputAlphaFormat alpha_format,
ImageFormat output_format;
OutputAlphaFormat output_alpha_format;
- bool output_color_rgba, output_color_ycbcr;
- YCbCrFormat output_ycbcr_format; // If output_color_ycbcr is true.
- YCbCrOutputSplitting output_ycbcr_splitting; // If output_color_ycbcr is true.
+ bool output_color_rgba;
+ int num_output_color_ycbcr; // Max 2.
+ YCbCrFormat output_ycbcr_format; // If num_output_color_ycbcr is > 0.
+ YCbCrOutputSplitting output_ycbcr_splitting[2]; // If num_output_color_ycbcr is > N.
std::vector<Node *> nodes;
std::map<Effect *, Node *> node_map;