/** * Looking Glass * Copyright © 2017-2026 The Looking Glass Authors * https://looking-glass.io * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the Free * Software Foundation; either version 2 of the License, or (at your option) * any later version. * * This program is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for * more details. * * You should have received a copy of the GNU General Public License along * with this program; if not, write to the Free Software Foundation, Inc., 59 * Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #pragma once #include "egltypes.h" #include "shader.h" typedef struct EGL_Effect EGL_Effect; typedef struct EGL_EffectPass EGL_EffectPass; typedef struct EGL_Texture EGL_Texture; struct EGL_FilterRects; /* * Effects execute their enabled passes in insertion order. Each pass owns an * intermediate render target and sampler, while shaders remain caller-owned * so they can be shared or selected at run time. */ bool egl_effectInit(EGL_Effect ** effect); void egl_effectFree(EGL_Effect ** effect); bool egl_effectAddPass(EGL_Effect * effect, EGL_Shader * shader, EGL_EffectPass ** pass); void egl_effectPassSetShader(EGL_EffectPass * pass, EGL_Shader * shader); void egl_effectPassSetEnabled(EGL_EffectPass * pass, bool enabled); void egl_effectPassSetFilter(EGL_EffectPass * pass, GLenum minFilter, GLenum magFilter); void egl_effectPassSetWrap(EGL_EffectPass * pass, GLenum wrapS, GLenum wrapT); bool egl_effectPassSetup(EGL_EffectPass * pass, enum EGL_PixelFormat pixFmt, unsigned int width, unsigned int height); EGL_Texture * egl_effectPassGetTexture(EGL_EffectPass * pass); EGL_Texture * egl_effectPassRun(EGL_EffectPass * pass, struct EGL_FilterRects * rects, EGL_Texture * const * textures, unsigned int textureCount); EGL_Texture * egl_effectRun(EGL_Effect * effect, struct EGL_FilterRects * rects, EGL_Texture * texture);