On Wed, May 1, 2013 at 4:56 PM, Robert O'Callahan <rob...@ocallahan.org>wrote:

> That's a good point: for optimal performance with simple filters we need
> to be able to combine the EffectChain with the filter. However I think
> adding filters to the EffectChain is probably not the right way to do that,
> because some filters require multiple passes with intermediate buffers and
> can't be compiled to a single program. I think to keep basic compositing
> simple we want an EffectChain to always compile to a single program. So I
> suspect the best approach might be to pass the EffectChain as an additional
> parameter to the GLContext filter implementation.
>

Then an interesting question is "if we do that, why not use this "GLContext
filter implementation" to build shaders for all EffectChains for all GL
compositing?" And, "then why not combine it with ANGLE to handle all
compositing on Windows as well?"

I would say, maybe we should do those things, but let's build the filter
implementation first and then we'll have a clearer view of whether it makes
sense to take those steps.

Rob
-- 
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