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authorSamuel Rødal <sroedal@trolltech.com>2009-10-28 14:44:10 +0100
committerSamuel Rødal <sroedal@trolltech.com>2009-10-29 10:47:14 +0100
commit7d5b560f71e0f11c20b7ebef11f3095e760ca32c (patch)
treeac8397e1ff54344a5331da055c5707a90851ce68 /src/opengl/gl2paintengineex/qglengineshadersource_p.h
parentf5c553078b7381c3dff7d0bd6b9990a7acf86abb (diff)
Added some optimizations to the blur and drop shadow GL filters.
* Use ExpandToTransparentBorderPadMode since we can use GL_CLAMP_TO_EDGE to clamp to the texture. * Shrink the bounding rects reported by the blur and drop shadow filters (expanding by 2 * radius isn't needed). * Use a single-pass blur for radii <= 3 to avoid the overhead of rendering to an FBO. * Made the fast blur setting generate filters for only a predefined set of radii, and then use the actual blur radius to spread the sample points outwards. * Optimized the generated program to rely less on temporary variables, as those seemed to not be handled very well by certain GLSL compilers. Reviewed-by: Gunnar Sletta
Diffstat (limited to 'src/opengl/gl2paintengineex/qglengineshadersource_p.h')
-rw-r--r--src/opengl/gl2paintengineex/qglengineshadersource_p.h16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadersource_p.h b/src/opengl/gl2paintengineex/qglengineshadersource_p.h
index 3eef808c72..2407979e31 100644
--- a/src/opengl/gl2paintengineex/qglengineshadersource_p.h
+++ b/src/opengl/gl2paintengineex/qglengineshadersource_p.h
@@ -258,7 +258,7 @@ static const char* const qglslPositionWithTextureBrushVertexShader = "\
uniform mediump vec2 halfViewportSize; \
uniform highp vec2 invertedTextureSize; \
uniform highp mat3 brushTransform; \
- varying highp vec2 brushTextureCoords; \
+ varying highp vec2 textureCoords; \
void setPosition(void) { \
gl_Position = pmvMatrix * vertexCoordsArray;\
gl_Position.xy = gl_Position.xy / gl_Position.w; \
@@ -267,7 +267,7 @@ static const char* const qglslPositionWithTextureBrushVertexShader = "\
mediump float invertedHTexCoordsZ = 1.0 / hTexCoords.z; \
gl_Position.xy = gl_Position.xy * invertedHTexCoordsZ; \
gl_Position.w = invertedHTexCoordsZ; \
- brushTextureCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \
+ textureCoords.xy = (hTexCoords.xy * invertedTextureSize) * gl_Position.w; \
}";
static const char* const qglslAffinePositionWithTextureBrushVertexShader
@@ -278,26 +278,26 @@ static const char* const qglslAffinePositionWithTextureBrushVertexShader
// we emulate GL_REPEAT by only taking the fractional part of the texture coords.
// TODO: Special case POT textures which don't need this emulation
static const char* const qglslTextureBrushSrcFragmentShader = "\
- varying highp vec2 brushTextureCoords; \
+ varying highp vec2 textureCoords; \
uniform lowp sampler2D brushTexture; \
lowp vec4 srcPixel() { \
- return texture2D(brushTexture, fract(brushTextureCoords)); \
+ return texture2D(brushTexture, fract(textureCoords)); \
}";
#else
static const char* const qglslTextureBrushSrcFragmentShader = "\
- varying highp vec2 brushTextureCoords; \
+ varying highp vec2 textureCoords; \
uniform lowp sampler2D brushTexture; \
lowp vec4 srcPixel() { \
- return texture2D(brushTexture, brushTextureCoords); \
+ return texture2D(brushTexture, textureCoords); \
}";
#endif
static const char* const qglslTextureBrushSrcWithPatternFragmentShader = "\
- varying highp vec2 brushTextureCoords; \
+ varying highp vec2 textureCoords; \
uniform lowp vec4 patternColor; \
uniform lowp sampler2D brushTexture; \
lowp vec4 srcPixel() { \
- return patternColor * (1.0 - texture2D(brushTexture, brushTextureCoords).r); \
+ return patternColor * (1.0 - texture2D(brushTexture, textureCoords).r); \
}";
// Solid Fill Brush