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author | Samuel Rødal <sroedal@trolltech.com> | 2009-10-28 13:44:10 (GMT) |
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committer | Samuel Rødal <sroedal@trolltech.com> | 2009-10-29 09:47:14 (GMT) |
commit | 7d5b560f71e0f11c20b7ebef11f3095e760ca32c (patch) | |
tree | ac8397e1ff54344a5331da055c5707a90851ce68 /src/opengl/gl2paintengineex/qglengineshadersource_p.h | |
parent | f5c553078b7381c3dff7d0bd6b9990a7acf86abb (diff) | |
download | Qt-7d5b560f71e0f11c20b7ebef11f3095e760ca32c.zip Qt-7d5b560f71e0f11c20b7ebef11f3095e760ca32c.tar.gz Qt-7d5b560f71e0f11c20b7ebef11f3095e760ca32c.tar.bz2 |
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.h | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadersource_p.h b/src/opengl/gl2paintengineex/qglengineshadersource_p.h index 3eef808..2407979 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 |