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authorSamuel Rødal <sroedal@trolltech.com>2009-10-28 13:44:10 (GMT)
committerSamuel Rødal <sroedal@trolltech.com>2009-10-29 09:47:14 (GMT)
commit7d5b560f71e0f11c20b7ebef11f3095e760ca32c (patch)
treeac8397e1ff54344a5331da055c5707a90851ce68 /src/opengl/qglpixelbuffer_p.h
parentf5c553078b7381c3dff7d0bd6b9990a7acf86abb (diff)
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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
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