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blur-effect: Do not inherit from ShaderEffect

We might want to switch the BlurEffect from a box-blur to a
super-sampling of the texture target, in order to make it cheap(er).
If we inherit from ShaderEffect, though, we're setting in stone the
fact that we are going to use a fragment shader for blurring.

Since there is not parametrization of the blur, the code necessary
to implement effect is pretty small, and we can use the Cogl API
directly.
This commit is contained in:
Emmanuele Bassi 2010-08-11 13:05:42 +01:00
parent eb4dee46b7
commit 7daeb217bd

View file

@ -30,10 +30,6 @@
* #ClutterBlurEffect is a sub-class of #ClutterEffect that allows blurring a
* actor and its contents.
*
* #ClutterBlurEffect uses the programmable pipeline of the GPU and an
* offscreen buffer, so it is only available on graphics hardware that supports
* these two features.
*
* #ClutterBlurEffect is available since Clutter 1.4
*/
@ -50,8 +46,8 @@
#include "cogl/cogl.h"
#include "clutter-debug.h"
#include "clutter-offscreen-effect.h"
#include "clutter-private.h"
#include "clutter-shader-effect.h"
typedef struct _ClutterBlurEffectClass ClutterBlurEffectClass;
@ -85,7 +81,7 @@ static const gchar *box_blur_glsl_shader =
struct _ClutterBlurEffect
{
ClutterShaderEffect parent_instance;
ClutterOffscreenEffect parent_instance;
/* a back pointer to our actor, so that we can query it */
ClutterActor *actor;
@ -95,21 +91,25 @@ struct _ClutterBlurEffect
*/
gfloat x_step;
gfloat y_step;
CoglHandle shader;
CoglHandle program;
gint tex_uniform;
gint x_step_uniform;
gint y_step_uniform;
guint is_compiled : 1;
};
struct _ClutterBlurEffectClass
{
ClutterShaderEffectClass parent_class;
};
enum
{
PROP_0
ClutterOffscreenEffectClass parent_class;
};
G_DEFINE_TYPE (ClutterBlurEffect,
clutter_blur_effect,
CLUTTER_TYPE_SHADER_EFFECT);
CLUTTER_TYPE_OFFSCREEN_EFFECT);
static int
next_p2 (int a)
@ -126,7 +126,6 @@ static gboolean
clutter_blur_effect_pre_paint (ClutterEffect *effect)
{
ClutterBlurEffect *self = CLUTTER_BLUR_EFFECT (effect);
ClutterShaderEffect *shader_effect;
ClutterEffectClass *parent_class;
ClutterActorBox allocation;
gfloat width, height;
@ -144,59 +143,107 @@ clutter_blur_effect_pre_paint (ClutterEffect *effect)
self->x_step = 1.0f / (float) next_p2 (width);
self->y_step = 1.0f / (float) next_p2 (height);
shader_effect = CLUTTER_SHADER_EFFECT (effect);
if (self->shader == COGL_INVALID_HANDLE)
{
self->shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT);
cogl_shader_source (self->shader, box_blur_glsl_shader);
clutter_shader_effect_set_shader_source (shader_effect, box_blur_glsl_shader);
self->is_compiled = FALSE;
self->tex_uniform = -1;
self->x_step_uniform = -1;
self->y_step_uniform = -1;
}
clutter_shader_effect_set_uniform (shader_effect,
"tex",
G_TYPE_INT, 1,
0);
clutter_shader_effect_set_uniform (shader_effect,
"x_step",
G_TYPE_FLOAT, 1,
self->x_step);
clutter_shader_effect_set_uniform (shader_effect,
"y_step",
G_TYPE_FLOAT, 1,
self->y_step);
if (self->program == COGL_INVALID_HANDLE)
self->program = cogl_create_program ();
if (!self->is_compiled)
{
g_assert (self->shader != COGL_INVALID_HANDLE);
g_assert (self->program != COGL_INVALID_HANDLE);
cogl_shader_compile (self->shader);
if (!cogl_shader_is_compiled (self->shader))
{
gchar *log_buf = cogl_shader_get_info_log (self->shader);
g_warning (G_STRLOC ": Unable to compile the box blur shader: %s",
log_buf);
g_free (log_buf);
cogl_handle_unref (self->shader);
cogl_handle_unref (self->program);
self->shader = COGL_INVALID_HANDLE;
self->program = COGL_INVALID_HANDLE;
}
else
{
cogl_program_attach_shader (self->program, self->shader);
cogl_program_link (self->program);
cogl_handle_unref (self->shader);
self->is_compiled = TRUE;
self->tex_uniform =
cogl_program_get_uniform_location (self->program, "tex");
self->x_step_uniform =
cogl_program_get_uniform_location (self->program, "x_step");
self->y_step_uniform =
cogl_program_get_uniform_location (self->program, "y_step");
}
}
parent_class = CLUTTER_EFFECT_CLASS (clutter_blur_effect_parent_class);
return parent_class->pre_paint (effect);
}
static void
clutter_blur_effect_finalize (GObject *gobject)
clutter_blur_effect_paint_target (ClutterOffscreenEffect *effect)
{
G_OBJECT_CLASS (clutter_blur_effect_parent_class)->finalize (gobject);
ClutterBlurEffect *self = CLUTTER_BLUR_EFFECT (effect);
ClutterOffscreenEffectClass *parent;
CoglHandle material;
if (self->program == COGL_INVALID_HANDLE)
goto out;
cogl_program_use (self->program);
if (self->tex_uniform > -1)
cogl_program_uniform_1i (self->tex_uniform, 0);
if (self->x_step_uniform > -1)
cogl_program_uniform_1f (self->x_step_uniform, self->x_step);
if (self->y_step_uniform > -1)
cogl_program_uniform_1f (self->y_step_uniform, self->y_step);
cogl_program_use (COGL_INVALID_HANDLE);
material = clutter_offscreen_effect_get_target (effect);
cogl_material_set_user_program (material, self->program);
out:
parent = CLUTTER_OFFSCREEN_EFFECT_CLASS (clutter_blur_effect_parent_class);
parent->paint_target (effect);
}
static void
clutter_blur_effect_set_property (GObject *gobject,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
clutter_blur_effect_dispose (GObject *gobject)
{
switch (prop_id)
{
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
}
}
ClutterBlurEffect *self = CLUTTER_BLUR_EFFECT (gobject);
static void
clutter_blur_effect_get_property (GObject *gobject,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
switch (prop_id)
if (self->program != COGL_INVALID_HANDLE)
{
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
cogl_handle_unref (self->program);
self->program = COGL_INVALID_HANDLE;
self->shader = COGL_INVALID_HANDLE;
}
G_OBJECT_CLASS (clutter_blur_effect_parent_class)->dispose (gobject);
}
static void
@ -204,12 +251,14 @@ clutter_blur_effect_class_init (ClutterBlurEffectClass *klass)
{
ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass);
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterOffscreenEffectClass *offscreen_class;
gobject_class->dispose = clutter_blur_effect_dispose;
effect_class->pre_paint = clutter_blur_effect_pre_paint;
gobject_class->set_property = clutter_blur_effect_set_property;
gobject_class->get_property = clutter_blur_effect_get_property;
gobject_class->finalize = clutter_blur_effect_finalize;
offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass);
offscreen_class->paint_target = clutter_blur_effect_paint_target;
}
static void