Make blur effect work even when NPOT textures are not supported by using a larger power-of-two

texture. It wastes some memory but at least it works.

svn path=/branches/work/kwin_composite/; revision=659159
This commit is contained in:
Rivo Laks 2007-04-29 15:42:19 +00:00
parent a94aa904b0
commit 49a56dc905
3 changed files with 21 additions and 15 deletions

View file

@ -58,11 +58,19 @@ BlurEffect::~BlurEffect()
bool BlurEffect::loadData()
{
// Create texture and render target
mSceneTexture = new GLTexture(displayWidth(), displayHeight());
int texw = displayWidth();
int texh = displayHeight();
if( !GLTexture::NPOTTextureSupported() )
{
kWarning( 1212 ) << k_funcinfo << "NPOT textures not supported, wasting some memory" << endl;
texw = nearestPowerOfTwo(texw);
texh = nearestPowerOfTwo(texh);
}
mSceneTexture = new GLTexture(texw, texh);
mSceneTexture->setFilter(GL_LINEAR);
mTmpTexture = new GLTexture(displayWidth(), displayHeight());
mTmpTexture = new GLTexture(texw, texh);
mTmpTexture->setFilter(GL_LINEAR);
mBlurTexture = new GLTexture(displayWidth(), displayHeight());
mBlurTexture = new GLTexture(texw, texh);
mSceneTarget = new GLRenderTarget(mSceneTexture);
if( !mSceneTarget->valid() )
@ -83,15 +91,15 @@ bool BlurEffect::loadData()
mBlurShader->bind();
mBlurShader->setUniform("inputTex", 0);
mBlurShader->setUniform("displayWidth", (float)displayWidth());
mBlurShader->setUniform("displayHeight", (float)displayHeight());
mBlurShader->setUniform("textureWidth", (float)texw);
mBlurShader->setUniform("textureHeight", (float)texh);
mBlurShader->unbind();
mWindowShader->bind();
mWindowShader->setUniform("windowTex", 0);
mWindowShader->setUniform("backgroundTex", 4);
mWindowShader->setUniform("displayWidth", (float)displayWidth());
mWindowShader->setUniform("displayHeight", (float)displayHeight());
mWindowShader->setUniform("textureWidth", (float)texw);
mWindowShader->setUniform("textureHeight", (float)texh);
mWindowShader->unbind();
return true;
@ -171,7 +179,6 @@ void BlurEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowP
// Put the blur texture to tex unit 4
glActiveTexture(GL_TEXTURE4);
mBlurTexture->bind();
mBlurTexture->enableUnnormalizedTexCoords();
glActiveTexture(GL_TEXTURE0);
// Paint
@ -188,7 +195,6 @@ void BlurEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowP
// Disable blur texture and shader
glActiveTexture(GL_TEXTURE4);
mBlurTexture->disableUnnormalizedTexCoords();
mBlurTexture->unbind();
glActiveTexture(GL_TEXTURE0);
mWindowShader->unbind();

View file

@ -1,7 +1,7 @@
uniform sampler2D windowTex;
uniform sampler2D backgroundTex;
uniform float displayWidth;
uniform float displayHeight;
uniform float textureWidth;
uniform float textureHeight;
uniform float opacity;
uniform float saturation;
uniform float brightness;
@ -10,7 +10,7 @@ uniform float brightness;
// Converts pixel coordinates to texture coordinates
vec2 pix2tex(vec2 pix)
{
return vec2(pix.x / displayWidth, pix.y / displayHeight);
return vec2(pix.x / textureWidth, pix.y / textureHeight);
}
// Returns color of the window at given texture coordinate, taking into

View file

@ -1,6 +1,6 @@
uniform sampler2D inputTex;
uniform float displayWidth;
uniform float displayHeight;
uniform float textureWidth;
uniform float textureHeight;
varying vec2 pos;
varying vec2 blurDirection;
@ -9,7 +9,7 @@ varying vec2 blurDirection;
// Converts pixel coordinates to texture coordinates
vec2 pix2tex(vec2 pix)
{
return vec2(pix.x / displayWidth, 1.0 - pix.y / displayHeight);
return vec2(pix.x / textureWidth, 1.0 - pix.y / textureHeight);
}
vec3 blurTex(float offset, float strength)