kwin/blur: Save the uniform locations

Store the uniform locations in the GLSLBlurShader object instead of
looking them up each time the uniforms are set.
This commit is contained in:
Fredrik Höglund 2013-03-25 23:54:24 +01:00
parent 1cc0dba243
commit b0582571d6
2 changed files with 21 additions and 14 deletions

View file

@ -178,23 +178,24 @@ void GLSLBlurShader::setPixelDistance(float val)
pixelSize.setX(val);
else
pixelSize.setY(val);
shader->setUniform("pixelSize", pixelSize);
shader->setUniform(pixelSizeLocation, pixelSize);
}
void GLSLBlurShader::setTextureMatrix(const QMatrix4x4 &matrix)
{
if (!isValid()) {
if (!isValid())
return;
}
shader->setUniform("u_textureMatrix", matrix);
shader->setUniform(textureMatrixLocation, matrix);
}
void GLSLBlurShader::setModelViewProjectionMatrix(const QMatrix4x4 &matrix)
{
if (!isValid()) {
if (!isValid())
return;
}
shader->setUniform("u_modelViewProjectionMatrix", matrix);
shader->setUniform(mvpMatrixLocation, matrix);
}
void GLSLBlurShader::bind()
@ -269,8 +270,8 @@ void GLSLBlurShader::init()
if (glsl_140)
stream << "#version 140\n\n";
stream << "uniform mat4 u_modelViewProjectionMatrix;\n";
stream << "uniform mat4 u_textureMatrix;\n";
stream << "uniform mat4 modelViewProjectionMatrix;\n";
stream << "uniform mat4 textureMatrix;\n";
stream << "uniform vec2 pixelSize;\n\n";
stream << attribute << " vec4 vertex;\n";
stream << attribute << " vec4 texCoord;\n\n";
@ -278,7 +279,7 @@ void GLSLBlurShader::init()
stream << "\n";
stream << "void main(void)\n";
stream << "{\n";
stream << " vec4 center = vec4(u_textureMatrix * texCoord).stst;\n";
stream << " vec4 center = vec4(textureMatrix * texCoord).stst;\n";
stream << " vec4 ps = pixelSize.stst;\n\n";
for (int i = 0; i < offsets.size(); i++) {
stream << " samplePos[" << i << "] = center + ps * vec4("
@ -286,7 +287,7 @@ void GLSLBlurShader::init()
<< offsets[i].z() << ", " << offsets[i].w() << ");\n";
}
stream << "\n";
stream << " gl_Position = u_modelViewProjectionMatrix * vertex;\n";
stream << " gl_Position = modelViewProjectionMatrix * vertex;\n";
stream << "}\n";
stream.flush();
@ -319,12 +320,15 @@ void GLSLBlurShader::init()
shader = ShaderManager::instance()->loadShaderFromCode(vertexSource, fragmentSource);
if (shader->isValid()) {
pixelSizeLocation = shader->uniformLocation("pixelSize");
textureMatrixLocation = shader->uniformLocation("textureMatrix");
mvpMatrixLocation = shader->uniformLocation("modelViewProjectionMatrix");
QMatrix4x4 modelViewProjection;
modelViewProjection.ortho(0, displayWidth(), displayHeight(), 0, 0, 65535);
ShaderManager::instance()->pushShader(shader);
shader->setUniform("texUnit", 0);
shader->setUniform("u_textureMatrix", QMatrix4x4());
shader->setUniform("u_modelViewProjectionMatrix", modelViewProjection);
shader->setUniform(textureMatrixLocation, QMatrix4x4());
shader->setUniform(mvpMatrixLocation, modelViewProjection);
ShaderManager::instance()->popShader();
}

View file

@ -111,6 +111,9 @@ protected:
private:
GLShader *shader;
int mvpMatrixLocation;
int textureMatrixLocation;
int pixelSizeLocation;
};