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39 | |
40 | #include "qgfxshaderbuilder_p.h" |
41 | |
42 | #include <QtCore/QDebug> |
43 | #include <QtGui/QOffscreenSurface> |
44 | #include <QtGui/QOpenGLContext> |
45 | #include <QtGui/QOpenGLFunctions> |
46 | |
47 | #include <qmath.h> |
48 | #include <qnumeric.h> |
49 | |
50 | #ifndef GL_MAX_VARYING_COMPONENTS |
51 | #define GL_MAX_VARYING_COMPONENTS 0x8B4B |
52 | #endif |
53 | |
54 | #ifndef GL_MAX_VARYING_FLOATS |
55 | #define GL_MAX_VARYING_FLOATS 0x8B4B |
56 | #endif |
57 | |
58 | #ifndef GL_MAX_VARYING_VECTORS |
59 | #define GL_MAX_VARYING_VECTORS 0x8DFC |
60 | #endif |
61 | |
62 | QGfxShaderBuilder::QGfxShaderBuilder() |
63 | : m_coreProfile(false) |
64 | { |
65 | // The following code makes the assumption that an OpenGL context the GUI |
66 | // thread will get the same capabilities as the render thread's OpenGL |
67 | // context. Not 100% accurate, but it works... |
68 | QOpenGLContext context; |
69 | if (!context.create()) { |
70 | qDebug() << "failed to acquire GL context to resolve capabilities, using defaults.." ; |
71 | m_maxBlurSamples = 8; // minimum number of varyings in the ES 2.0 spec. |
72 | return; |
73 | } |
74 | |
75 | QOffscreenSurface surface; |
76 | // In very odd cases, we can get incompatible configs here unless we pass the |
77 | // GL context's format on to the offscreen format. |
78 | surface.setFormat(context.format()); |
79 | surface.create(); |
80 | |
81 | QOpenGLContext *oldContext = QOpenGLContext::currentContext(); |
82 | QSurface *oldSurface = oldContext ? oldContext->surface() : 0; |
83 | if (context.makeCurrent(surface: &surface)) { |
84 | QOpenGLFunctions *gl = context.functions(); |
85 | if (context.isOpenGLES()) { |
86 | gl->glGetIntegerv(GL_MAX_VARYING_VECTORS, params: &m_maxBlurSamples); |
87 | } else if (context.format().majorVersion() >= 3) { |
88 | int components; |
89 | gl->glGetIntegerv(GL_MAX_VARYING_COMPONENTS, params: &components); |
90 | m_maxBlurSamples = components / 2.0; |
91 | m_coreProfile = context.format().profile() == QSurfaceFormat::CoreProfile; |
92 | } else { |
93 | int floats; |
94 | gl->glGetIntegerv(GL_MAX_VARYING_FLOATS, params: &floats); |
95 | m_maxBlurSamples = floats / 2.0; |
96 | } |
97 | if (oldContext && oldSurface) |
98 | oldContext->makeCurrent(surface: oldSurface); |
99 | else |
100 | context.doneCurrent(); |
101 | } else { |
102 | qDebug() << "failed to acquire GL context to resolve capabilities, using defaults.." ; |
103 | m_maxBlurSamples = 8; // minimum number of varyings in the ES 2.0 spec. |
104 | } |
105 | } |
106 | |
107 | /* |
108 | |
109 | The algorithm works like this.. |
110 | |
111 | For every two pixels we want to sample we take one sample between those |
112 | two pixels and rely on linear interpoliation to get both values at the |
113 | cost of one texture sample. The sample point is calculated based on the |
114 | gaussian weights at the two texels. |
115 | |
116 | I've included the table here for future reference: |
117 | |
118 | Requested Effective Actual Actual |
119 | Samples Radius/Kernel Samples Radius(*) |
120 | ------------------------------------------------- |
121 | 0 0 / 1x1 1 0 |
122 | 1 0 / 1x1 1 0 |
123 | 2 1 / 3x3 2 0 |
124 | 3 1 / 3x3 2 0 |
125 | 4 2 / 5x5 3 1 |
126 | 5 2 / 5x5 3 1 |
127 | 6 3 / 7x7 4 1 |
128 | 7 3 / 7x7 4 1 |
129 | 8 4 / 9x9 5 2 |
130 | 9 4 / 9x9 5 2 |
131 | 10 5 / 11x11 6 2 |
132 | 11 5 / 11x11 6 2 |
133 | 12 6 / 13x13 7 3 |
134 | 13 6 / 13x13 7 3 |
135 | ... ... ... ... |
136 | |
137 | When ActualSamples is an 'odd' nunber, sample center pixel separately: |
138 | EffectiveRadius: 4 |
139 | EffectiveKernel: 9x9 |
140 | ActualSamples: 5 |
141 | -4 -3 -2 -1 0 +1 +2 +3 +4 |
142 | | | | | | | | | | | |
143 | \ / \ / | \ / \ / |
144 | tL2 tL1 tC tR1 tR2 |
145 | |
146 | When ActualSamples is an 'even' number, sample 3 center pixels with two |
147 | samples: |
148 | EffectiveRadius: 3 |
149 | EffectiveKernel: 7x7 |
150 | ActualSamples: 4 |
151 | -3 -2 -1 0 +1 +2 +3 |
152 | | | | | | | | | |
153 | \ / \ / | \ / |
154 | tL1 tL0 tR0 tR2 |
155 | |
156 | From this table we have the following formulas: |
157 | EffectiveRadius = RequestedSamples / 2; |
158 | EffectiveKernel = EffectiveRadius * 2 + 1 |
159 | ActualSamples = 1 + RequstedSamples / 2; |
160 | ActualRadius = RequestedSamples / 4; |
161 | |
162 | (*) ActualRadius excludes the pixel pair sampled in the center |
163 | for even 'actual sample' counts |
164 | */ |
165 | |
166 | static qreal qgfx_gaussian(qreal x, qreal d) |
167 | { |
168 | return qExp(v: - x * x / (2 * d * d)); |
169 | } |
170 | |
171 | struct QGfxGaussSample |
172 | { |
173 | QByteArray name; |
174 | qreal pos; |
175 | qreal weight; |
176 | inline void set(const QByteArray &n, qreal p, qreal w) { |
177 | name = n; |
178 | pos = p; |
179 | weight = w; |
180 | } |
181 | }; |
182 | |
183 | static void qgfx_declareBlurVaryings(QByteArray &shader, QGfxGaussSample *s, int samples) |
184 | { |
185 | for (int i=0; i<samples; ++i) { |
186 | shader += "varying highp vec2 " ; |
187 | shader += s[i].name; |
188 | shader += ";\n" ; |
189 | } |
190 | } |
191 | |
192 | static void qgfx_declareCoreBlur(QByteArray &shader, const QByteArray& direction, QGfxGaussSample *s, int samples) |
193 | { |
194 | for (int i=0; i<samples; ++i) { |
195 | shader += direction + " vec2 " ; |
196 | shader += s[i].name; |
197 | shader += ";\n" ; |
198 | } |
199 | } |
200 | |
201 | static void qgfx_buildGaussSamplePoints(QGfxGaussSample *p, int samples, int radius, qreal deviation) |
202 | { |
203 | |
204 | if ((samples % 2) == 1) { |
205 | p[radius].set(n: "tC" , p: 0, w: 1); |
206 | for (int i=0; i<radius; ++i) { |
207 | qreal p0 = (i + 1) * 2 - 1; |
208 | qreal p1 = (i + 1) * 2; |
209 | qreal w0 = qgfx_gaussian(x: p0, d: deviation); |
210 | qreal w1 = qgfx_gaussian(x: p1, d: deviation); |
211 | qreal w = w0 + w1; |
212 | qreal samplePos = (p0 * w0 + p1 * w1) / w; |
213 | if (qIsNaN(d: samplePos)) { |
214 | samplePos = 0; |
215 | w = 0; |
216 | } |
217 | p[radius - i - 1].set(n: "tL" + QByteArray::number(i), p: samplePos, w); |
218 | p[radius + i + 1].set(n: "tR" + QByteArray::number(i), p: -samplePos, w); |
219 | } |
220 | } else { |
221 | { // tL0 |
222 | qreal wl = qgfx_gaussian(x: -1.0, d: deviation); |
223 | qreal wc = qgfx_gaussian(x: 0.0, d: deviation); |
224 | qreal w = wl + wc; |
225 | p[radius].set(n: "tL0" , p: -1.0 * wl / w, w); |
226 | p[radius+1].set(n: "tR0" , p: 1.0, w: wl); // reuse wl as gauss(-1)==gauss(1); |
227 | } |
228 | for (int i=0; i<radius; ++i) { |
229 | qreal p0 = (i + 1) * 2; |
230 | qreal p1 = (i + 1) * 2 + 1; |
231 | qreal w0 = qgfx_gaussian(x: p0, d: deviation); |
232 | qreal w1 = qgfx_gaussian(x: p1, d: deviation); |
233 | qreal w = w0 + w1; |
234 | qreal samplePos = (p0 * w0 + p1 * w1) / w; |
235 | if (qIsNaN(d: samplePos)) { |
236 | samplePos = 0; |
237 | w = 0; |
238 | } |
239 | p[radius - i - 1].set(n: "tL" + QByteArray::number(i+1), p: samplePos, w); |
240 | p[radius + i + 2].set(n: "tR" + QByteArray::number(i+1), p: -samplePos, w); |
241 | |
242 | } |
243 | } |
244 | } |
245 | |
246 | QByteArray qgfx_gaussianVertexShader(QGfxGaussSample *p, int samples) |
247 | { |
248 | QByteArray shader; |
249 | shader.reserve(asize: 1024); |
250 | shader += "attribute highp vec4 qt_Vertex;\n" |
251 | "attribute highp vec2 qt_MultiTexCoord0;\n\n" |
252 | "uniform highp mat4 qt_Matrix;\n" |
253 | "uniform highp float spread;\n" |
254 | "uniform highp vec2 dirstep;\n\n" ; |
255 | |
256 | qgfx_declareBlurVaryings(shader, s: p, samples); |
257 | |
258 | shader += "\nvoid main() {\n" |
259 | " gl_Position = qt_Matrix * qt_Vertex;\n\n" ; |
260 | |
261 | for (int i=0; i<samples; ++i) { |
262 | shader += " " ; |
263 | shader += p[i].name; |
264 | shader += " = qt_MultiTexCoord0" ; |
265 | if (p[i].pos != 0.0) { |
266 | shader += " + spread * dirstep * float(" ; |
267 | shader += QByteArray::number(p[i].pos); |
268 | shader += ')'; |
269 | } |
270 | shader += ";\n" ; |
271 | } |
272 | |
273 | shader += "}\n" ; |
274 | |
275 | return shader; |
276 | } |
277 | |
278 | QByteArray qgfx_gaussianVertexCoreShader(QGfxGaussSample *p, int samples) |
279 | { |
280 | QByteArray shader; |
281 | shader.reserve(asize: 1024); |
282 | shader += "#version 150 core\n" |
283 | "in vec4 qt_Vertex;\n" |
284 | "in vec2 qt_MultiTexCoord0;\n\n" |
285 | "uniform mat4 qt_Matrix;\n" |
286 | "uniform float spread;\n" |
287 | "uniform vec2 dirstep;\n\n" ; |
288 | |
289 | qgfx_declareCoreBlur(shader, direction: "out" , s: p, samples); |
290 | |
291 | shader += "\nvoid main() {\n" |
292 | " gl_Position = qt_Matrix * qt_Vertex;\n\n" ; |
293 | |
294 | for (int i=0; i<samples; ++i) { |
295 | shader += " " ; |
296 | shader += p[i].name; |
297 | shader += " = qt_MultiTexCoord0" ; |
298 | if (p[i].pos != 0.0) { |
299 | shader += " + spread * dirstep * float(" ; |
300 | shader += QByteArray::number(p[i].pos); |
301 | shader += ')'; |
302 | } |
303 | shader += ";\n" ; |
304 | } |
305 | |
306 | shader += "}\n" ; |
307 | |
308 | return shader; |
309 | } |
310 | |
311 | QByteArray qgfx_gaussianFragmentShader(QGfxGaussSample *p, int samples, bool alphaOnly) |
312 | { |
313 | QByteArray shader; |
314 | shader.reserve(asize: 1024); |
315 | shader += "uniform lowp sampler2D source;\n" |
316 | "uniform lowp float qt_Opacity;\n" ; |
317 | |
318 | if (alphaOnly) { |
319 | shader += "uniform lowp vec4 color;\n" |
320 | "uniform lowp float thickness;\n" ; |
321 | } |
322 | |
323 | shader += "\n" ; |
324 | |
325 | |
326 | |
327 | qgfx_declareBlurVaryings(shader, s: p, samples); |
328 | |
329 | shader += "\nvoid main() {\n" |
330 | " gl_FragColor = " ; |
331 | if (alphaOnly) |
332 | shader += "mix(vec4(0), color, clamp((" ; |
333 | else |
334 | shader += "(" ; |
335 | |
336 | qreal sum = 0; |
337 | for (int i=0; i<samples; ++i) |
338 | sum += p[i].weight; |
339 | |
340 | for (int i=0; i<samples; ++i) { |
341 | shader += "\n + float(" ; |
342 | shader += QByteArray::number(p[i].weight / sum); |
343 | shader += ") * texture2D(source, " ; |
344 | shader += p[i].name; |
345 | shader += ")" ; |
346 | if (alphaOnly) |
347 | shader += ".a" ; |
348 | } |
349 | |
350 | shader += "\n )" ; |
351 | if (alphaOnly) |
352 | shader += "/thickness, 0.0, 1.0))" ; |
353 | shader += "* qt_Opacity;\n}" ; |
354 | |
355 | return shader; |
356 | } |
357 | |
358 | QByteArray qgfx_gaussianFragmentCoreShader(QGfxGaussSample *p, int samples, bool alphaOnly) |
359 | { |
360 | QByteArray shader; |
361 | shader.reserve(asize: 1024); |
362 | shader += "#version 150 core\n" |
363 | "uniform sampler2D source;\n" |
364 | "uniform float qt_Opacity;\n" ; |
365 | |
366 | if (alphaOnly) { |
367 | shader += "uniform vec4 color;\n" |
368 | "uniform float thickness;\n" ; |
369 | } |
370 | |
371 | shader += "out vec4 fragColor;\n" ; |
372 | |
373 | qgfx_declareCoreBlur(shader, direction: "in" , s: p, samples); |
374 | |
375 | shader += "\nvoid main() {\n" |
376 | " fragColor = " ; |
377 | if (alphaOnly) |
378 | shader += "mix(vec4(0), color, clamp((" ; |
379 | else |
380 | shader += "(" ; |
381 | |
382 | qreal sum = 0; |
383 | for (int i=0; i<samples; ++i) |
384 | sum += p[i].weight; |
385 | |
386 | for (int i=0; i<samples; ++i) { |
387 | shader += "\n + float(" ; |
388 | shader += QByteArray::number(p[i].weight / sum); |
389 | shader += ") * texture(source, " ; |
390 | shader += p[i].name; |
391 | shader += ")" ; |
392 | if (alphaOnly) |
393 | shader += ".a" ; |
394 | } |
395 | |
396 | shader += "\n )" ; |
397 | if (alphaOnly) |
398 | shader += "/thickness, 0.0, 1.0))" ; |
399 | shader += "* qt_Opacity;\n}" ; |
400 | |
401 | return shader; |
402 | } |
403 | |
404 | static QByteArray qgfx_fallbackVertexShader() |
405 | { |
406 | return "attribute highp vec4 qt_Vertex;\n" |
407 | "attribute highp vec2 qt_MultiTexCoord0;\n" |
408 | "uniform highp mat4 qt_Matrix;\n" |
409 | "varying highp vec2 qt_TexCoord0;\n" |
410 | "void main() {\n" |
411 | " gl_Position = qt_Matrix * qt_Vertex;\n" |
412 | " qt_TexCoord0 = qt_MultiTexCoord0;\n" |
413 | "}\n" ; |
414 | } |
415 | |
416 | static QByteArray qgfx_fallbackCoreVertexShader() |
417 | { |
418 | return "#version 150 core\n" |
419 | "in vec4 qt_Vertex;\n" |
420 | "in vec2 qt_MultiTexCoord0;\n" |
421 | "uniform mat4 qt_Matrix;\n" |
422 | "out vec2 qt_TexCoord0;\n" |
423 | "void main() {\n" |
424 | " gl_Position = qt_Matrix * qt_Vertex;\n" |
425 | " qt_TexCoord0 = qt_MultiTexCoord0;\n" |
426 | "}\n" ; |
427 | } |
428 | |
429 | static QByteArray qgfx_fallbackFragmentShader(int requestedRadius, qreal deviation, bool masked, bool alphaOnly) |
430 | { |
431 | QByteArray fragShader; |
432 | if (masked) |
433 | fragShader += "uniform mediump sampler2D mask;\n" ; |
434 | fragShader += |
435 | "uniform highp sampler2D source;\n" |
436 | "uniform lowp float qt_Opacity;\n" |
437 | "uniform mediump float spread;\n" |
438 | "uniform highp vec2 dirstep;\n" ; |
439 | if (alphaOnly) { |
440 | fragShader += "uniform lowp vec4 color;\n" |
441 | "uniform lowp float thickness;\n" ; |
442 | } |
443 | fragShader += |
444 | "\n" |
445 | "varying highp vec2 qt_TexCoord0;\n" |
446 | "\n" |
447 | "void main() {\n" ; |
448 | if (alphaOnly) |
449 | fragShader += " mediump float result = 0.0;\n" ; |
450 | else |
451 | fragShader += " mediump vec4 result = vec4(0);\n" ; |
452 | fragShader += " highp vec2 pixelStep = dirstep * spread;\n" ; |
453 | if (masked) |
454 | fragShader += " pixelStep *= texture2D(mask, qt_TexCoord0).a;\n" ; |
455 | |
456 | float wSum = 0; |
457 | for (int r=-requestedRadius; r<=requestedRadius; ++r) { |
458 | float w = qgfx_gaussian(x: r, d: deviation); |
459 | wSum += w; |
460 | fragShader += " result += float(" ; |
461 | fragShader += QByteArray::number(w); |
462 | fragShader += ") * texture2D(source, qt_TexCoord0 + pixelStep * float(" ; |
463 | fragShader += QByteArray::number(r); |
464 | fragShader += "))" ; |
465 | if (alphaOnly) |
466 | fragShader += ".a" ; |
467 | fragShader += ";\n" ; |
468 | } |
469 | fragShader += " const mediump float wSum = float(" ; |
470 | fragShader += QByteArray::number(wSum); |
471 | fragShader += ");\n" |
472 | " gl_FragColor = " ; |
473 | if (alphaOnly) |
474 | fragShader += "mix(vec4(0), color, clamp((result / wSum) / thickness, 0.0, 1.0)) * qt_Opacity;\n" ; |
475 | else |
476 | fragShader += "(qt_Opacity / wSum) * result;\n" ; |
477 | fragShader += "}\n" ; |
478 | |
479 | return fragShader; |
480 | } |
481 | |
482 | static QByteArray qgfx_fallbackCoreFragmentShader(int requestedRadius, qreal deviation, bool masked, bool alphaOnly) |
483 | { |
484 | QByteArray fragShader = "#version 150 core\n" ; |
485 | if (masked) |
486 | fragShader += "uniform sampler2D mask;\n" ; |
487 | fragShader += |
488 | "uniform sampler2D source;\n" |
489 | "uniform float qt_Opacity;\n" |
490 | "uniform float spread;\n" |
491 | "uniform vec2 dirstep;\n" ; |
492 | if (alphaOnly) { |
493 | fragShader += "uniform vec4 color;\n" |
494 | "uniform float thickness;\n" ; |
495 | } |
496 | fragShader += |
497 | "out vec4 fragColor;\n" |
498 | "in vec2 qt_TexCoord0;\n" |
499 | "\n" |
500 | "void main() {\n" ; |
501 | if (alphaOnly) |
502 | fragShader += " float result = 0.0;\n" ; |
503 | else |
504 | fragShader += " vec4 result = vec4(0);\n" ; |
505 | fragShader += " vec2 pixelStep = dirstep * spread;\n" ; |
506 | if (masked) |
507 | fragShader += " pixelStep *= texture(mask, qt_TexCoord0).a;\n" ; |
508 | |
509 | float wSum = 0; |
510 | for (int r=-requestedRadius; r<=requestedRadius; ++r) { |
511 | float w = qgfx_gaussian(x: r, d: deviation); |
512 | wSum += w; |
513 | fragShader += " result += float(" ; |
514 | fragShader += QByteArray::number(w); |
515 | fragShader += ") * texture(source, qt_TexCoord0 + pixelStep * float(" ; |
516 | fragShader += QByteArray::number(r); |
517 | fragShader += "))" ; |
518 | if (alphaOnly) |
519 | fragShader += ".a" ; |
520 | fragShader += ";\n" ; |
521 | } |
522 | fragShader += " const float wSum = float(" ; |
523 | fragShader += QByteArray::number(wSum); |
524 | fragShader += ");\n" |
525 | " fragColor = " ; |
526 | if (alphaOnly) |
527 | fragShader += "mix(vec4(0), color, clamp((result / wSum) / thickness, 0.0, 1.0)) * qt_Opacity;\n" ; |
528 | else |
529 | fragShader += "(qt_Opacity / wSum) * result;\n" ; |
530 | fragShader += "}\n" ; |
531 | |
532 | return fragShader; |
533 | } |
534 | |
535 | QVariantMap QGfxShaderBuilder::gaussianBlur(const QJSValue ¶meters) |
536 | { |
537 | int requestedRadius = qMax(a: 0.0, b: parameters.property(QStringLiteral("radius" )).toNumber()); |
538 | qreal deviation = parameters.property(QStringLiteral("deviation" )).toNumber(); |
539 | bool masked = parameters.property(QStringLiteral("masked" )).toBool(); |
540 | bool alphaOnly = parameters.property(QStringLiteral("alphaOnly" )).toBool(); |
541 | |
542 | int requestedSamples = requestedRadius * 2 + 1; |
543 | int samples = 1 + requestedSamples / 2; |
544 | int radius = requestedSamples / 4; |
545 | bool fallback = parameters.property(QStringLiteral("fallback" )).toBool(); |
546 | |
547 | QVariantMap result; |
548 | |
549 | if (samples > m_maxBlurSamples || masked || fallback) { |
550 | |
551 | if (m_coreProfile) { |
552 | result[QStringLiteral("fragmentShader" )] = qgfx_fallbackCoreFragmentShader(requestedRadius, deviation, masked, alphaOnly); |
553 | result[QStringLiteral("vertexShader" )] = qgfx_fallbackCoreVertexShader(); |
554 | } else { |
555 | result[QStringLiteral("fragmentShader" )] = qgfx_fallbackFragmentShader(requestedRadius, deviation, masked, alphaOnly); |
556 | result[QStringLiteral("vertexShader" )] = qgfx_fallbackVertexShader(); |
557 | } |
558 | return result; |
559 | } |
560 | |
561 | QVarLengthArray<QGfxGaussSample, 64> p(samples); |
562 | qgfx_buildGaussSamplePoints(p: p.data(), samples, radius, deviation); |
563 | |
564 | if (m_coreProfile) { |
565 | result[QStringLiteral("fragmentShader" )] = qgfx_gaussianFragmentCoreShader(p: p.data(), samples, alphaOnly); |
566 | result[QStringLiteral("vertexShader" )] = qgfx_gaussianVertexCoreShader(p: p.data(), samples); |
567 | } else { |
568 | result[QStringLiteral("fragmentShader" )] = qgfx_gaussianFragmentShader(p: p.data(), samples, alphaOnly); |
569 | result[QStringLiteral("vertexShader" )] = qgfx_gaussianVertexShader(p: p.data(), samples); |
570 | } |
571 | return result; |
572 | } |
573 | |
574 | |