Don't use a vec2 for blur direction either

A point_t does just as well.
This commit is contained in:
Matthias Clasen
2024-01-20 16:44:54 -05:00
parent 1355367360
commit 2ede31b682
3 changed files with 9 additions and 12 deletions

View File

@@ -65,7 +65,7 @@ gsk_gpu_blur_op_full (GskGpuFrame *frame,
const graphene_rect_t *rect,
const graphene_point_t *offset,
const graphene_rect_t *tex_rect,
const graphene_vec2_t *blur_direction,
const graphene_point_t *blur_direction,
const GdkRGBA *blur_color)
{
GskGpuBlurInstance *instance;
@@ -79,7 +79,7 @@ gsk_gpu_blur_op_full (GskGpuFrame *frame,
gsk_gpu_rect_to_float (rect, offset, instance->rect);
gsk_gpu_rect_to_float (tex_rect, offset, instance->tex_rect);
graphene_vec2_to_float (blur_direction, instance->blur_direction);
gsk_point_to_float (blur_direction, instance->blur_direction);
gsk_gpu_rgba_to_float (blur_color, instance->blur_color);
instance->tex_id = descriptor;
}
@@ -92,7 +92,7 @@ gsk_gpu_blur_op (GskGpuFrame *frame,
const graphene_rect_t *rect,
const graphene_point_t *offset,
const graphene_rect_t *tex_rect,
const graphene_vec2_t *blur_direction)
const graphene_point_t *blur_direction)
{
gsk_gpu_blur_op_full (frame,
0,
@@ -114,7 +114,7 @@ gsk_gpu_blur_shadow_op (GskGpuFrame *frame,
const graphene_rect_t *rect,
const graphene_point_t *offset,
const graphene_rect_t *tex_rect,
const graphene_vec2_t *blur_direction,
const graphene_point_t *blur_direction,
const GdkRGBA *shadow_color)
{
gsk_gpu_blur_op_full (frame,

View File

@@ -13,7 +13,7 @@ void gsk_gpu_blur_op (GskGpuF
const graphene_rect_t *rect,
const graphene_point_t *offset,
const graphene_rect_t *tex_rect,
const graphene_vec2_t *blur_direction);
const graphene_point_t *blur_direction);
void gsk_gpu_blur_shadow_op (GskGpuFrame *frame,
GskGpuShaderClip clip,
@@ -22,7 +22,7 @@ void gsk_gpu_blur_shadow_op (GskGpuF
const graphene_rect_t *rect,
const graphene_point_t *offset,
const graphene_rect_t *tex_rect,
const graphene_vec2_t *blur_direction,
const graphene_point_t *blur_direction,
const GdkRGBA *shadow_color);

View File

@@ -979,7 +979,6 @@ gsk_gpu_node_processor_blur_op (GskGpuNodeProcessor *self,
GskGpuNodeProcessor other;
GskGpuImage *intermediate;
guint32 intermediate_descriptor;
graphene_vec2_t direction;
graphene_rect_t clip_rect, intermediate_rect;
graphene_point_t real_offset;
int width, height;
@@ -1015,7 +1014,6 @@ gsk_gpu_node_processor_blur_op (GskGpuNodeProcessor *self,
gsk_gpu_node_processor_sync_globals (&other, 0);
graphene_vec2_init (&direction, blur_radius, 0.0f);
gsk_gpu_blur_op (other.frame,
gsk_gpu_clip_get_shader_clip (&other.clip, &other.offset, &intermediate_rect),
source_desc,
@@ -1023,7 +1021,7 @@ gsk_gpu_node_processor_blur_op (GskGpuNodeProcessor *self,
&intermediate_rect,
&other.offset,
source_rect,
&direction);
&GRAPHENE_POINT_INIT (blur_radius, 0));
gsk_gpu_render_pass_end_op (other.frame,
intermediate,
@@ -1033,7 +1031,6 @@ gsk_gpu_node_processor_blur_op (GskGpuNodeProcessor *self,
real_offset = GRAPHENE_POINT_INIT (self->offset.x + shadow_offset->x,
self->offset.y + shadow_offset->y);
graphene_vec2_init (&direction, 0.0f, blur_radius);
intermediate_descriptor = gsk_gpu_node_processor_add_image (self, intermediate, GSK_GPU_SAMPLER_TRANSPARENT);
if (shadow_color)
{
@@ -1044,7 +1041,7 @@ gsk_gpu_node_processor_blur_op (GskGpuNodeProcessor *self,
rect,
&real_offset,
&intermediate_rect,
&direction,
&GRAPHENE_POINT_INIT (0, blur_radius),
shadow_color);
}
else
@@ -1056,7 +1053,7 @@ gsk_gpu_node_processor_blur_op (GskGpuNodeProcessor *self,
rect,
&real_offset,
&intermediate_rect,
&direction);
&GRAPHENE_POINT_INIT (0, blur_radius));
}
g_object_unref (intermediate);