backend: gl: bind default mask texture once in gl_dual_kawase_blur

and set it's uniforms once as well
This commit is contained in:
Maxim Solovyov
2023-07-04 22:12:08 +03:00
parent 0f4cd33b35
commit 5c00ccf4d1

View File

@@ -195,6 +195,15 @@ bool gl_dual_kawase_blur(double opacity, struct gl_blur_context *bctx, const rec
glUniform2f(up_pass->texorig_loc, (GLfloat)extent->x1, (GLfloat)dst_y_fb_coord);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, default_mask);
glUniform1i(up_pass->uniform_mask_tex, 1);
glUniform2f(up_pass->uniform_mask_offset, 0.0F, 0.0F);
glUniform1i(up_pass->uniform_mask_inverted, 0);
glUniform1f(up_pass->uniform_mask_corner_radius, 0.0F);
glUniform1f(up_pass->uniform_opacity, 1.0F);
for (int i = iterations - 1; i >= 0; --i) {
// Scale output width / height back by two in each iteration
scale_factor >>= 1;
@@ -209,21 +218,13 @@ bool gl_dual_kawase_blur(double opacity, struct gl_blur_context *bctx, const rec
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, src_texture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, default_mask);
glUniform1i(up_pass->uniform_mask_tex, 1);
glUniform2f(up_pass->uniform_mask_offset, 0.0F, 0.0F);
glUniform1i(up_pass->uniform_mask_inverted, 0);
glUniform1f(up_pass->uniform_mask_corner_radius, 0.0F);
if (i > 0) {
assert(bctx->blur_fbos[i - 1]);
// not last pass, draw into next framebuffer
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, bctx->blur_fbos[i - 1]);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glUniform1f(up_pass->uniform_opacity, (GLfloat)1);
} else {
// last pass, draw directly into the back buffer
if (mask) {