diff --git a/src/renderer/gl_engine/tvgGlCommon.h b/src/renderer/gl_engine/tvgGlCommon.h index 547d69ce..3de75e48 100644 --- a/src/renderer/gl_engine/tvgGlCommon.h +++ b/src/renderer/gl_engine/tvgGlCommon.h @@ -161,9 +161,7 @@ struct GlCompositor : RenderCompositor GlCompositor(const RenderRegion& box) : bbox(box) {} }; -#define GL_GAUSSIAN_MAX_LEVEL 3 struct GlGaussianBlur { - int level{}; float sigma{}; float scale{}; float extend{}; diff --git a/src/renderer/gl_engine/tvgGlRenderer.cpp b/src/renderer/gl_engine/tvgGlRenderer.cpp index 3111277b..302f9001 100644 --- a/src/renderer/gl_engine/tvgGlRenderer.cpp +++ b/src/renderer/gl_engine/tvgGlRenderer.cpp @@ -953,7 +953,6 @@ void GlRenderer::effectGaussianBlurUpdate(RenderEffectGaussianBlur* effect, cons blur->sigma = effect->sigma; blur->scale = std::sqrt(transform.e11 * transform.e11 + transform.e12 * transform.e12); blur->extend = 2 * blur->sigma * blur->scale; - blur->level = int(GL_GAUSSIAN_MAX_LEVEL * ((effect->quality - 1) * 0.01f)) + 1; effect->rd = blur; effect->valid = true; } @@ -972,7 +971,6 @@ void GlRenderer::effectDropShadowUpdate(RenderEffectDropShadow* effect, const Ma }; dropShadow->sigma = sigma; dropShadow->scale = scale; - dropShadow->level = int(GL_GAUSSIAN_MAX_LEVEL * ((effect->quality - 1) * 0.01f)) + 1; dropShadow->color[3] = effect->color[3] / 255.0f; //Drop shadow effect applies blending in the shader (GL_BLEND disabled), so the color should be premultiplied: dropShadow->color[0] = effect->color[0] / 255.0f * dropShadow->color[3]; @@ -1189,8 +1187,8 @@ bool GlRenderer::render(TVG_UNUSED RenderCompositor* cmp, const RenderEffect* ef task->setDrawRange(ioffset, 6); // add task to render pipeline pass->addRenderTask(task); - } - return false; + } else return false; + return true; } diff --git a/src/renderer/gl_engine/tvgGlShaderSrc.cpp b/src/renderer/gl_engine/tvgGlShaderSrc.cpp index 73d5e8ae..f9eb8664 100644 --- a/src/renderer/gl_engine/tvgGlShaderSrc.cpp +++ b/src/renderer/gl_engine/tvgGlShaderSrc.cpp @@ -740,7 +740,6 @@ void main() const char* GAUSSIAN_VERTICAL = R"( uniform sampler2D uSrcTexture; layout(std140) uniform Gaussian { - int level; float sigma; float scale; float extend; @@ -776,7 +775,6 @@ void main() const char* GAUSSIAN_HORIZONTAL = R"( uniform sampler2D uSrcTexture; layout(std140) uniform Gaussian { - int level; float sigma; float scale; float extend; @@ -813,7 +811,6 @@ const char* EFFECT_DROPSHADOW = R"( uniform sampler2D uSrcTexture; uniform sampler2D uBlrTexture; layout(std140) uniform DropShadow { - int level; float sigma; float scale; float extend;