blur-effect: Do not inherit from ShaderEffect
We might want to switch the BlurEffect from a box-blur to a super-sampling of the texture target, in order to make it cheap(er). If we inherit from ShaderEffect, though, we're setting in stone the fact that we are going to use a fragment shader for blurring. Since there is not parametrization of the blur, the code necessary to implement effect is pretty small, and we can use the Cogl API directly.
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@ -30,10 +30,6 @@
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* #ClutterBlurEffect is a sub-class of #ClutterEffect that allows blurring a
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* #ClutterBlurEffect is a sub-class of #ClutterEffect that allows blurring a
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* actor and its contents.
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* actor and its contents.
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*
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*
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* #ClutterBlurEffect uses the programmable pipeline of the GPU and an
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* offscreen buffer, so it is only available on graphics hardware that supports
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* these two features.
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*
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* #ClutterBlurEffect is available since Clutter 1.4
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* #ClutterBlurEffect is available since Clutter 1.4
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*/
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*/
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@ -50,8 +46,8 @@
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#include "cogl/cogl.h"
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#include "cogl/cogl.h"
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#include "clutter-debug.h"
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#include "clutter-debug.h"
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#include "clutter-offscreen-effect.h"
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#include "clutter-private.h"
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#include "clutter-private.h"
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#include "clutter-shader-effect.h"
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typedef struct _ClutterBlurEffectClass ClutterBlurEffectClass;
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typedef struct _ClutterBlurEffectClass ClutterBlurEffectClass;
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@ -85,7 +81,7 @@ static const gchar *box_blur_glsl_shader =
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struct _ClutterBlurEffect
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struct _ClutterBlurEffect
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{
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{
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ClutterShaderEffect parent_instance;
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ClutterOffscreenEffect parent_instance;
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/* a back pointer to our actor, so that we can query it */
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/* a back pointer to our actor, so that we can query it */
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ClutterActor *actor;
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ClutterActor *actor;
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@ -95,21 +91,25 @@ struct _ClutterBlurEffect
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*/
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*/
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gfloat x_step;
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gfloat x_step;
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gfloat y_step;
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gfloat y_step;
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CoglHandle shader;
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CoglHandle program;
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gint tex_uniform;
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gint x_step_uniform;
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gint y_step_uniform;
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guint is_compiled : 1;
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};
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};
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struct _ClutterBlurEffectClass
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struct _ClutterBlurEffectClass
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{
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{
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ClutterShaderEffectClass parent_class;
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ClutterOffscreenEffectClass parent_class;
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};
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enum
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{
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PROP_0
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};
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};
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G_DEFINE_TYPE (ClutterBlurEffect,
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G_DEFINE_TYPE (ClutterBlurEffect,
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clutter_blur_effect,
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clutter_blur_effect,
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CLUTTER_TYPE_SHADER_EFFECT);
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CLUTTER_TYPE_OFFSCREEN_EFFECT);
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static int
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static int
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next_p2 (int a)
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next_p2 (int a)
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@ -126,7 +126,6 @@ static gboolean
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clutter_blur_effect_pre_paint (ClutterEffect *effect)
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clutter_blur_effect_pre_paint (ClutterEffect *effect)
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{
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{
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ClutterBlurEffect *self = CLUTTER_BLUR_EFFECT (effect);
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ClutterBlurEffect *self = CLUTTER_BLUR_EFFECT (effect);
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ClutterShaderEffect *shader_effect;
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ClutterEffectClass *parent_class;
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ClutterEffectClass *parent_class;
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ClutterActorBox allocation;
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ClutterActorBox allocation;
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gfloat width, height;
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gfloat width, height;
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@ -144,59 +143,107 @@ clutter_blur_effect_pre_paint (ClutterEffect *effect)
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self->x_step = 1.0f / (float) next_p2 (width);
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self->x_step = 1.0f / (float) next_p2 (width);
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self->y_step = 1.0f / (float) next_p2 (height);
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self->y_step = 1.0f / (float) next_p2 (height);
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shader_effect = CLUTTER_SHADER_EFFECT (effect);
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if (self->shader == COGL_INVALID_HANDLE)
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{
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self->shader = cogl_create_shader (COGL_SHADER_TYPE_FRAGMENT);
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cogl_shader_source (self->shader, box_blur_glsl_shader);
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clutter_shader_effect_set_shader_source (shader_effect, box_blur_glsl_shader);
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self->is_compiled = FALSE;
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self->tex_uniform = -1;
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self->x_step_uniform = -1;
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self->y_step_uniform = -1;
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}
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clutter_shader_effect_set_uniform (shader_effect,
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if (self->program == COGL_INVALID_HANDLE)
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"tex",
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self->program = cogl_create_program ();
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G_TYPE_INT, 1,
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0);
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if (!self->is_compiled)
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clutter_shader_effect_set_uniform (shader_effect,
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{
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"x_step",
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g_assert (self->shader != COGL_INVALID_HANDLE);
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G_TYPE_FLOAT, 1,
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g_assert (self->program != COGL_INVALID_HANDLE);
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self->x_step);
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clutter_shader_effect_set_uniform (shader_effect,
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cogl_shader_compile (self->shader);
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"y_step",
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if (!cogl_shader_is_compiled (self->shader))
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G_TYPE_FLOAT, 1,
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{
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self->y_step);
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gchar *log_buf = cogl_shader_get_info_log (self->shader);
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g_warning (G_STRLOC ": Unable to compile the box blur shader: %s",
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log_buf);
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g_free (log_buf);
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cogl_handle_unref (self->shader);
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cogl_handle_unref (self->program);
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self->shader = COGL_INVALID_HANDLE;
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self->program = COGL_INVALID_HANDLE;
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}
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else
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{
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cogl_program_attach_shader (self->program, self->shader);
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cogl_program_link (self->program);
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cogl_handle_unref (self->shader);
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self->is_compiled = TRUE;
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self->tex_uniform =
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cogl_program_get_uniform_location (self->program, "tex");
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self->x_step_uniform =
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cogl_program_get_uniform_location (self->program, "x_step");
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self->y_step_uniform =
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cogl_program_get_uniform_location (self->program, "y_step");
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}
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}
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parent_class = CLUTTER_EFFECT_CLASS (clutter_blur_effect_parent_class);
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parent_class = CLUTTER_EFFECT_CLASS (clutter_blur_effect_parent_class);
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return parent_class->pre_paint (effect);
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return parent_class->pre_paint (effect);
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}
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}
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static void
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static void
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clutter_blur_effect_finalize (GObject *gobject)
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clutter_blur_effect_paint_target (ClutterOffscreenEffect *effect)
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{
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{
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G_OBJECT_CLASS (clutter_blur_effect_parent_class)->finalize (gobject);
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ClutterBlurEffect *self = CLUTTER_BLUR_EFFECT (effect);
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ClutterOffscreenEffectClass *parent;
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CoglHandle material;
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if (self->program == COGL_INVALID_HANDLE)
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goto out;
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cogl_program_use (self->program);
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if (self->tex_uniform > -1)
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cogl_program_uniform_1i (self->tex_uniform, 0);
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if (self->x_step_uniform > -1)
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cogl_program_uniform_1f (self->x_step_uniform, self->x_step);
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if (self->y_step_uniform > -1)
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cogl_program_uniform_1f (self->y_step_uniform, self->y_step);
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cogl_program_use (COGL_INVALID_HANDLE);
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material = clutter_offscreen_effect_get_target (effect);
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cogl_material_set_user_program (material, self->program);
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out:
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parent = CLUTTER_OFFSCREEN_EFFECT_CLASS (clutter_blur_effect_parent_class);
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parent->paint_target (effect);
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}
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}
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static void
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static void
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clutter_blur_effect_set_property (GObject *gobject,
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clutter_blur_effect_dispose (GObject *gobject)
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guint prop_id,
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const GValue *value,
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GParamSpec *pspec)
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{
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{
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switch (prop_id)
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ClutterBlurEffect *self = CLUTTER_BLUR_EFFECT (gobject);
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{
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
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break;
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}
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}
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static void
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if (self->program != COGL_INVALID_HANDLE)
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clutter_blur_effect_get_property (GObject *gobject,
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guint prop_id,
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GValue *value,
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GParamSpec *pspec)
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{
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switch (prop_id)
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{
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{
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default:
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cogl_handle_unref (self->program);
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G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
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break;
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self->program = COGL_INVALID_HANDLE;
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self->shader = COGL_INVALID_HANDLE;
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}
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}
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G_OBJECT_CLASS (clutter_blur_effect_parent_class)->dispose (gobject);
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}
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}
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static void
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static void
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@ -204,12 +251,14 @@ clutter_blur_effect_class_init (ClutterBlurEffectClass *klass)
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{
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{
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ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass);
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ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass);
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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ClutterOffscreenEffectClass *offscreen_class;
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gobject_class->dispose = clutter_blur_effect_dispose;
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effect_class->pre_paint = clutter_blur_effect_pre_paint;
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effect_class->pre_paint = clutter_blur_effect_pre_paint;
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gobject_class->set_property = clutter_blur_effect_set_property;
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offscreen_class = CLUTTER_OFFSCREEN_EFFECT_CLASS (klass);
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gobject_class->get_property = clutter_blur_effect_get_property;
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offscreen_class->paint_target = clutter_blur_effect_paint_target;
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gobject_class->finalize = clutter_blur_effect_finalize;
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}
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}
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static void
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static void
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