Cleanup: Correctly name bokeh blur shaders

The bokeh blur shaders are incorrectly named as standard blur shaders,
while this isn't the case. Rename them to include the bokeh keyword.
This commit is contained in:
Omar Emara
2024-02-02 13:15:59 +02:00
parent f208a3719a
commit ce2a945dff
6 changed files with 10 additions and 10 deletions

View File

@@ -129,8 +129,8 @@ set(LIB
set(GLSL_SRC
shaders/compositor_alpha_crop.glsl
shaders/compositor_bilateral_blur.glsl
shaders/compositor_blur.glsl
shaders/compositor_blur_variable_size.glsl
shaders/compositor_bokeh_blur.glsl
shaders/compositor_bokeh_blur_variable_size.glsl
shaders/compositor_bokeh_image.glsl
shaders/compositor_box_mask.glsl
shaders/compositor_compute_preview.glsl
@@ -279,8 +279,8 @@ target_include_directories(bf_compositor_shaders PUBLIC ${CMAKE_CURRENT_BINARY_D
set(SRC_SHADER_CREATE_INFOS
shaders/infos/compositor_alpha_crop_info.hh
shaders/infos/compositor_bilateral_blur_info.hh
shaders/infos/compositor_blur_info.hh
shaders/infos/compositor_blur_variable_size_info.hh
shaders/infos/compositor_bokeh_blur_info.hh
shaders/infos/compositor_bokeh_blur_variable_size_info.hh
shaders/infos/compositor_bokeh_image_info.hh
shaders/infos/compositor_box_mask_info.hh
shaders/infos/compositor_compute_preview_info.hh

View File

@@ -4,7 +4,7 @@
#include "gpu_shader_create_info.hh"
GPU_SHADER_CREATE_INFO(compositor_blur)
GPU_SHADER_CREATE_INFO(compositor_bokeh_blur)
.local_group_size(16, 16)
.push_constant(Type::INT, "radius")
.push_constant(Type::BOOL, "extend_bounds")
@@ -12,5 +12,5 @@ GPU_SHADER_CREATE_INFO(compositor_blur)
.sampler(1, ImageType::FLOAT_2D, "weights_tx")
.sampler(2, ImageType::FLOAT_2D, "mask_tx")
.image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_img")
.compute_source("compositor_blur.glsl")
.compute_source("compositor_bokeh_blur.glsl")
.do_static_compilation(true);

View File

@@ -4,7 +4,7 @@
#include "gpu_shader_create_info.hh"
GPU_SHADER_CREATE_INFO(compositor_blur_variable_size)
GPU_SHADER_CREATE_INFO(compositor_bokeh_blur_variable_size)
.local_group_size(16, 16)
.push_constant(Type::FLOAT, "base_size")
.push_constant(Type::INT, "search_radius")
@@ -13,5 +13,5 @@ GPU_SHADER_CREATE_INFO(compositor_blur_variable_size)
.sampler(2, ImageType::FLOAT_2D, "size_tx")
.sampler(3, ImageType::FLOAT_2D, "mask_tx")
.image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_img")
.compute_source("compositor_blur_variable_size.glsl")
.compute_source("compositor_bokeh_blur_variable_size.glsl")
.do_static_compilation(true);

View File

@@ -81,7 +81,7 @@ class BokehBlurOperation : public NodeOperation {
void execute_constant_size()
{
GPUShader *shader = context().get_shader("compositor_blur");
GPUShader *shader = context().get_shader("compositor_bokeh_blur");
GPU_shader_bind(shader);
GPU_shader_uniform_1i(shader, "radius", int(compute_blur_radius()));
@@ -117,7 +117,7 @@ class BokehBlurOperation : public NodeOperation {
void execute_variable_size()
{
GPUShader *shader = context().get_shader("compositor_blur_variable_size");
GPUShader *shader = context().get_shader("compositor_bokeh_blur_variable_size");
GPU_shader_bind(shader);
GPU_shader_uniform_1f(shader, "base_size", compute_blur_radius());