public:
BlurEffect();
- virtual std::string effect_type_id() const { return "BlurEffect"; }
+ std::string effect_type_id() const override { return "BlurEffect"; }
- // We want this for the same reason as ResizeEffect; we could end up scaling
- // down quite a lot.
- virtual bool needs_texture_bounce() const { return true; }
- virtual bool needs_mipmaps() const { return true; }
- virtual bool needs_srgb_primaries() const { return false; }
-
- virtual void inform_input_size(unsigned input_num, unsigned width, unsigned height);
+ void inform_input_size(unsigned input_num, unsigned width, unsigned height) override;
- virtual std::string output_fragment_shader() {
+ std::string output_fragment_shader() override {
assert(false);
}
- virtual void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) {
+ void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) override {
assert(false);
}
- virtual void rewrite_graph(EffectChain *graph, Node *self);
- virtual bool set_float(const std::string &key, float value);
- virtual bool set_int(const std::string &key, int value);
+ void rewrite_graph(EffectChain *graph, Node *self) override;
+ bool set_float(const std::string &key, float value) override;
+ bool set_int(const std::string &key, int value) override;
private:
void update_radius();
// so that it can make reasonable decisions for both blur passes.
SingleBlurPassEffect(BlurEffect *parent);
virtual ~SingleBlurPassEffect();
- virtual std::string effect_type_id() const { return "SingleBlurPassEffect"; }
+ std::string effect_type_id() const override { return "SingleBlurPassEffect"; }
- std::string output_fragment_shader();
+ std::string output_fragment_shader() override;
- virtual bool needs_texture_bounce() const { return true; }
- virtual bool needs_mipmaps() const { return true; }
- virtual bool needs_srgb_primaries() const { return false; }
- virtual AlphaHandling alpha_handling() const { return INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK; }
+ // We want this for the same reason as ResizeEffect; we could end up scaling
+ // down quite a lot.
+ bool needs_texture_bounce() const override { return true; }
+ MipmapRequirements needs_mipmaps() const override { return NEEDS_MIPMAPS; }
+ bool needs_srgb_primaries() const override { return false; }
+ AlphaHandling alpha_handling() const override { return INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK; }
- virtual void inform_input_size(unsigned input_num, unsigned width, unsigned height) {
+ void inform_input_size(unsigned input_num, unsigned width, unsigned height) override {
if (parent != nullptr) {
parent->inform_input_size(input_num, width, height);
}
}
- virtual bool changes_output_size() const { return true; }
- virtual bool sets_virtual_output_size() const { return true; }
- virtual bool one_to_one_sampling() const { return false; } // Can sample outside the border.
+ bool changes_output_size() const override { return true; }
+ bool sets_virtual_output_size() const override { return true; }
+ bool one_to_one_sampling() const override { return false; } // Can sample outside the border.
- virtual void get_output_size(unsigned *width, unsigned *height, unsigned *virtual_width, unsigned *virtual_height) const {
+ void get_output_size(unsigned *width, unsigned *height, unsigned *virtual_width, unsigned *virtual_height) const override {
*width = this->width;
*height = this->height;
*virtual_width = this->virtual_width;
*virtual_height = this->virtual_height;
}
- void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num);
- void clear_gl_state();
+ void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) override;
+ void clear_gl_state() override;
enum Direction { HORIZONTAL = 0, VERTICAL = 1 };