+
+ virtual std::string effect_type_id() const { 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);
+
+ virtual std::string output_fragment_shader() {
+ assert(false);
+ }
+ virtual void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) {
+ assert(false);
+ }
+
+ virtual void rewrite_graph(EffectChain *graph, Node *self);
+ virtual bool set_float(const std::string &key, float value);
+
+private:
+ void update_radius();
+
+ float radius;
+ SingleBlurPassEffect *hpass, *vpass;
+ unsigned input_width, input_height;
+};
+
+class SingleBlurPassEffect : public Effect {
+public:
+ // If parent is non-NULL, calls to inform_input_size will be forwarded
+ // so that it can make reasonable decisions for both blur passes.
+ SingleBlurPassEffect(BlurEffect *parent);
+ virtual std::string effect_type_id() const { return "SingleBlurPassEffect"; }
+