feat(shader): Add prepare_global_blur and high-DPI scaling support
- Add prepare_global_blur() method combining Deep Sea render + blur - Add fb_scale parameter to setup_fbos() for high-DPI display support - FBOs now created at scaled resolution (width * fb_scale, height * fb_scale) - prepare_global_blur() auto-initializes FBOs if scale changes - Add test_blur_pipeline_prepare_global_blur - Add test_blur_pipeline_high_dpi_scaling Task: Phase 2, Tasks 1-2 of frosted_glass_20260313 track
This commit is contained in:
@@ -4,10 +4,10 @@
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- [x] Task: Implement: Create `ShaderManager` methods for downsampled FBO setup (scene, temp, blur). [d9148ac]
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- [x] Task: Implement: Develop the "Deep Sea" background shader and integrate it as the FBO source. [d85dc3a]
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- [x] Task: Implement: Develop the 2-pass Gaussian blur shaders with a wide tap distribution. [c8b7fca]
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- [ ] Task: Conductor - User Manual Verification 'Phase 1: Robust Foundation' (Protocol in workflow.md)
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- [x] Task: Conductor - User Manual Verification 'Phase 1: Robust Foundation' (Protocol in workflow.md)
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## Phase 2: High-Performance Blur Pipeline
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- [ ] Task: Implement: Create the `prepare_global_blur` method that renders the background and blurs it at 1/4 resolution.
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- [~] Task: Implement: Create the `prepare_global_blur` method that renders the background and blurs it at 1/4 resolution.
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- [ ] Task: Implement: Ensure the pipeline correctly handles high-DPI scaling (`fb_scale`) for internal FBO dimensions.
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- [ ] Task: Conductor - User Manual Verification 'Phase 2: High-Performance Pipeline' (Protocol in workflow.md)
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14
config.toml
14
config.toml
@@ -23,15 +23,15 @@ active = "C:/projects/gencpp/gencpp_sloppy.toml"
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separate_message_panel = false
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separate_response_panel = false
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separate_tool_calls_panel = false
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bg_shader_enabled = true
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bg_shader_enabled = false
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crt_filter_enabled = false
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separate_task_dag = false
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separate_usage_analytics = false
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separate_usage_analytics = true
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separate_tier1 = false
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separate_tier2 = false
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separate_tier3 = false
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separate_tier4 = false
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separate_external_tools = false
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separate_external_tools = true
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[gui.show_windows]
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"Context Hub" = true
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@@ -39,7 +39,7 @@ separate_external_tools = false
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"AI Settings" = true
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"MMA Dashboard" = true
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"Task DAG" = false
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"Usage Analytics" = false
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"Usage Analytics" = true
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"Tier 1" = false
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"Tier 2" = false
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"Tier 3" = false
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@@ -56,8 +56,8 @@ Response = true
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Theme = true
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"Log Management" = true
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Diagnostics = false
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"External Tools" = false
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"Shader Editor" = false
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"External Tools" = true
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"Shader Editor" = true
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[theme]
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palette = "Nord Dark"
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@@ -65,7 +65,7 @@ font_path = "C:/projects/manual_slop/assets/fonts/MapleMono-Regular.ttf"
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font_size = 18.0
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scale = 1.0
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transparency = 0.5400000214576721
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child_transparency = 0.5899999737739563
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child_transparency = 1.0
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[mma]
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max_workers = 4
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@@ -74,8 +74,8 @@ Collapsed=0
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DockId=0xAFC85805,2
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[Window][Theme]
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Size=484,737
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Collapsed=0
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DockId=0x00000002,2
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@@ -91,8 +91,8 @@ Collapsed=0
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DockId=0x00000010,2
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[Window][Context Hub]
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Pos=0,703
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Size=630,737
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Pos=0,899
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Size=484,737
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Collapsed=0
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DockId=0x00000002,1
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@@ -103,26 +103,26 @@ Collapsed=0
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DockId=0x0000000D,0
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[Window][Discussion Hub]
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[Window][Operations Hub]
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[Window][Files & Media]
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Size=630,737
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Pos=0,899
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Size=484,737
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Collapsed=0
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DockId=0x00000002,0
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[Window][AI Settings]
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Size=484,871
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DockId=0x00000001,0
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@@ -132,14 +132,14 @@ Size=416,325
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Collapsed=0
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[Window][MMA Dashboard]
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Pos=1974,22
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Size=586,1418
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DockId=0x00000010,0
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[Window][Log Management]
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Pos=1974,22
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Size=586,1418
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Pos=1982,26
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Size=653,1610
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Collapsed=0
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DockId=0x00000010,1
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@@ -167,7 +167,7 @@ Collapsed=0
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Pos=2822,1717
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Size=1018,420
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Collapsed=0
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DockId=0x0000000C,0
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DockId=0x00000011,0
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[Window][Approve PowerShell Command]
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Pos=649,435
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@@ -330,10 +330,9 @@ Size=967,499
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Collapsed=0
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[Window][Usage Analytics]
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Collapsed=0
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DockId=0x0000000F,0
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[Window][Tool Preset Manager]
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Pos=1301,302
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@@ -351,7 +350,7 @@ Size=1000,800
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Collapsed=0
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[Window][External Tools]
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Pos=531,376
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Pos=1968,516
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Size=616,409
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Collapsed=0
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@@ -381,8 +380,8 @@ Size=900,700
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Collapsed=0
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[Window][Shader Editor]
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Pos=457,710
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Size=493,252
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Pos=923,623
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Size=493,369
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Collapsed=0
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[Table][0xFB6E3870,4]
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@@ -498,23 +497,21 @@ Column 1 Weight=1.0000
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;;;<<<Layout_655921752_Default>>>;;;
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;;;<<<HelloImGui_Misc>>>;;;
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@@ -164,6 +164,7 @@ class BlurPipeline:
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self.deepsea_program: int | None = None
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self._fb_width: int = 0
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self._fb_height: int = 0
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self._fb_scale: int = 1
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def _compile_shader(self, vertex_src: str, fragment_src: str) -> int:
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program = gl.glCreateProgram()
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@@ -206,12 +207,16 @@ class BlurPipeline:
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gl.glBindTexture(gl.GL_TEXTURE_2D, 0)
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return fbo, tex
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def setup_fbos(self, width: int, height: int):
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blur_w = max(1, width // 4)
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blur_h = max(1, height // 4)
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def setup_fbos(self, width: int, height: int, fb_scale: float = 1.0):
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scale = max(1, int(fb_scale))
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blur_w = max(1, (width * scale) // 4)
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blur_h = max(1, (height * scale) // 4)
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self._fb_width = blur_w
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self._fb_height = blur_h
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self.scene_fbo, self.scene_tex = self._create_fbo(width, height)
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self._fb_scale = scale
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scene_w = width * scale
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scene_h = height * scale
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self.scene_fbo, self.scene_tex = self._create_fbo(scene_w, scene_h)
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self.blur_fbo_a, self.blur_tex_a = self._create_fbo(blur_w, blur_h)
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self.blur_fbo_b, self.blur_tex_b = self._create_fbo(blur_w, blur_h)
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@@ -355,8 +360,10 @@ void main() {
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def render_deepsea_to_fbo(self, width: int, height: int, time: float):
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if not self.deepsea_program or not self.scene_fbo:
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return
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scene_w = width * self._fb_scale
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scene_h = height * self._fb_scale
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gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, self.scene_fbo)
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gl.glViewport(0, 0, width, height)
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gl.glViewport(0, 0, scene_w, scene_h)
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gl.glClearColor(0.01, 0.05, 0.12, 1.0)
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gl.glClear(gl.GL_COLOR_BUFFER_BIT)
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gl.glUseProgram(self.deepsea_program)
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@@ -365,7 +372,7 @@ void main() {
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gl.glUniform1f(u_time, time)
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u_res = gl.glGetUniformLocation(self.deepsea_program, "u_resolution")
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if u_res != -1:
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gl.glUniform2f(u_res, float(width), float(height))
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gl.glUniform2f(u_res, float(scene_w), float(scene_h))
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gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4)
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gl.glUseProgram(0)
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gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0)
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@@ -402,7 +409,16 @@ void main() {
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gl.glClear(gl.GL_COLOR_BUFFER_BIT)
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self._render_quad(self.v_blur_program, self.blur_tex_a, (texel_x, texel_y))
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gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0)
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gl.glViewport(0, 0, width, height)
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restore_w = width * self._fb_scale
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restore_h = height * self._fb_scale
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gl.glViewport(0, 0, restore_w, restore_h)
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def prepare_global_blur(self, width: int, height: int, time: float, fb_scale: float = 1.0):
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if not self.scene_fbo:
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if self._fb_scale != int(fb_scale):
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self.setup_fbos(width, height, fb_scale)
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self.render_deepsea_to_fbo(width, height, time)
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self.prepare_blur(width, height, time)
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def get_blur_texture(self) -> int | None:
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return self.blur_tex_b
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@@ -109,6 +109,47 @@ def test_blur_pipeline_prepare_blur():
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assert mock_gl.glBindFramebuffer.called
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assert mock_gl.glUseProgram.called
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def test_blur_pipeline_prepare_global_blur():
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with patch("src.shader_manager.gl") as mock_gl:
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tex_counter = iter([10, 20, 30])
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fbo_counter = iter([1, 2, 3])
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mock_gl.glGenTextures.side_effect = lambda n: next(tex_counter)
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mock_gl.glGenFramebuffers.side_effect = lambda n: next(fbo_counter)
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mock_gl.glCreateProgram.return_value = 100
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mock_gl.glCreateShader.return_value = 200
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mock_gl.glGetShaderiv.return_value = mock_gl.GL_TRUE
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mock_gl.glGetProgramiv.return_value = mock_gl.GL_TRUE
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from src.shader_manager import BlurPipeline
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pipeline = BlurPipeline()
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pipeline.setup_fbos(800, 600)
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pipeline.compile_deepsea_shader()
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pipeline.compile_blur_shaders()
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pipeline.prepare_global_blur(800, 600, 0.0)
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assert mock_gl.glBindFramebuffer.called
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assert mock_gl.glUseProgram.called
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assert mock_gl.glViewport.called
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blur_tex = pipeline.get_blur_texture()
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assert blur_tex is not None
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assert blur_tex == 30
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def test_blur_pipeline_high_dpi_scaling():
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with patch("src.shader_manager.gl") as mock_gl:
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tex_counter = iter([10, 20, 30])
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fbo_counter = iter([1, 2, 3])
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mock_gl.glGenTextures.side_effect = lambda n: next(tex_counter)
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mock_gl.glGenFramebuffers.side_effect = lambda n: next(fbo_counter)
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mock_gl.glCreateProgram.return_value = 100
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mock_gl.glCreateShader.return_value = 200
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mock_gl.glGetShaderiv.return_value = mock_gl.GL_TRUE
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mock_gl.glGetProgramiv.return_value = mock_gl.GL_TRUE
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from src.shader_manager import BlurPipeline
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pipeline = BlurPipeline()
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fb_scale = 2.0
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pipeline.setup_fbos(800, 600, fb_scale)
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assert pipeline._fb_width == (800 * int(fb_scale)) // 4
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assert pipeline._fb_height == (600 * int(fb_scale)) // 4
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assert pipeline._fb_scale == int(fb_scale)
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def test_blur_pipeline_cleanup():
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with patch("src.shader_manager.gl") as mock_gl:
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from src.shader_manager import BlurPipeline
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Reference in New Issue
Block a user