Add scaling support into BlurEffect::doBlur
Summary: This patch caputres from the framebuffer using the framebuffer's geometry, factoring in scale. We then keep the current normal DPI framebuffer causing it to downsample there. This is good because: - it keeps the code very simple - it's a performance optimisation. Blurring on 4k is naturally more expensive than at regular DPI. Downsampling keeps it the same - and you can't see a difference given it's high DPI and you're going to blur it anwyay. - it keeps kernel sizes somewhat resolution independent so it will look just as blurry across multiple screens. ::doCachedBlur still needs doing. Test Plan: Ran an app Ran the kwindowsystem blur test Observed the right part of the window being blurred Reviewers: #plasma Subscribers: plasma-devel Tags: #plasma Differential Revision: https://phabricator.kde.org/D4963
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1 changed files with 9 additions and 5 deletions
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@ -522,16 +522,20 @@ void BlurEffect::doBlur(const QRegion& shape, const QRect& screen, const float o
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uploadGeometry(vbo, expanded, shape);
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vbo->bindArrays();
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const qreal scale = GLRenderTarget::virtualScreenScale();
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// Create a scratch texture and copy the area in the back buffer that we're
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// going to blur into it
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GLTexture scratch(GL_RGBA8, r.width(), r.height());
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// for HIGH DPI scratch is captured in native resolution, it is then implicitly downsampled
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// when rendering into tex
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GLTexture scratch(GL_RGBA8, r.width() * scale, r.height() * scale);
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scratch.setFilter(GL_LINEAR);
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scratch.setWrapMode(GL_CLAMP_TO_EDGE);
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scratch.bind();
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const QRect sg = GLRenderTarget::virtualScreenGeometry();
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r.x() - sg.x(), sg.height() - sg.y() - r.y() - r.height(),
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r.width(), r.height());
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, (r.x() - sg.x()) * scale, (sg.height() - sg.y() - r.y() - r.height()) * scale,
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scratch.width(), scratch.height());
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// Draw the texture on the offscreen framebuffer object, while blurring it horizontally
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target->attachTexture(tex);
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@ -548,8 +552,8 @@ void BlurEffect::doBlur(const QRegion& shape, const QRect& screen, const float o
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// Set up the texture matrix to transform from screen coordinates
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// to texture coordinates.
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QMatrix4x4 textureMatrix;
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textureMatrix.scale(1.0 / scratch.width(), -1.0 / scratch.height(), 1);
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textureMatrix.translate(-r.x(), -scratch.height() - r.y(), 0);
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textureMatrix.scale(1.0 / r.width(), -1.0 / r.height(), 1);
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textureMatrix.translate(-r.x(), (-r.height() - r.y()), 0);
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shader->setTextureMatrix(textureMatrix);
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vbo->draw(GL_TRIANGLES, 0, expanded.rectCount() * 6);
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