Drop lanczos filter
The lanczos filter depends on the effect system. It makes very difficult changing painting code from SceneWindow to Item. Given that the last big users of the laczos filter - present windows and desktop grid effects were re-written in QML. The only remaining user of the lanczos filter is the thumbnail aside effect. Given that it's a really obscure usecase, switching to the linear filter won't be very noticeable. As a backup plan, one can reimplement the thumbnailaside effect using QML. The lanczos filter is already implemented in plasma-framework.
This commit is contained in:
parent
a110aabbcc
commit
683a222233
13 changed files with 1 additions and 584 deletions
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@ -1914,11 +1914,6 @@ EffectWindowImpl::EffectWindowImpl(Window *window)
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EffectWindowImpl::~EffectWindowImpl()
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EffectWindowImpl::~EffectWindowImpl()
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{
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{
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QVariant cachedTextureVariant = data(LanczosCacheRole);
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if (cachedTextureVariant.isValid()) {
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GLTexture *cachedTexture = static_cast<GLTexture *>(cachedTextureVariant.value<void *>());
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delete cachedTexture;
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}
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}
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}
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void EffectWindowImpl::refVisible(int reason)
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void EffectWindowImpl::refVisible(int reason)
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@ -61,8 +61,7 @@ void ThumbnailAsideEffect::paintScreen(int mask, const QRegion ®ion, ScreenPa
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data.multiplyOpacity(opacity);
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data.multiplyOpacity(opacity);
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QRect region;
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QRect region;
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setPositionTransformations(data, region, d.window, d.rect, Qt::KeepAspectRatio);
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setPositionTransformations(data, region, d.window, d.rect, Qt::KeepAspectRatio);
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effects->drawWindow(d.window, PAINT_WINDOW_OPAQUE | PAINT_WINDOW_TRANSLUCENT | PAINT_WINDOW_TRANSFORMED | PAINT_WINDOW_LANCZOS,
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effects->drawWindow(d.window, PAINT_WINDOW_OPAQUE | PAINT_WINDOW_TRANSLUCENT | PAINT_WINDOW_TRANSFORMED, region, data);
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region, data);
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}
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}
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}
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}
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}
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}
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@ -199,7 +199,6 @@ enum DataRole {
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WindowBlurBehindRole, ///< For single windows to blur behind
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WindowBlurBehindRole, ///< For single windows to blur behind
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WindowForceBackgroundContrastRole, ///< For fullscreen effects to enforce the background contrast,
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WindowForceBackgroundContrastRole, ///< For fullscreen effects to enforce the background contrast,
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WindowBackgroundContrastRole, ///< For single windows to enable Background contrast
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WindowBackgroundContrastRole, ///< For single windows to enable Background contrast
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LanczosCacheRole
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};
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};
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/**
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/**
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@ -324,12 +323,6 @@ public:
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* Clear whole background as the very first step, without optimizing it
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* Clear whole background as the very first step, without optimizing it
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*/
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*/
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PAINT_SCREEN_BACKGROUND_FIRST = 1 << 6,
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PAINT_SCREEN_BACKGROUND_FIRST = 1 << 6,
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// PAINT_DECORATION_ONLY = 1 << 7 has been deprecated
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/**
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* Window will be painted with a lanczos filter.
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*/
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PAINT_WINDOW_LANCZOS = 1 << 8
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// PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS = 1 << 9 has been removed
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};
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};
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enum Feature {
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enum Feature {
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@ -146,10 +146,6 @@ public:
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PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS = 1 << 5,
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PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS = 1 << 5,
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// Clear whole background as the very first step, without optimizing it
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// Clear whole background as the very first step, without optimizing it
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PAINT_SCREEN_BACKGROUND_FIRST = 1 << 6,
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PAINT_SCREEN_BACKGROUND_FIRST = 1 << 6,
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// PAINT_DECORATION_ONLY = 1 << 7 has been removed
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// SceneWindow will be painted with a lanczos filter.
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PAINT_WINDOW_LANCZOS = 1 << 8
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// PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS = 1 << 9 has been removed
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};
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};
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virtual bool makeOpenGLContextCurrent();
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virtual bool makeOpenGLContextCurrent();
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@ -1,5 +1,3 @@
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target_sources(kwin PRIVATE
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target_sources(kwin PRIVATE
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lanczosfilter.cpp
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lanczosresources.qrc
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scene_opengl.cpp
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scene_opengl.cpp
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)
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)
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@ -1,435 +0,0 @@
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/*
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KWin - the KDE window manager
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This file is part of the KDE project.
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SPDX-FileCopyrightText: 2010 Fredrik Höglund <fredrik@kde.org>
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SPDX-FileCopyrightText: 2010 Martin Gräßlin <mgraesslin@kde.org>
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SPDX-License-Identifier: GPL-2.0-or-later
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*/
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#include "lanczosfilter.h"
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#include "effects.h"
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#include "options.h"
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#include "workspace.h"
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#include <kwinglplatform.h>
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#include <kwinglutils.h>
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#include <kwineffects.h>
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#include <QFile>
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#include <QtMath>
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#include <cmath>
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namespace KWin
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{
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LanczosFilter::LanczosFilter(Scene *parent)
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: QObject(parent)
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, m_offscreenTex(nullptr)
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, m_offscreenTarget(nullptr)
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, m_inited(false)
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, m_shader(nullptr)
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, m_uOffsets(0)
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, m_uKernel(0)
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, m_scene(parent)
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{
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}
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LanczosFilter::~LanczosFilter()
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{
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delete m_offscreenTarget;
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delete m_offscreenTex;
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}
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void LanczosFilter::init()
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{
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if (m_inited) {
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return;
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}
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m_inited = true;
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const bool force = (qstrcmp(qgetenv("KWIN_FORCE_LANCZOS"), "1") == 0);
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if (force) {
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qCWarning(KWIN_OPENGL) << "Lanczos Filter forced on by environment variable";
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}
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if (!force && options->glSmoothScale() != 2) {
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return; // disabled by config
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}
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if (!GLFramebuffer::supported()) {
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return;
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}
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GLPlatform *gl = GLPlatform::instance();
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if (!force) {
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// The lanczos filter is reported to be broken with the Intel driver prior SandyBridge
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if (gl->driver() == Driver_Intel && gl->chipClass() < SandyBridge) {
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return;
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}
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// also radeon before R600 has trouble
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if (gl->isRadeon() && gl->chipClass() < R600) {
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return;
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}
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// and also for software emulation (e.g. llvmpipe)
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if (gl->isSoftwareEmulation()) {
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return;
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}
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}
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m_shader.reset(ShaderManager::instance()->generateShaderFromFile(ShaderTrait::MapTexture, QString(), QStringLiteral(":/scenes/opengl/shaders/lanczos.frag")));
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if (m_shader->isValid()) {
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ShaderBinder binder(m_shader.data());
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m_uKernel = m_shader->uniformLocation("kernel");
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m_uOffsets = m_shader->uniformLocation("offsets");
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} else {
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qCDebug(KWIN_OPENGL) << "Shader is not valid";
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m_shader.reset();
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}
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}
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void LanczosFilter::updateOffscreenSurfaces()
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{
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const QSize &s = m_scene->geometry().size();
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int w = s.width();
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int h = s.height();
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if (!m_offscreenTex || m_offscreenTex->width() != w || m_offscreenTex->height() != h) {
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if (m_offscreenTex) {
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delete m_offscreenTex;
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delete m_offscreenTarget;
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}
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m_offscreenTex = new GLTexture(GL_RGBA8, w, h);
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m_offscreenTex->setFilter(GL_LINEAR);
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m_offscreenTex->setWrapMode(GL_CLAMP_TO_EDGE);
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m_offscreenTarget = new GLFramebuffer(m_offscreenTex);
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}
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}
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static float sinc(float x)
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{
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return std::sin(x * M_PI) / (x * M_PI);
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}
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static float lanczos(float x, float a)
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{
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if (qFuzzyCompare(x + 1.0, 1.0)) {
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return 1.0;
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}
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if (qAbs(x) >= a) {
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return 0.0;
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}
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return sinc(x) * sinc(x / a);
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}
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void LanczosFilter::createKernel(float delta, int *size)
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{
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const float a = 2.0;
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// The two outermost samples always fall at points where the lanczos
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// function returns 0, so we'll skip them.
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const int sampleCount = qBound(3, qCeil(delta * a) * 2 + 1 - 2, 29);
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const int center = sampleCount / 2;
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const int kernelSize = center + 1;
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const float factor = 1.0 / delta;
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QVector<float> values(kernelSize);
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float sum = 0;
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for (int i = 0; i < kernelSize; i++) {
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const float val = lanczos(i * factor, a);
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sum += i > 0 ? val * 2 : val;
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values[i] = val;
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}
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m_kernel.fill(QVector4D());
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// Normalize the kernel
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for (int i = 0; i < kernelSize; i++) {
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const float val = values[i] / sum;
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m_kernel[i] = QVector4D(val, val, val, val);
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}
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*size = kernelSize;
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}
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void LanczosFilter::createOffsets(int count, float width, Qt::Orientation direction)
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{
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m_offsets.fill(QVector2D());
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for (int i = 0; i < count; i++) {
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m_offsets[i] = (direction == Qt::Horizontal) ? QVector2D(i / width, 0) : QVector2D(0, i / width);
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}
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}
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void LanczosFilter::performPaint(EffectWindowImpl *w, int mask, QRegion region, WindowPaintData &data)
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{
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if (data.xScale() < 0.9 || data.yScale() < 0.9) {
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if (!m_inited) {
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init();
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}
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const QRect screenRect = Workspace::self()->clientArea(ScreenArea, w->window());
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// window geometry may not be bigger than screen geometry to fit into the FBO
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QRect winGeo(w->expandedGeometry());
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if (m_shader && winGeo.width() <= screenRect.width() && winGeo.height() <= screenRect.height()) {
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winGeo.translate(-w->geometry().topLeft());
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double left = winGeo.left();
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double top = winGeo.top();
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double width = winGeo.right() - left;
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double height = winGeo.bottom() - top;
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int tx = data.xTranslation() + w->x() + left * data.xScale();
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int ty = data.yTranslation() + w->y() + top * data.yScale();
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int tw = width * data.xScale();
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int th = height * data.yScale();
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const QRect textureRect(tx, ty, tw, th);
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const bool hardwareClipping = !(QRegion(textureRect) - region).isEmpty();
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int sw = width;
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int sh = height;
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QRegion scissor = infiniteRegion();
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if (hardwareClipping) {
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scissor = m_scene->mapToRenderTarget(region);
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}
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GLTexture *cachedTexture = static_cast<GLTexture *>(w->data(LanczosCacheRole).value<void *>());
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if (cachedTexture) {
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if (cachedTexture->width() == tw && cachedTexture->height() == th) {
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cachedTexture->bind();
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if (hardwareClipping) {
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glEnable(GL_SCISSOR_TEST);
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}
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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const qreal rgb = data.brightness() * data.opacity();
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const qreal a = data.opacity();
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ShaderBinder binder(ShaderTrait::MapTexture | ShaderTrait::Modulate | ShaderTrait::AdjustSaturation);
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GLShader *shader = binder.shader();
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QMatrix4x4 mvp = data.screenProjectionMatrix();
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mvp.translate(textureRect.x(), textureRect.y());
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shader->setUniform(GLShader::ModelViewProjectionMatrix, mvp);
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shader->setUniform(GLShader::ModulationConstant, QVector4D(rgb, rgb, rgb, a));
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shader->setUniform(GLShader::Saturation, data.saturation());
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cachedTexture->render(scissor, textureRect, hardwareClipping);
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glDisable(GL_BLEND);
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if (hardwareClipping) {
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glDisable(GL_SCISSOR_TEST);
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}
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cachedTexture->unbind();
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m_timer.start(5000, this);
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return;
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} else {
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// offscreen texture not matching - delete
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delete cachedTexture;
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cachedTexture = nullptr;
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w->setData(LanczosCacheRole, QVariant());
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}
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}
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WindowPaintData thumbData = data;
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thumbData.setXScale(1.0);
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thumbData.setYScale(1.0);
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thumbData.setXTranslation(-w->x() - left);
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thumbData.setYTranslation(-w->y() - top);
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thumbData.setBrightness(1.0);
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thumbData.setOpacity(1.0);
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thumbData.setSaturation(1.0);
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// Bind the offscreen FBO and draw the window on it unscaled
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updateOffscreenSurfaces();
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GLFramebuffer::pushFramebuffer(m_offscreenTarget);
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QMatrix4x4 modelViewProjectionMatrix;
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modelViewProjectionMatrix.ortho(0, m_offscreenTex->width(), m_offscreenTex->height(), 0, 0, 65535);
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thumbData.setProjectionMatrix(modelViewProjectionMatrix);
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glClearColor(0.0, 0.0, 0.0, 0.0);
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glClear(GL_COLOR_BUFFER_BIT);
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w->sceneWindow()->performPaint(mask, infiniteRegion(), thumbData);
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// Create a scratch texture and copy the rendered window into it
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GLTexture tex(GL_RGBA8, sw, sh);
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tex.setFilter(GL_LINEAR);
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tex.setWrapMode(GL_CLAMP_TO_EDGE);
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tex.bind();
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, m_offscreenTex->height() - sh, sw, sh);
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// Set up the shader for horizontal scaling
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float dx = sw / float(tw);
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int kernelSize;
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createKernel(dx, &kernelSize);
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createOffsets(kernelSize, sw, Qt::Horizontal);
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ShaderManager::instance()->pushShader(m_shader.data());
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m_shader->setUniform(GLShader::ModelViewProjectionMatrix, modelViewProjectionMatrix);
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setUniforms();
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// Draw the window back into the FBO, this time scaled horizontally
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glClear(GL_COLOR_BUFFER_BIT);
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QVector<float> verts;
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QVector<float> texCoords;
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verts.reserve(12);
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texCoords.reserve(12);
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texCoords << 1.0 << 0.0;
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verts << tw << 0.0; // Top right
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texCoords << 0.0 << 0.0;
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verts << 0.0 << 0.0; // Top left
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texCoords << 0.0 << 1.0;
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verts << 0.0 << sh; // Bottom left
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texCoords << 0.0 << 1.0;
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verts << 0.0 << sh; // Bottom left
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texCoords << 1.0 << 1.0;
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verts << tw << sh; // Bottom right
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texCoords << 1.0 << 0.0;
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verts << tw << 0.0; // Top right
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|
||||||
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
|
|
||||||
vbo->reset();
|
|
||||||
vbo->setData(6, 2, verts.constData(), texCoords.constData());
|
|
||||||
vbo->render(GL_TRIANGLES);
|
|
||||||
|
|
||||||
// At this point we don't need the scratch texture anymore
|
|
||||||
tex.unbind();
|
|
||||||
tex.discard();
|
|
||||||
|
|
||||||
// create scratch texture for second rendering pass
|
|
||||||
GLTexture tex2(GL_RGBA8, tw, sh);
|
|
||||||
tex2.setFilter(GL_LINEAR);
|
|
||||||
tex2.setWrapMode(GL_CLAMP_TO_EDGE);
|
|
||||||
tex2.bind();
|
|
||||||
|
|
||||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, m_offscreenTex->height() - sh, tw, sh);
|
|
||||||
|
|
||||||
// Set up the shader for vertical scaling
|
|
||||||
float dy = sh / float(th);
|
|
||||||
createKernel(dy, &kernelSize);
|
|
||||||
createOffsets(kernelSize, m_offscreenTex->height(), Qt::Vertical);
|
|
||||||
setUniforms();
|
|
||||||
|
|
||||||
// Now draw the horizontally scaled window in the FBO at the right
|
|
||||||
// coordinates on the screen, while scaling it vertically and blending it.
|
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
|
||||||
|
|
||||||
verts.clear();
|
|
||||||
|
|
||||||
verts << tw << 0.0; // Top right
|
|
||||||
verts << 0.0 << 0.0; // Top left
|
|
||||||
verts << 0.0 << th; // Bottom left
|
|
||||||
verts << 0.0 << th; // Bottom left
|
|
||||||
verts << tw << th; // Bottom right
|
|
||||||
verts << tw << 0.0; // Top right
|
|
||||||
vbo->setData(6, 2, verts.constData(), texCoords.constData());
|
|
||||||
vbo->render(GL_TRIANGLES);
|
|
||||||
|
|
||||||
tex2.unbind();
|
|
||||||
tex2.discard();
|
|
||||||
ShaderManager::instance()->popShader();
|
|
||||||
|
|
||||||
// create cache texture
|
|
||||||
GLTexture *cache = new GLTexture(GL_RGBA8, tw, th);
|
|
||||||
|
|
||||||
cache->setFilter(GL_LINEAR);
|
|
||||||
cache->setWrapMode(GL_CLAMP_TO_EDGE);
|
|
||||||
cache->bind();
|
|
||||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, m_offscreenTex->height() - th, tw, th);
|
|
||||||
GLFramebuffer::popFramebuffer();
|
|
||||||
|
|
||||||
if (hardwareClipping) {
|
|
||||||
glEnable(GL_SCISSOR_TEST);
|
|
||||||
}
|
|
||||||
|
|
||||||
glEnable(GL_BLEND);
|
|
||||||
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
||||||
|
|
||||||
const qreal rgb = data.brightness() * data.opacity();
|
|
||||||
const qreal a = data.opacity();
|
|
||||||
|
|
||||||
ShaderBinder binder(ShaderTrait::MapTexture | ShaderTrait::Modulate | ShaderTrait::AdjustSaturation);
|
|
||||||
GLShader *shader = binder.shader();
|
|
||||||
QMatrix4x4 mvp = data.screenProjectionMatrix();
|
|
||||||
mvp.translate(textureRect.x(), textureRect.y());
|
|
||||||
shader->setUniform(GLShader::ModelViewProjectionMatrix, mvp);
|
|
||||||
shader->setUniform(GLShader::ModulationConstant, QVector4D(rgb, rgb, rgb, a));
|
|
||||||
shader->setUniform(GLShader::Saturation, data.saturation());
|
|
||||||
|
|
||||||
cache->render(scissor, textureRect, hardwareClipping);
|
|
||||||
|
|
||||||
glDisable(GL_BLEND);
|
|
||||||
|
|
||||||
if (hardwareClipping) {
|
|
||||||
glDisable(GL_SCISSOR_TEST);
|
|
||||||
}
|
|
||||||
|
|
||||||
cache->unbind();
|
|
||||||
w->setData(LanczosCacheRole, QVariant::fromValue(static_cast<void *>(cache)));
|
|
||||||
|
|
||||||
connect(effects, &EffectsHandler::windowDamaged,
|
|
||||||
this, &LanczosFilter::safeDiscardCacheTexture,
|
|
||||||
Qt::UniqueConnection);
|
|
||||||
|
|
||||||
// Delete the offscreen surface after 5 seconds
|
|
||||||
m_timer.start(5000, this);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
} // if ( effects->compositingType() == KWin::OpenGLCompositing )
|
|
||||||
w->sceneWindow()->performPaint(mask, region, data);
|
|
||||||
} // End of function
|
|
||||||
|
|
||||||
void LanczosFilter::timerEvent(QTimerEvent *event)
|
|
||||||
{
|
|
||||||
if (event->timerId() == m_timer.timerId()) {
|
|
||||||
m_timer.stop();
|
|
||||||
|
|
||||||
disconnect(effects, &EffectsHandler::windowDamaged,
|
|
||||||
this, &LanczosFilter::safeDiscardCacheTexture);
|
|
||||||
|
|
||||||
m_scene->makeOpenGLContextCurrent();
|
|
||||||
|
|
||||||
delete m_offscreenTarget;
|
|
||||||
delete m_offscreenTex;
|
|
||||||
m_offscreenTarget = nullptr;
|
|
||||||
m_offscreenTex = nullptr;
|
|
||||||
|
|
||||||
workspace()->forEachToplevel([this](Window *window) {
|
|
||||||
discardCacheTexture(window->effectWindow());
|
|
||||||
});
|
|
||||||
|
|
||||||
m_scene->doneOpenGLContextCurrent();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void LanczosFilter::discardCacheTexture(EffectWindow *w)
|
|
||||||
{
|
|
||||||
QVariant cachedTextureVariant = w->data(LanczosCacheRole);
|
|
||||||
if (cachedTextureVariant.isValid()) {
|
|
||||||
delete static_cast<GLTexture *>(cachedTextureVariant.value<void *>());
|
|
||||||
w->setData(LanczosCacheRole, QVariant());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void LanczosFilter::safeDiscardCacheTexture(EffectWindow *w)
|
|
||||||
{
|
|
||||||
QVariant cachedTextureVariant = w->data(LanczosCacheRole);
|
|
||||||
if (cachedTextureVariant.isValid()) {
|
|
||||||
m_scene->makeOpenGLContextCurrent();
|
|
||||||
delete static_cast<GLTexture *>(cachedTextureVariant.value<void *>());
|
|
||||||
w->setData(LanczosCacheRole, QVariant());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void LanczosFilter::setUniforms()
|
|
||||||
{
|
|
||||||
glUniform2fv(m_uOffsets, m_offsets.size(), (const GLfloat *)m_offsets.data());
|
|
||||||
glUniform4fv(m_uKernel, m_kernel.size(), (const GLfloat *)m_kernel.data());
|
|
||||||
}
|
|
||||||
|
|
||||||
} // namespace
|
|
|
@ -1,67 +0,0 @@
|
||||||
/*
|
|
||||||
KWin - the KDE window manager
|
|
||||||
This file is part of the KDE project.
|
|
||||||
|
|
||||||
SPDX-FileCopyrightText: 2010 Fredrik Höglund <fredrik@kde.org>
|
|
||||||
SPDX-FileCopyrightText: 2010 Martin Gräßlin <mgraesslin@kde.org>
|
|
||||||
|
|
||||||
SPDX-License-Identifier: GPL-2.0-or-later
|
|
||||||
*/
|
|
||||||
|
|
||||||
#ifndef KWIN_LANCZOSFILTER_P_H
|
|
||||||
#define KWIN_LANCZOSFILTER_P_H
|
|
||||||
|
|
||||||
#include <QBasicTimer>
|
|
||||||
#include <QObject>
|
|
||||||
#include <QVector2D>
|
|
||||||
#include <QVector4D>
|
|
||||||
#include <QVector>
|
|
||||||
#include <array>
|
|
||||||
|
|
||||||
namespace KWin
|
|
||||||
{
|
|
||||||
|
|
||||||
class EffectWindow;
|
|
||||||
class EffectWindowImpl;
|
|
||||||
class WindowPaintData;
|
|
||||||
class GLTexture;
|
|
||||||
class GLFramebuffer;
|
|
||||||
class GLShader;
|
|
||||||
class Scene;
|
|
||||||
|
|
||||||
class LanczosFilter : public QObject
|
|
||||||
{
|
|
||||||
Q_OBJECT
|
|
||||||
|
|
||||||
public:
|
|
||||||
explicit LanczosFilter(Scene *parent);
|
|
||||||
~LanczosFilter() override;
|
|
||||||
void performPaint(EffectWindowImpl *w, int mask, QRegion region, WindowPaintData &data);
|
|
||||||
|
|
||||||
protected:
|
|
||||||
void timerEvent(QTimerEvent *) override;
|
|
||||||
|
|
||||||
private:
|
|
||||||
void init();
|
|
||||||
void updateOffscreenSurfaces();
|
|
||||||
void setUniforms();
|
|
||||||
void discardCacheTexture(EffectWindow *w);
|
|
||||||
void safeDiscardCacheTexture(EffectWindow *w);
|
|
||||||
|
|
||||||
void createKernel(float delta, int *kernelSize);
|
|
||||||
void createOffsets(int count, float width, Qt::Orientation direction);
|
|
||||||
GLTexture *m_offscreenTex;
|
|
||||||
GLFramebuffer *m_offscreenTarget;
|
|
||||||
QBasicTimer m_timer;
|
|
||||||
bool m_inited;
|
|
||||||
QScopedPointer<GLShader> m_shader;
|
|
||||||
int m_uOffsets;
|
|
||||||
int m_uKernel;
|
|
||||||
std::array<QVector2D, 16> m_offsets;
|
|
||||||
std::array<QVector4D, 16> m_kernel;
|
|
||||||
Scene *m_scene;
|
|
||||||
};
|
|
||||||
|
|
||||||
} // namespace
|
|
||||||
|
|
||||||
#endif // KWIN_LANCZOSFILTER_P_H
|
|
|
@ -1,6 +0,0 @@
|
||||||
<!DOCTYPE RCC><RCC version="1.0">
|
|
||||||
<qresource prefix="/scenes/opengl">
|
|
||||||
<file>shaders/lanczos.frag</file>
|
|
||||||
<file>shaders/lanczos_core.frag</file>
|
|
||||||
</qresource>
|
|
||||||
</RCC>
|
|
|
@ -24,7 +24,6 @@
|
||||||
#include "cursor.h"
|
#include "cursor.h"
|
||||||
#include "decorations/decoratedclient.h"
|
#include "decorations/decoratedclient.h"
|
||||||
#include "effects.h"
|
#include "effects.h"
|
||||||
#include "lanczosfilter.h"
|
|
||||||
#include "main.h"
|
#include "main.h"
|
||||||
#include "output.h"
|
#include "output.h"
|
||||||
#include "overlaywindow.h"
|
#include "overlaywindow.h"
|
||||||
|
@ -76,10 +75,6 @@ SceneOpenGL::~SceneOpenGL()
|
||||||
if (init_ok) {
|
if (init_ok) {
|
||||||
makeOpenGLContextCurrent();
|
makeOpenGLContextCurrent();
|
||||||
}
|
}
|
||||||
if (m_lanczosFilter) {
|
|
||||||
delete m_lanczosFilter;
|
|
||||||
m_lanczosFilter = nullptr;
|
|
||||||
}
|
|
||||||
SceneOpenGL::EffectFrame::cleanup();
|
SceneOpenGL::EffectFrame::cleanup();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -302,18 +297,6 @@ SceneWindow *SceneOpenGL::createWindow(Window *t)
|
||||||
return new OpenGLWindow(t, this);
|
return new OpenGLWindow(t, this);
|
||||||
}
|
}
|
||||||
|
|
||||||
void SceneOpenGL::performPaintWindow(EffectWindowImpl *w, int mask, const QRegion ®ion, WindowPaintData &data)
|
|
||||||
{
|
|
||||||
if (mask & PAINT_WINDOW_LANCZOS) {
|
|
||||||
if (!m_lanczosFilter) {
|
|
||||||
m_lanczosFilter = new LanczosFilter(this);
|
|
||||||
}
|
|
||||||
m_lanczosFilter->performPaint(w, mask, region, data);
|
|
||||||
} else {
|
|
||||||
w->sceneWindow()->performPaint(mask, region, data);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
//****************************************
|
//****************************************
|
||||||
// OpenGLWindow
|
// OpenGLWindow
|
||||||
//****************************************
|
//****************************************
|
||||||
|
|
|
@ -21,7 +21,6 @@
|
||||||
|
|
||||||
namespace KWin
|
namespace KWin
|
||||||
{
|
{
|
||||||
class LanczosFilter;
|
|
||||||
class OpenGLBackend;
|
class OpenGLBackend;
|
||||||
|
|
||||||
class KWIN_EXPORT SceneOpenGL
|
class KWIN_EXPORT SceneOpenGL
|
||||||
|
@ -72,11 +71,9 @@ protected:
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void doPaintBackground(const QVector<float> &vertices);
|
void doPaintBackground(const QVector<float> &vertices);
|
||||||
void performPaintWindow(EffectWindowImpl *w, int mask, const QRegion ®ion, WindowPaintData &data);
|
|
||||||
|
|
||||||
bool init_ok = true;
|
bool init_ok = true;
|
||||||
OpenGLBackend *m_backend;
|
OpenGLBackend *m_backend;
|
||||||
LanczosFilter *m_lanczosFilter = nullptr;
|
|
||||||
QMatrix4x4 m_screenProjectionMatrix;
|
QMatrix4x4 m_screenProjectionMatrix;
|
||||||
GLuint vao = 0;
|
GLuint vao = 0;
|
||||||
};
|
};
|
||||||
|
|
|
@ -1,16 +0,0 @@
|
||||||
uniform sampler2D sampler;
|
|
||||||
uniform vec2 offsets[16];
|
|
||||||
uniform vec4 kernel[16];
|
|
||||||
|
|
||||||
varying vec2 texcoord0;
|
|
||||||
|
|
||||||
void main(void)
|
|
||||||
{
|
|
||||||
vec4 sum = texture2D(sampler, texcoord0.st) * kernel[0];
|
|
||||||
for (int i = 1; i < 16; i++) {
|
|
||||||
sum += texture2D(sampler, texcoord0.st - offsets[i]) * kernel[i];
|
|
||||||
sum += texture2D(sampler, texcoord0.st + offsets[i]) * kernel[i];
|
|
||||||
}
|
|
||||||
gl_FragColor = sum;
|
|
||||||
}
|
|
||||||
|
|
|
@ -1,19 +0,0 @@
|
||||||
#version 140
|
|
||||||
|
|
||||||
uniform sampler2D sampler;
|
|
||||||
uniform vec2 offsets[16];
|
|
||||||
uniform vec4 kernel[16];
|
|
||||||
|
|
||||||
in vec2 texcoord0;
|
|
||||||
out vec4 fragColor;
|
|
||||||
|
|
||||||
void main(void)
|
|
||||||
{
|
|
||||||
vec4 sum = texture(sampler, texcoord0.st) * kernel[0];
|
|
||||||
for (int i = 1; i < 16; i++) {
|
|
||||||
sum += texture(sampler, texcoord0.st - offsets[i]) * kernel[i];
|
|
||||||
sum += texture(sampler, texcoord0.st + offsets[i]) * kernel[i];
|
|
||||||
}
|
|
||||||
fragColor = sum;
|
|
||||||
}
|
|
||||||
|
|
|
@ -55,7 +55,6 @@ public:
|
||||||
WindowBlurBehindRole, ///< For single windows to blur behind
|
WindowBlurBehindRole, ///< For single windows to blur behind
|
||||||
WindowForceBackgroundContrastRole, ///< For fullscreen effects to enforce the background contrast,
|
WindowForceBackgroundContrastRole, ///< For fullscreen effects to enforce the background contrast,
|
||||||
WindowBackgroundContrastRole, ///< For single windows to enable Background contrast
|
WindowBackgroundContrastRole, ///< For single windows to enable Background contrast
|
||||||
LanczosCacheRole
|
|
||||||
};
|
};
|
||||||
enum EasingCurve {
|
enum EasingCurve {
|
||||||
GaussianCurve = 128
|
GaussianCurve = 128
|
||||||
|
|
Loading…
Reference in a new issue