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:
Vlad Zahorodnii 2022-05-07 11:24:48 +03:00
parent a110aabbcc
commit 683a222233
13 changed files with 1 additions and 584 deletions

View file

@ -1914,11 +1914,6 @@ EffectWindowImpl::EffectWindowImpl(Window *window)
EffectWindowImpl::~EffectWindowImpl() EffectWindowImpl::~EffectWindowImpl()
{ {
QVariant cachedTextureVariant = data(LanczosCacheRole);
if (cachedTextureVariant.isValid()) {
GLTexture *cachedTexture = static_cast<GLTexture *>(cachedTextureVariant.value<void *>());
delete cachedTexture;
}
} }
void EffectWindowImpl::refVisible(int reason) void EffectWindowImpl::refVisible(int reason)

View file

@ -61,8 +61,7 @@ void ThumbnailAsideEffect::paintScreen(int mask, const QRegion &region, ScreenPa
data.multiplyOpacity(opacity); data.multiplyOpacity(opacity);
QRect region; QRect region;
setPositionTransformations(data, region, d.window, d.rect, Qt::KeepAspectRatio); setPositionTransformations(data, region, d.window, d.rect, Qt::KeepAspectRatio);
effects->drawWindow(d.window, PAINT_WINDOW_OPAQUE | PAINT_WINDOW_TRANSLUCENT | PAINT_WINDOW_TRANSFORMED | PAINT_WINDOW_LANCZOS, effects->drawWindow(d.window, PAINT_WINDOW_OPAQUE | PAINT_WINDOW_TRANSLUCENT | PAINT_WINDOW_TRANSFORMED, region, data);
region, data);
} }
} }
} }

View file

@ -199,7 +199,6 @@ enum DataRole {
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
}; };
/** /**
@ -324,12 +323,6 @@ public:
* Clear whole background as the very first step, without optimizing it * Clear whole background as the very first step, without optimizing it
*/ */
PAINT_SCREEN_BACKGROUND_FIRST = 1 << 6, PAINT_SCREEN_BACKGROUND_FIRST = 1 << 6,
// PAINT_DECORATION_ONLY = 1 << 7 has been deprecated
/**
* Window will be painted with a lanczos filter.
*/
PAINT_WINDOW_LANCZOS = 1 << 8
// PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS = 1 << 9 has been removed
}; };
enum Feature { enum Feature {

View file

@ -146,10 +146,6 @@ public:
PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS = 1 << 5, PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS = 1 << 5,
// Clear whole background as the very first step, without optimizing it // Clear whole background as the very first step, without optimizing it
PAINT_SCREEN_BACKGROUND_FIRST = 1 << 6, PAINT_SCREEN_BACKGROUND_FIRST = 1 << 6,
// PAINT_DECORATION_ONLY = 1 << 7 has been removed
// SceneWindow will be painted with a lanczos filter.
PAINT_WINDOW_LANCZOS = 1 << 8
// PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS = 1 << 9 has been removed
}; };
virtual bool makeOpenGLContextCurrent(); virtual bool makeOpenGLContextCurrent();

View file

@ -1,5 +1,3 @@
target_sources(kwin PRIVATE target_sources(kwin PRIVATE
lanczosfilter.cpp
lanczosresources.qrc
scene_opengl.cpp scene_opengl.cpp
) )

View file

@ -1,435 +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
*/
#include "lanczosfilter.h"
#include "effects.h"
#include "options.h"
#include "workspace.h"
#include <kwinglplatform.h>
#include <kwinglutils.h>
#include <kwineffects.h>
#include <QFile>
#include <QtMath>
#include <cmath>
namespace KWin
{
LanczosFilter::LanczosFilter(Scene *parent)
: QObject(parent)
, m_offscreenTex(nullptr)
, m_offscreenTarget(nullptr)
, m_inited(false)
, m_shader(nullptr)
, m_uOffsets(0)
, m_uKernel(0)
, m_scene(parent)
{
}
LanczosFilter::~LanczosFilter()
{
delete m_offscreenTarget;
delete m_offscreenTex;
}
void LanczosFilter::init()
{
if (m_inited) {
return;
}
m_inited = true;
const bool force = (qstrcmp(qgetenv("KWIN_FORCE_LANCZOS"), "1") == 0);
if (force) {
qCWarning(KWIN_OPENGL) << "Lanczos Filter forced on by environment variable";
}
if (!force && options->glSmoothScale() != 2) {
return; // disabled by config
}
if (!GLFramebuffer::supported()) {
return;
}
GLPlatform *gl = GLPlatform::instance();
if (!force) {
// The lanczos filter is reported to be broken with the Intel driver prior SandyBridge
if (gl->driver() == Driver_Intel && gl->chipClass() < SandyBridge) {
return;
}
// also radeon before R600 has trouble
if (gl->isRadeon() && gl->chipClass() < R600) {
return;
}
// and also for software emulation (e.g. llvmpipe)
if (gl->isSoftwareEmulation()) {
return;
}
}
m_shader.reset(ShaderManager::instance()->generateShaderFromFile(ShaderTrait::MapTexture, QString(), QStringLiteral(":/scenes/opengl/shaders/lanczos.frag")));
if (m_shader->isValid()) {
ShaderBinder binder(m_shader.data());
m_uKernel = m_shader->uniformLocation("kernel");
m_uOffsets = m_shader->uniformLocation("offsets");
} else {
qCDebug(KWIN_OPENGL) << "Shader is not valid";
m_shader.reset();
}
}
void LanczosFilter::updateOffscreenSurfaces()
{
const QSize &s = m_scene->geometry().size();
int w = s.width();
int h = s.height();
if (!m_offscreenTex || m_offscreenTex->width() != w || m_offscreenTex->height() != h) {
if (m_offscreenTex) {
delete m_offscreenTex;
delete m_offscreenTarget;
}
m_offscreenTex = new GLTexture(GL_RGBA8, w, h);
m_offscreenTex->setFilter(GL_LINEAR);
m_offscreenTex->setWrapMode(GL_CLAMP_TO_EDGE);
m_offscreenTarget = new GLFramebuffer(m_offscreenTex);
}
}
static float sinc(float x)
{
return std::sin(x * M_PI) / (x * M_PI);
}
static float lanczos(float x, float a)
{
if (qFuzzyCompare(x + 1.0, 1.0)) {
return 1.0;
}
if (qAbs(x) >= a) {
return 0.0;
}
return sinc(x) * sinc(x / a);
}
void LanczosFilter::createKernel(float delta, int *size)
{
const float a = 2.0;
// The two outermost samples always fall at points where the lanczos
// function returns 0, so we'll skip them.
const int sampleCount = qBound(3, qCeil(delta * a) * 2 + 1 - 2, 29);
const int center = sampleCount / 2;
const int kernelSize = center + 1;
const float factor = 1.0 / delta;
QVector<float> values(kernelSize);
float sum = 0;
for (int i = 0; i < kernelSize; i++) {
const float val = lanczos(i * factor, a);
sum += i > 0 ? val * 2 : val;
values[i] = val;
}
m_kernel.fill(QVector4D());
// Normalize the kernel
for (int i = 0; i < kernelSize; i++) {
const float val = values[i] / sum;
m_kernel[i] = QVector4D(val, val, val, val);
}
*size = kernelSize;
}
void LanczosFilter::createOffsets(int count, float width, Qt::Orientation direction)
{
m_offsets.fill(QVector2D());
for (int i = 0; i < count; i++) {
m_offsets[i] = (direction == Qt::Horizontal) ? QVector2D(i / width, 0) : QVector2D(0, i / width);
}
}
void LanczosFilter::performPaint(EffectWindowImpl *w, int mask, QRegion region, WindowPaintData &data)
{
if (data.xScale() < 0.9 || data.yScale() < 0.9) {
if (!m_inited) {
init();
}
const QRect screenRect = Workspace::self()->clientArea(ScreenArea, w->window());
// window geometry may not be bigger than screen geometry to fit into the FBO
QRect winGeo(w->expandedGeometry());
if (m_shader && winGeo.width() <= screenRect.width() && winGeo.height() <= screenRect.height()) {
winGeo.translate(-w->geometry().topLeft());
double left = winGeo.left();
double top = winGeo.top();
double width = winGeo.right() - left;
double height = winGeo.bottom() - top;
int tx = data.xTranslation() + w->x() + left * data.xScale();
int ty = data.yTranslation() + w->y() + top * data.yScale();
int tw = width * data.xScale();
int th = height * data.yScale();
const QRect textureRect(tx, ty, tw, th);
const bool hardwareClipping = !(QRegion(textureRect) - region).isEmpty();
int sw = width;
int sh = height;
QRegion scissor = infiniteRegion();
if (hardwareClipping) {
scissor = m_scene->mapToRenderTarget(region);
}
GLTexture *cachedTexture = static_cast<GLTexture *>(w->data(LanczosCacheRole).value<void *>());
if (cachedTexture) {
if (cachedTexture->width() == tw && cachedTexture->height() == th) {
cachedTexture->bind();
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());
cachedTexture->render(scissor, textureRect, hardwareClipping);
glDisable(GL_BLEND);
if (hardwareClipping) {
glDisable(GL_SCISSOR_TEST);
}
cachedTexture->unbind();
m_timer.start(5000, this);
return;
} else {
// offscreen texture not matching - delete
delete cachedTexture;
cachedTexture = nullptr;
w->setData(LanczosCacheRole, QVariant());
}
}
WindowPaintData thumbData = data;
thumbData.setXScale(1.0);
thumbData.setYScale(1.0);
thumbData.setXTranslation(-w->x() - left);
thumbData.setYTranslation(-w->y() - top);
thumbData.setBrightness(1.0);
thumbData.setOpacity(1.0);
thumbData.setSaturation(1.0);
// Bind the offscreen FBO and draw the window on it unscaled
updateOffscreenSurfaces();
GLFramebuffer::pushFramebuffer(m_offscreenTarget);
QMatrix4x4 modelViewProjectionMatrix;
modelViewProjectionMatrix.ortho(0, m_offscreenTex->width(), m_offscreenTex->height(), 0, 0, 65535);
thumbData.setProjectionMatrix(modelViewProjectionMatrix);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
w->sceneWindow()->performPaint(mask, infiniteRegion(), thumbData);
// Create a scratch texture and copy the rendered window into it
GLTexture tex(GL_RGBA8, sw, sh);
tex.setFilter(GL_LINEAR);
tex.setWrapMode(GL_CLAMP_TO_EDGE);
tex.bind();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, m_offscreenTex->height() - sh, sw, sh);
// Set up the shader for horizontal scaling
float dx = sw / float(tw);
int kernelSize;
createKernel(dx, &kernelSize);
createOffsets(kernelSize, sw, Qt::Horizontal);
ShaderManager::instance()->pushShader(m_shader.data());
m_shader->setUniform(GLShader::ModelViewProjectionMatrix, modelViewProjectionMatrix);
setUniforms();
// Draw the window back into the FBO, this time scaled horizontally
glClear(GL_COLOR_BUFFER_BIT);
QVector<float> verts;
QVector<float> texCoords;
verts.reserve(12);
texCoords.reserve(12);
texCoords << 1.0 << 0.0;
verts << tw << 0.0; // Top right
texCoords << 0.0 << 0.0;
verts << 0.0 << 0.0; // Top left
texCoords << 0.0 << 1.0;
verts << 0.0 << sh; // Bottom left
texCoords << 0.0 << 1.0;
verts << 0.0 << sh; // Bottom left
texCoords << 1.0 << 1.0;
verts << tw << sh; // Bottom right
texCoords << 1.0 << 0.0;
verts << tw << 0.0; // Top right
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

View file

@ -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

View file

@ -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>

View file

@ -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 &region, 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
//**************************************** //****************************************

View file

@ -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 &region, 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;
}; };

View file

@ -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;
}

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@ -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;
}

View file

@ -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