Use a high quality lanczos filter to scale the window thumbnails when

GLSL shaders are supported.

Currently disabled when the NVIDIA driver is used because of a driver
issue that will need to be worked around.

svn path=/trunk/KDE/kdebase/workspace/; revision=1125672
This commit is contained in:
Fredrik Höglund 2010-05-11 22:05:00 +00:00
parent a9ad071575
commit cbb4248a2a
6 changed files with 283 additions and 16 deletions

View file

@ -5,6 +5,9 @@
set( kwin4_effect_builtins_sources ${kwin4_effect_builtins_sources}
taskbarthumbnail/taskbarthumbnail.cpp
)
qt4_add_resources( kwin4_effect_builtins_sources
taskbarthumbnail/taskbarthumbnail.qrc
)
# .desktop files
install( FILES

View file

@ -0,0 +1,15 @@
uniform sampler2D texUnit;
uniform vec2 offsets[25];
uniform vec4 kernel[25];
uniform int kernelSize;
void main(void)
{
vec4 sum = texture2D(texUnit, gl_TexCoord[0].st) * kernel[0];
for (int i = 1; i < kernelSize; i++) {
sum += texture2D(texUnit, gl_TexCoord[0].st - offsets[i]) * kernel[i];
sum += texture2D(texUnit, gl_TexCoord[0].st + offsets[i]) * kernel[i];
}
gl_FragColor = sum;
}

View file

@ -27,6 +27,8 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#include <kwinglutils.h>
#endif
#include <qmath.h>
#include <cmath>
// This effect shows a preview inside a window that has a special property set
// on it that says which window and where to render. It is used by the taskbar
@ -44,12 +46,42 @@ TaskbarThumbnailEffect::TaskbarThumbnailEffect()
// TODO hackish way to announce support, make better after 4.0
unsigned char dummy = 0;
XChangeProperty( display(), rootWindow(), atom, atom, 8, PropModeReplace, &dummy, 1 );
// With the NVIDIA driver the alpha values are set to 0 when drawing a window texture
// without an alpha channel on an FBO that has an alpha channel.
// This creates problems when the FBO is drawn on the backbuffer with blending enabled,
// so for now we only do high quality scaling with windows with alpha channels with
// the NVIDIA driver.
const QByteArray vendor = (const char *) glGetString( GL_VENDOR );
alphaWindowsOnly = vendor.startsWith("NVIDIA");
if ( GLShader::fragmentShaderSupported() &&
GLShader::vertexShaderSupported() &&
GLRenderTarget::supported() )
{
shader = new GLShader(":/taskbarthumbnail/vertex.glsl", ":/taskbarthumbnail/fragment.glsl");
shader->bind();
uTexUnit = shader->uniformLocation("texUnit");
uKernelSize = shader->uniformLocation("kernelSize");
uKernel = shader->uniformLocation("kernel");
uOffsets = shader->uniformLocation("offsets");
shader->unbind();
}
else
{
shader = 0;
}
offscreenTex = 0;
offscreenTarget = 0;
}
TaskbarThumbnailEffect::~TaskbarThumbnailEffect()
{
XDeleteProperty( display(), rootWindow(), atom );
effects->registerPropertyType( atom, false );
delete offscreenTarget;
delete offscreenTex;
delete shader;
}
void TaskbarThumbnailEffect::prePaintScreen( ScreenPrePaintData& data, int time )
@ -66,6 +98,85 @@ void TaskbarThumbnailEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData
effects->prePaintWindow( w, data, time );
}
void TaskbarThumbnailEffect::updateOffscreenSurfaces()
{
int w = displayWidth();
int h = displayHeight();
if ( !GLTexture::NPOTTextureSupported() )
{
w = nearestPowerOfTwo( w );
h = nearestPowerOfTwo( h );
}
if ( !offscreenTex || offscreenTex->width() != w || offscreenTex->height() != h )
{
if ( offscreenTex )
{
delete offscreenTex;
delete offscreenTarget;
}
offscreenTex = new GLTexture( w, h );
offscreenTex->setFilter( GL_LINEAR );
offscreenTex->setWrapMode( GL_CLAMP_TO_EDGE );
offscreenTarget = new GLRenderTarget( 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 );
}
QVector<QVector4D> TaskbarThumbnailEffect::createKernel( float delta )
{
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, 49 );
const int center = sampleCount / 2;
const int kernelSize = center + 1;
const float factor = 1.0 / delta;
QVector<float> values( kernelSize );
QVector<QVector4D> kernel( 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;
}
// Normalize the kernel
for ( int i = 0; i < kernelSize; i++ ) {
const float val = values[i] / sum;
kernel[i] = QVector4D( val, val, val, val );
}
return kernel;
}
QVector<QVector2D> TaskbarThumbnailEffect::createOffsets( int count, float width, Qt::Orientation direction )
{
QVector<QVector2D> offsets( count );
for ( int i = 0; i < count; i++ ) {
offsets[i] = ( direction == Qt::Horizontal ) ?
QVector2D( i / width, 0 ) : QVector2D( 0, i / width );
}
return offsets;
}
void TaskbarThumbnailEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
{
effects->paintWindow( w, mask, region, data ); // paint window first
@ -84,30 +195,124 @@ void TaskbarThumbnailEffect::paintWindow( EffectWindow* w, int mask, QRegion reg
WindowPaintData thumbData( thumbw );
thumbData.opacity = data.opacity;
QRect r;
setPositionTransformations( thumbData, r,
thumbw, thumb.rect.translated( w->pos()), Qt::KeepAspectRatio );
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( effects->compositingType() == KWin::OpenGLCompositing && data.shader )
if( effects->compositingType() == KWin::OpenGLCompositing )
{
// there is a shader - update texture width and height
int texw = thumbw->width();
int texh = thumbw->height();
if( !GLTexture::NPOTTextureSupported() )
if ( shader && (!alphaWindowsOnly || thumbw->hasAlpha()) )
{
kWarning( 1212 ) << "NPOT textures not supported, wasting some memory" ;
texw = nearestPowerOfTwo( texw );
texh = nearestPowerOfTwo( texh );
int tx = thumb.rect.x() + w->x();
int ty = thumb.rect.y() + w->y();
int tw = thumb.rect.width();
int th = thumb.rect.height();
int sw = thumbw->width();
int sh = thumbw->height();
setPositionTransformations( thumbData, r,
thumbw, QRect(0, 0, sw, sh), Qt::KeepAspectRatio );
// Bind the offscreen FBO and draw the window on it unscaled
updateOffscreenSurfaces();
effects->pushRenderTarget( offscreenTarget );
glClear( GL_COLOR_BUFFER_BIT );
effects->drawWindow( thumbw, mask, r, thumbData );
// Create a scratch texture and copy the rendered window into it
GLTexture tex( sw, sh );
tex.setFilter( GL_LINEAR );
tex.setWrapMode( GL_CLAMP_TO_EDGE );
tex.bind();
glCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, offscreenTex->height() - sh, sw, sh );
// Set up the shader for horizontal scaling
float dx = sw / float(tw);
QVector<QVector4D> kernel = createKernel( dx );
QVector<QVector2D> offsets = createOffsets( kernel.size(), sw, Qt::Horizontal );
shader->bind();
glUniform1i( uTexUnit, 0 );
glUniform1i( uKernelSize, kernel.size() );
glUniform2fv( uOffsets, offsets.size(), (const GLfloat*)offsets.constData() );
glUniform4fv( uKernel, kernel.size(), (const GLfloat*)kernel.constData() );
// Draw the window back into the FBO, this time scaled horizontally
glClear( GL_COLOR_BUFFER_BIT );
glBegin( GL_QUADS );
glTexCoord2f( 0, 0 ); glVertex2i( 0, 0 ); // Top left
glTexCoord2f( 1, 0 ); glVertex2i( tw, 0 ); // Top right
glTexCoord2f( 1, 1 ); glVertex2i( tw, sh ); // Bottom right
glTexCoord2f( 0, 1 ); glVertex2i( 0, sh ); // Bottom left
glEnd();
// At this point we don't need the scratch texture anymore
tex.unbind();
tex.discard();
// Unbind the FBO
effects->popRenderTarget();
// Set up the shader for vertical scaling
float dy = sh / float(th);
kernel = createKernel( dy );
offsets = createOffsets( kernel.size(), offscreenTex->height(), Qt::Vertical );
glUniform1i( uKernelSize, kernel.size() );
glUniform2fv( uOffsets, offsets.size(), (const GLfloat*)offsets.constData() );
glUniform4fv( uKernel, kernel.size(), (const GLfloat*)kernel.constData() );
float sx2 = tw / float(offscreenTex->width());
float sy2 = 1 - (sh / float(offscreenTex->height()));
// Now draw the horizontally scaled window in the FBO at the right
// coordinates on the screen, while scaling it vertically and blending it.
offscreenTex->bind();
glPushAttrib( GL_COLOR_BUFFER_BIT );
glEnable( GL_BLEND );
glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA );
glBegin( GL_QUADS );
glTexCoord2f( 0, sy2 ); glVertex2i( tx, ty ); // Top left
glTexCoord2f( sx2, sy2 ); glVertex2i( tx + tw, ty ); // Top right
glTexCoord2f( sx2, 1 ); glVertex2i( tx + tw, ty + th ); // Bottom right
glTexCoord2f( 0, 1 ); glVertex2i( tx, ty + th ); // Bottom left
glEnd();
glPopAttrib();
offscreenTex->unbind();
shader->unbind();
// Delete the offscreen surface after 5 seconds
timer.start( 5000, this );
return;
}
thumbData.shader = data.shader;
thumbData.shader->setTextureWidth( (float)texw );
thumbData.shader->setTextureHeight( (float)texh );
}
if ( data.shader )
{
// there is a shader - update texture width and height
int texw = thumbw->width();
int texh = thumbw->height();
if( !GLTexture::NPOTTextureSupported() )
{
kWarning( 1212 ) << "NPOT textures not supported, wasting some memory" ;
texw = nearestPowerOfTwo( texw );
texh = nearestPowerOfTwo( texh );
}
thumbData.shader = data.shader;
thumbData.shader->setTextureWidth( (float)texw );
thumbData.shader->setTextureHeight( (float)texh );
}
} // if ( effects->compositingType() == KWin::OpenGLCompositing )
#endif
setPositionTransformations( thumbData, r,
thumbw, thumb.rect.translated( w->pos()), Qt::KeepAspectRatio );
effects->drawWindow( thumbw, mask, r, thumbData );
}
}
}
} // End of function
void TaskbarThumbnailEffect::windowDamaged( EffectWindow* w, const QRect& damage )
{
@ -158,4 +363,18 @@ void TaskbarThumbnailEffect::propertyNotify( EffectWindow* w, long a )
}
}
void TaskbarThumbnailEffect::timerEvent( QTimerEvent *event )
{
if (event->timerId() == timer.timerId())
{
timer.stop();
delete offscreenTarget;
delete offscreenTex;
offscreenTarget = 0;
offscreenTex = 0;
}
}
} // namespace

View file

@ -23,12 +23,17 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#define KWIN_TASKBARTHUMBNAIL_H
#include <kwineffects.h>
#include <QObject>
#include <QBasicTimer>
#include <QVector>
#include <QVector2D>
#include <QVector4D>
namespace KWin
{
class TaskbarThumbnailEffect
: public Effect
: public QObject, public Effect
{
public:
TaskbarThumbnailEffect();
@ -41,15 +46,28 @@ class TaskbarThumbnailEffect
virtual void windowDeleted( EffectWindow* w );
virtual void propertyNotify( EffectWindow* w, long atom );
protected:
virtual void timerEvent(QTimerEvent*);
private:
void updateOffscreenSurfaces();
QVector<QVector4D> createKernel(float delta);
QVector<QVector2D> createOffsets(int count, float width, Qt::Orientation direction);
struct Data
{
Window window; // thumbnail of this window
QRect rect;
};
long atom;
GLTexture *offscreenTex;
GLRenderTarget *offscreenTarget;
GLShader *shader;
QMultiHash< EffectWindow*, Data > thumbnails;
EffectWindowList damagedWindows;
QBasicTimer timer;
int uTexUnit;
int uOffsets;
int uKernel;
int uKernelSize;
bool alphaWindowsOnly;
};
} // namespace

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@ -0,0 +1,6 @@
<!DOCTYPE RCC><RCC version="1.0">
<qresource prefix="/taskbarthumbnail">
<file>vertex.glsl</file>
<file>fragment.glsl</file>
</qresource>
</RCC>

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@ -0,0 +1,6 @@
void main(void)
{
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}