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:
parent
a9ad071575
commit
cbb4248a2a
6 changed files with 283 additions and 16 deletions
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@ -5,6 +5,9 @@
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set( kwin4_effect_builtins_sources ${kwin4_effect_builtins_sources}
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taskbarthumbnail/taskbarthumbnail.cpp
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)
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qt4_add_resources( kwin4_effect_builtins_sources
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taskbarthumbnail/taskbarthumbnail.qrc
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)
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# .desktop files
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install( FILES
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15
effects/taskbarthumbnail/fragment.glsl
Normal file
15
effects/taskbarthumbnail/fragment.glsl
Normal file
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@ -0,0 +1,15 @@
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uniform sampler2D texUnit;
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uniform vec2 offsets[25];
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uniform vec4 kernel[25];
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uniform int kernelSize;
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void main(void)
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{
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vec4 sum = texture2D(texUnit, gl_TexCoord[0].st) * kernel[0];
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for (int i = 1; i < kernelSize; i++) {
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sum += texture2D(texUnit, gl_TexCoord[0].st - offsets[i]) * kernel[i];
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sum += texture2D(texUnit, gl_TexCoord[0].st + offsets[i]) * kernel[i];
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}
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gl_FragColor = sum;
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}
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@ -27,6 +27,8 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include <kwinglutils.h>
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#endif
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#include <qmath.h>
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#include <cmath>
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// This effect shows a preview inside a window that has a special property set
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// on it that says which window and where to render. It is used by the taskbar
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@ -44,12 +46,42 @@ TaskbarThumbnailEffect::TaskbarThumbnailEffect()
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// TODO hackish way to announce support, make better after 4.0
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unsigned char dummy = 0;
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XChangeProperty( display(), rootWindow(), atom, atom, 8, PropModeReplace, &dummy, 1 );
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// With the NVIDIA driver the alpha values are set to 0 when drawing a window texture
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// without an alpha channel on an FBO that has an alpha channel.
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// This creates problems when the FBO is drawn on the backbuffer with blending enabled,
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// so for now we only do high quality scaling with windows with alpha channels with
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// the NVIDIA driver.
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const QByteArray vendor = (const char *) glGetString( GL_VENDOR );
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alphaWindowsOnly = vendor.startsWith("NVIDIA");
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if ( GLShader::fragmentShaderSupported() &&
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GLShader::vertexShaderSupported() &&
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GLRenderTarget::supported() )
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{
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shader = new GLShader(":/taskbarthumbnail/vertex.glsl", ":/taskbarthumbnail/fragment.glsl");
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shader->bind();
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uTexUnit = shader->uniformLocation("texUnit");
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uKernelSize = shader->uniformLocation("kernelSize");
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uKernel = shader->uniformLocation("kernel");
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uOffsets = shader->uniformLocation("offsets");
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shader->unbind();
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}
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else
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{
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shader = 0;
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}
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offscreenTex = 0;
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offscreenTarget = 0;
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}
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TaskbarThumbnailEffect::~TaskbarThumbnailEffect()
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{
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XDeleteProperty( display(), rootWindow(), atom );
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effects->registerPropertyType( atom, false );
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delete offscreenTarget;
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delete offscreenTex;
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delete shader;
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}
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void TaskbarThumbnailEffect::prePaintScreen( ScreenPrePaintData& data, int time )
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@ -66,6 +98,85 @@ void TaskbarThumbnailEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData
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effects->prePaintWindow( w, data, time );
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}
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void TaskbarThumbnailEffect::updateOffscreenSurfaces()
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{
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int w = displayWidth();
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int h = displayHeight();
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if ( !GLTexture::NPOTTextureSupported() )
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{
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w = nearestPowerOfTwo( w );
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h = nearestPowerOfTwo( h );
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}
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if ( !offscreenTex || offscreenTex->width() != w || offscreenTex->height() != h )
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{
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if ( offscreenTex )
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{
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delete offscreenTex;
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delete offscreenTarget;
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}
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offscreenTex = new GLTexture( w, h );
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offscreenTex->setFilter( GL_LINEAR );
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offscreenTex->setWrapMode( GL_CLAMP_TO_EDGE );
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offscreenTarget = new GLRenderTarget( 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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if ( qAbs( x ) >= a )
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return 0.0;
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return sinc( x ) * sinc( x / a );
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}
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QVector<QVector4D> TaskbarThumbnailEffect::createKernel( float delta )
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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, 49 );
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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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QVector<QVector4D> kernel( 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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// 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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kernel[i] = QVector4D( val, val, val, val );
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}
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return kernel;
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}
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QVector<QVector2D> TaskbarThumbnailEffect::createOffsets( int count, float width, Qt::Orientation direction )
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{
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QVector<QVector2D> offsets( count );
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for ( int i = 0; i < count; i++ ) {
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offsets[i] = ( direction == Qt::Horizontal ) ?
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QVector2D( i / width, 0 ) : QVector2D( 0, i / width );
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}
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return offsets;
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}
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void TaskbarThumbnailEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
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{
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effects->paintWindow( w, mask, region, data ); // paint window first
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@ -84,30 +195,124 @@ void TaskbarThumbnailEffect::paintWindow( EffectWindow* w, int mask, QRegion reg
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WindowPaintData thumbData( thumbw );
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thumbData.opacity = data.opacity;
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QRect r;
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setPositionTransformations( thumbData, r,
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thumbw, thumb.rect.translated( w->pos()), Qt::KeepAspectRatio );
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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if( effects->compositingType() == KWin::OpenGLCompositing && data.shader )
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if( effects->compositingType() == KWin::OpenGLCompositing )
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{
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// there is a shader - update texture width and height
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int texw = thumbw->width();
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int texh = thumbw->height();
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if( !GLTexture::NPOTTextureSupported() )
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if ( shader && (!alphaWindowsOnly || thumbw->hasAlpha()) )
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{
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kWarning( 1212 ) << "NPOT textures not supported, wasting some memory" ;
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texw = nearestPowerOfTwo( texw );
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texh = nearestPowerOfTwo( texh );
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int tx = thumb.rect.x() + w->x();
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int ty = thumb.rect.y() + w->y();
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int tw = thumb.rect.width();
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int th = thumb.rect.height();
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int sw = thumbw->width();
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int sh = thumbw->height();
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setPositionTransformations( thumbData, r,
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thumbw, QRect(0, 0, sw, sh), Qt::KeepAspectRatio );
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// Bind the offscreen FBO and draw the window on it unscaled
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updateOffscreenSurfaces();
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effects->pushRenderTarget( offscreenTarget );
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glClear( GL_COLOR_BUFFER_BIT );
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effects->drawWindow( thumbw, mask, r, thumbData );
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// Create a scratch texture and copy the rendered window into it
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GLTexture tex( 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, 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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QVector<QVector4D> kernel = createKernel( dx );
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QVector<QVector2D> offsets = createOffsets( kernel.size(), sw, Qt::Horizontal );
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shader->bind();
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glUniform1i( uTexUnit, 0 );
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glUniform1i( uKernelSize, kernel.size() );
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glUniform2fv( uOffsets, offsets.size(), (const GLfloat*)offsets.constData() );
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glUniform4fv( uKernel, kernel.size(), (const GLfloat*)kernel.constData() );
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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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glBegin( GL_QUADS );
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glTexCoord2f( 0, 0 ); glVertex2i( 0, 0 ); // Top left
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glTexCoord2f( 1, 0 ); glVertex2i( tw, 0 ); // Top right
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glTexCoord2f( 1, 1 ); glVertex2i( tw, sh ); // Bottom right
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glTexCoord2f( 0, 1 ); glVertex2i( 0, sh ); // Bottom left
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glEnd();
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// At this point we don't need the scratch texture anymore
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tex.unbind();
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tex.discard();
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// Unbind the FBO
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effects->popRenderTarget();
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// Set up the shader for vertical scaling
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float dy = sh / float(th);
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kernel = createKernel( dy );
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offsets = createOffsets( kernel.size(), offscreenTex->height(), Qt::Vertical );
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glUniform1i( uKernelSize, kernel.size() );
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glUniform2fv( uOffsets, offsets.size(), (const GLfloat*)offsets.constData() );
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glUniform4fv( uKernel, kernel.size(), (const GLfloat*)kernel.constData() );
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float sx2 = tw / float(offscreenTex->width());
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float sy2 = 1 - (sh / float(offscreenTex->height()));
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// Now draw the horizontally scaled window in the FBO at the right
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// coordinates on the screen, while scaling it vertically and blending it.
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offscreenTex->bind();
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glPushAttrib( GL_COLOR_BUFFER_BIT );
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glEnable( GL_BLEND );
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glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA );
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glBegin( GL_QUADS );
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glTexCoord2f( 0, sy2 ); glVertex2i( tx, ty ); // Top left
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glTexCoord2f( sx2, sy2 ); glVertex2i( tx + tw, ty ); // Top right
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glTexCoord2f( sx2, 1 ); glVertex2i( tx + tw, ty + th ); // Bottom right
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glTexCoord2f( 0, 1 ); glVertex2i( tx, ty + th ); // Bottom left
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glEnd();
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glPopAttrib();
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offscreenTex->unbind();
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shader->unbind();
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// Delete the offscreen surface after 5 seconds
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timer.start( 5000, this );
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return;
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}
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thumbData.shader = data.shader;
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thumbData.shader->setTextureWidth( (float)texw );
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thumbData.shader->setTextureHeight( (float)texh );
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}
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if ( data.shader )
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{
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// there is a shader - update texture width and height
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int texw = thumbw->width();
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int texh = thumbw->height();
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if( !GLTexture::NPOTTextureSupported() )
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{
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kWarning( 1212 ) << "NPOT textures not supported, wasting some memory" ;
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texw = nearestPowerOfTwo( texw );
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texh = nearestPowerOfTwo( texh );
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}
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thumbData.shader = data.shader;
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thumbData.shader->setTextureWidth( (float)texw );
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thumbData.shader->setTextureHeight( (float)texh );
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}
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} // if ( effects->compositingType() == KWin::OpenGLCompositing )
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#endif
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setPositionTransformations( thumbData, r,
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thumbw, thumb.rect.translated( w->pos()), Qt::KeepAspectRatio );
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effects->drawWindow( thumbw, mask, r, thumbData );
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}
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}
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}
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} // End of function
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void TaskbarThumbnailEffect::windowDamaged( EffectWindow* w, const QRect& damage )
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{
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}
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}
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void TaskbarThumbnailEffect::timerEvent( QTimerEvent *event )
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{
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if (event->timerId() == timer.timerId())
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{
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timer.stop();
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delete offscreenTarget;
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delete offscreenTex;
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offscreenTarget = 0;
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offscreenTex = 0;
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}
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}
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} // namespace
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@ -23,12 +23,17 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#define KWIN_TASKBARTHUMBNAIL_H
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#include <kwineffects.h>
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#include <QObject>
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#include <QBasicTimer>
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#include <QVector>
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#include <QVector2D>
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#include <QVector4D>
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namespace KWin
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{
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class TaskbarThumbnailEffect
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: public Effect
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: public QObject, public Effect
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{
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public:
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TaskbarThumbnailEffect();
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virtual void windowDeleted( EffectWindow* w );
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virtual void propertyNotify( EffectWindow* w, long atom );
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protected:
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virtual void timerEvent(QTimerEvent*);
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private:
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void updateOffscreenSurfaces();
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QVector<QVector4D> createKernel(float delta);
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QVector<QVector2D> createOffsets(int count, float width, Qt::Orientation direction);
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struct Data
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{
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Window window; // thumbnail of this window
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QRect rect;
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};
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long atom;
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GLTexture *offscreenTex;
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GLRenderTarget *offscreenTarget;
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GLShader *shader;
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QMultiHash< EffectWindow*, Data > thumbnails;
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EffectWindowList damagedWindows;
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QBasicTimer timer;
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int uTexUnit;
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int uOffsets;
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int uKernel;
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int uKernelSize;
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bool alphaWindowsOnly;
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};
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} // namespace
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6
effects/taskbarthumbnail/taskbarthumbnail.qrc
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6
effects/taskbarthumbnail/taskbarthumbnail.qrc
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<!DOCTYPE RCC><RCC version="1.0">
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<qresource prefix="/taskbarthumbnail">
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<file>vertex.glsl</file>
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<file>fragment.glsl</file>
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</qresource>
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</RCC>
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6
effects/taskbarthumbnail/vertex.glsl
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6
effects/taskbarthumbnail/vertex.glsl
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void main(void)
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{
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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}
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Loading…
Reference in a new issue