/******************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2010 by Fredrik Höglund Copyright (C) 2010 Martin Gräßlin This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . *********************************************************************/ #include "lanczosfilter.h" #include "effects.h" #include "options.h" #include #include #include #include #include #include namespace KWin { LanczosFilter::LanczosFilter(QObject* parent) : QObject(parent) , m_offscreenTex(0) , m_offscreenTarget(0) , m_inited(false) , m_shader(0) , m_uTexUnit(0) , m_uOffsets(0) , m_uKernel(0) { } 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) { kWarning(1212) << "Lanczos Filter forced on by environment variable"; } if (!force && options->glSmoothScale() != 2) return; // disabled by config if (effects->compositingType() != OpenGL2Compositing || !GLRenderTarget::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; // Broken on IvyBridge with Mesa 9.1 - BUG 313613 if (gl->driver() == Driver_Intel && gl->chipClass() == IvyBridge && gl->mesaVersion() >= kVersionNumber(9, 1)) return; // also radeon before R600 has trouble if (gl->isRadeon() && gl->chipClass() < R600) return; } m_shader.reset(ShaderManager::instance()->loadFragmentShader(ShaderManager::SimpleShader, ":/resources/lanczos-fragment.glsl")); if (m_shader->isValid()) { ShaderBinder binder(m_shader.data()); m_uTexUnit = m_shader->uniformLocation("texUnit"); m_uKernel = m_shader->uniformLocation("kernel"); m_uOffsets = m_shader->uniformLocation("offsets"); } else { kDebug(1212) << "Shader is not valid"; m_shader.reset(); } } void LanczosFilter::updateOffscreenSurfaces() { int w = displayWidth(); int h = displayHeight(); if (!GLTexture::NPOTTextureSupported()) { w = nearestPowerOfTwo(w); h = nearestPowerOfTwo(h); } if (!m_offscreenTex || m_offscreenTex->width() != w || m_offscreenTex->height() != h) { if (m_offscreenTex) { delete m_offscreenTex; delete m_offscreenTarget; } m_offscreenTex = new GLTexture(w, h); m_offscreenTex->setFilter(GL_LINEAR); m_offscreenTex->setWrapMode(GL_CLAMP_TO_EDGE); m_offscreenTarget = new GLRenderTarget(*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 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; } memset(m_kernel, 0, 16 * sizeof(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) { memset(m_offsets, 0, 16 * sizeof(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 (effects->compositingType() == OpenGL2Compositing && (data.xScale() < 0.9 || data.yScale() < 0.9) && KGlobalSettings::graphicEffectsLevel() & KGlobalSettings::SimpleAnimationEffects) { if (!m_inited) init(); const QRect screenRect = Workspace::self()->clientArea(ScreenArea, w->screen(), w->desktop()); // window geometry may not be bigger than screen geometry to fit into the FBO if (m_shader && w->width() <= screenRect.width() && w->height() <= screenRect.height()) { double left = 0; double top = 0; double right = w->width(); double bottom = w->height(); foreach (const WindowQuad & quad, data.quads) { // we need this loop to include the decoration padding left = qMin(left, quad.left()); top = qMin(top, quad.top()); right = qMax(right, quad.right()); bottom = qMax(bottom, quad.bottom()); } double width = right - left; double height = bottom - top; if (width > screenRect.width() || height > screenRect.height()) { // window with padding does not fit into the framebuffer // so cut of the shadow left = 0; top = 0; width = w->width(); height = w->height(); } 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; GLTexture *cachedTexture = static_cast< GLTexture*>(w->data(LanczosCacheRole).value()); if (cachedTexture) { if (cachedTexture->width() == tw && cachedTexture->height() == th) { cachedTexture->bind(); if (hardwareClipping) { glEnable(GL_SCISSOR_TEST); } glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); const qreal rgb = data.brightness() * data.opacity(); const qreal a = data.opacity(); ShaderBinder binder(ShaderManager::SimpleShader); GLShader *shader = binder.shader(); shader->setUniform(GLShader::Offset, QVector2D(0, 0)); shader->setUniform(GLShader::ModulationConstant, QVector4D(rgb, rgb, rgb, a)); shader->setUniform(GLShader::Saturation, data.saturation()); cachedTexture->render(region, 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 = 0; 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(); GLRenderTarget::pushRenderTarget(m_offscreenTarget); 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(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()); setUniforms(); // Draw the window back into the FBO, this time scaled horizontally glClear(GL_COLOR_BUFFER_BIT); QVector verts; QVector 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(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(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); GLRenderTarget::popRenderTarget(); if (hardwareClipping) { glEnable(GL_SCISSOR_TEST); } glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); const qreal rgb = data.brightness() * data.opacity(); const qreal a = data.opacity(); ShaderBinder binder(ShaderManager::SimpleShader); GLShader *shader = binder.shader(); shader->setUniform(GLShader::Offset, QVector2D(0, 0)); shader->setUniform(GLShader::ModulationConstant, QVector4D(rgb, rgb, rgb, a)); shader->setUniform(GLShader::Saturation, data.saturation()); cache->render(region, textureRect, hardwareClipping); glDisable(GL_BLEND); if (hardwareClipping) { glDisable(GL_SCISSOR_TEST); } cache->unbind(); w->setData(LanczosCacheRole, QVariant::fromValue(static_cast(cache))); // 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(); delete m_offscreenTarget; delete m_offscreenTex; m_offscreenTarget = 0; m_offscreenTex = 0; foreach (EffectWindow * w, effects->stackingOrder()) { QVariant cachedTextureVariant = w->data(LanczosCacheRole); if (cachedTextureVariant.isValid()) { GLTexture *cachedTexture = static_cast< GLTexture*>(cachedTextureVariant.value()); delete cachedTexture; cachedTexture = 0; w->setData(LanczosCacheRole, QVariant()); } } } } void LanczosFilter::setUniforms() { glUniform1i(m_uTexUnit, 0); glUniform2fv(m_uOffsets, 16, (const GLfloat*)m_offsets); glUniform4fv(m_uKernel, 16, (const GLfloat*)m_kernel); } } // namespace