/* * Copyright © 2010 Fredrik Höglund * Copyright © 2011 Philipp Knechtges * * 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; see the file COPYING. if not, write to * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, * Boston, MA 02110-1301, USA. */ #include "blur.h" #include "blurshader.h" // KConfigSkeleton #include "blurconfig.h" #include #include namespace KWin { BlurEffect::BlurEffect() { shader = BlurShader::create(); // Offscreen texture that's used as the target for the horizontal blur pass // and the source for the vertical pass. tex = GLTexture(displayWidth(), displayHeight()); tex.setFilter(GL_LINEAR); tex.setWrapMode(GL_CLAMP_TO_EDGE); target = new GLRenderTarget(tex); reconfigure(ReconfigureAll); // ### Hackish way to announce support. // Should be included in _NET_SUPPORTED instead. if (shader && shader->isValid() && target->valid()) { net_wm_blur_region = effects->announceSupportProperty("_KDE_NET_WM_BLUR_BEHIND_REGION", this); } else { net_wm_blur_region = 0; } connect(effects, SIGNAL(windowAdded(KWin::EffectWindow*)), this, SLOT(slotWindowAdded(KWin::EffectWindow*))); connect(effects, SIGNAL(windowDeleted(KWin::EffectWindow*)), this, SLOT(slotWindowDeleted(KWin::EffectWindow*))); connect(effects, SIGNAL(propertyNotify(KWin::EffectWindow*,long)), this, SLOT(slotPropertyNotify(KWin::EffectWindow*,long))); connect(effects, SIGNAL(screenGeometryChanged(QSize)), this, SLOT(slotScreenGeometryChanged())); // Fetch the blur regions for all windows foreach (EffectWindow *window, effects->stackingOrder()) updateBlurRegion(window); } BlurEffect::~BlurEffect() { windows.clear(); delete shader; delete target; } void BlurEffect::slotScreenGeometryChanged() { effects->reloadEffect(this); } void BlurEffect::reconfigure(ReconfigureFlags flags) { Q_UNUSED(flags) BlurConfig::self()->readConfig(); int radius = qBound(2, BlurConfig::blurRadius(), 14); if (shader) shader->setRadius(radius); m_shouldCache = BlurConfig::cacheTexture(); windows.clear(); if (!shader || !shader->isValid()) XDeleteProperty(display(), rootWindow(), net_wm_blur_region); } void BlurEffect::updateBlurRegion(EffectWindow *w) const { QRegion region; const QByteArray value = w->readProperty(net_wm_blur_region, XCB_ATOM_CARDINAL, 32); if (value.size() > 0 && !(value.size() % (4 * sizeof(unsigned long)))) { const unsigned long *cardinals = reinterpret_cast(value.constData()); for (unsigned int i = 0; i < value.size() / sizeof(unsigned long);) { int x = cardinals[i++]; int y = cardinals[i++]; int w = cardinals[i++]; int h = cardinals[i++]; region += QRect(x, y, w, h); } } if (region.isEmpty() && !value.isNull()) { // Set the data to a dummy value. // This is needed to be able to distinguish between the value not // being set, and being set to an empty region. w->setData(WindowBlurBehindRole, 1); } else w->setData(WindowBlurBehindRole, region); } void BlurEffect::slotWindowAdded(EffectWindow *w) { updateBlurRegion(w); } void BlurEffect::slotWindowDeleted(EffectWindow *w) { if (windows.contains(w)) { windows.remove(w); } } void BlurEffect::slotPropertyNotify(EffectWindow *w, long atom) { if (w && atom == net_wm_blur_region) { updateBlurRegion(w); CacheEntry it = windows.find(w); if (it != windows.end()) { const QRect screen(0, 0, displayWidth(), displayHeight()); it->damagedRegion = expand(blurRegion(w).translated(w->pos())) & screen; } } } bool BlurEffect::enabledByDefault() { GLPlatform *gl = GLPlatform::instance(); if (gl->isIntel() && gl->chipClass() < SandyBridge) return false; if (gl->driver() == Driver_Catalyst && effects->compositingType() == OpenGL1Compositing) { // fglrx supports only ARB shaders and those tend to crash KWin (see Bug #270818 and #286795) return false; } return true; } bool BlurEffect::supported() { bool supported = GLRenderTarget::supported() && GLTexture::NPOTTextureSupported() && GLSLBlurShader::supported(); #ifdef KWIN_HAVE_OPENGL_1 if (effects->compositingType() == OpenGL1Compositing) { supported = GLRenderTarget::supported() && GLTexture::NPOTTextureSupported() && ARBBlurShader::supported(); } #endif if (supported) { int maxTexSize; glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize); if (displayWidth() > maxTexSize || displayHeight() > maxTexSize) supported = false; } return supported; } QRect BlurEffect::expand(const QRect &rect) const { const int radius = shader->radius(); return rect.adjusted(-radius, -radius, radius, radius); } QRegion BlurEffect::expand(const QRegion ®ion) const { QRegion expanded; foreach (const QRect & rect, region.rects()) { expanded += expand(rect); } return expanded; } QRegion BlurEffect::blurRegion(const EffectWindow *w) const { QRegion region; const QVariant value = w->data(WindowBlurBehindRole); if (value.isValid()) { const QRegion appRegion = qvariant_cast(value); if (!appRegion.isEmpty()) { if (w->decorationHasAlpha() && effects->decorationSupportsBlurBehind()) { region = w->shape(); region -= w->decorationInnerRect(); } region |= appRegion.translated(w->contentsRect().topLeft()) & w->decorationInnerRect(); } else { // An empty region means that the blur effect should be enabled // for the whole window. region = w->shape(); } } else if (w->decorationHasAlpha() && effects->decorationSupportsBlurBehind()) { // If the client hasn't specified a blur region, we'll only enable // the effect behind the decoration. region = w->shape(); region -= w->decorationInnerRect(); } return region; } void BlurEffect::uploadRegion(QVector2D *&map, const QRegion ®ion) { foreach (const QRect &r, region.rects()) { const QVector2D topLeft(r.x(), r.y()); const QVector2D topRight(r.x() + r.width(), r.y()); const QVector2D bottomLeft(r.x(), r.y() + r.height()); const QVector2D bottomRight(r.x() + r.width(), r.y() + r.height()); // First triangle *(map++) = topRight; *(map++) = topLeft; *(map++) = bottomLeft; // Second triangle *(map++) = bottomLeft; *(map++) = bottomRight; *(map++) = topRight; } } void BlurEffect::uploadGeometry(GLVertexBuffer *vbo, const QRegion &horizontal, const QRegion &vertical) { const int vertexCount = (horizontal.rectCount() + vertical.rectCount()) * 6; QVector2D *map = (QVector2D *) vbo->map(vertexCount * sizeof(QVector2D)); uploadRegion(map, horizontal); uploadRegion(map, vertical); vbo->unmap(); const GLVertexAttrib layout[] = { { VA_Position, 2, GL_FLOAT, 0 }, { VA_TexCoord, 2, GL_FLOAT, 0 } }; vbo->setAttribLayout(layout, 2, sizeof(QVector2D)); } void BlurEffect::prePaintScreen(ScreenPrePaintData &data, int time) { m_damagedArea = QRegion(); m_paintedArea = QRegion(); m_currentBlur = QRegion(); effects->prePaintScreen(data, time); } void BlurEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time) { // this effect relies on prePaintWindow being called in the bottom to top order effects->prePaintWindow(w, data, time); if (!w->isPaintingEnabled()) { return; } if (!shader || !shader->isValid()) { return; } // to blur an area partially we have to shrink the opaque area of a window QRegion newClip; const QRegion oldClip = data.clip; const int radius = shader->radius(); foreach (const QRect& rect, data.clip.rects()) { newClip |= rect.adjusted(radius,radius,-radius,-radius); } data.clip = newClip; const QRegion oldPaint = data.paint; // we don't have to blur a region we don't see m_currentBlur -= newClip; // if we have to paint a non-opaque part of this window that intersects with the // currently blurred region (which is not cached) we have to redraw the whole region if ((data.paint-oldClip).intersects(m_currentBlur)) { data.paint |= m_currentBlur; } // in case this window has regions to be blurred const QRect screen(0, 0, displayWidth(), displayHeight()); const QRegion blurArea = blurRegion(w).translated(w->pos()) & screen; const QRegion expandedBlur = expand(blurArea) & screen; if (m_shouldCache) { // we are caching the horizontally blurred background texture // if a window underneath the blurred area is damaged we have to // update the cached texture QRegion damagedCache; CacheEntry it = windows.find(w); if (it != windows.end() && !it->dropCache && it->windowPos == w->pos() && it->blurredBackground.size() == expandedBlur.boundingRect().size()) { damagedCache = (expand(expandedBlur & m_damagedArea) | (it->damagedRegion & data.paint)) & expandedBlur; } else { damagedCache = expandedBlur; } if (!damagedCache.isEmpty()) { // This is the area of the blurry window which really can change. const QRegion damagedArea = damagedCache & blurArea; // In order to be able to recalculate this area we have to make sure the // background area is painted before. data.paint |= expand(damagedArea); if (it != windows.end()) { // In case we already have a texture cache mark the dirty regions invalid. it->damagedRegion &= expandedBlur; it->damagedRegion |= damagedCache; // The valid part of the cache can be considered as being opaque // as long as we don't need to update a bordering part data.clip |= blurArea - expand(it->damagedRegion); it->dropCache = false; } // we keep track of the "damage propagation" m_damagedArea |= damagedArea; // we have to check again whether we do not damage a blurred area // of a window we do not cache if (expandedBlur.intersects(m_currentBlur)) { data.paint |= m_currentBlur; } } } else { // we are not caching the window // if this window or an window underneath the blurred area is painted again we have to // blur everything if (m_paintedArea.intersects(expandedBlur) || data.paint.intersects(blurArea)) { data.paint |= expandedBlur; // we keep track of the "damage propagation" m_damagedArea |= expand(expandedBlur & m_damagedArea) & blurArea; // we have to check again whether we do not damage a blurred area // of a window we do not cache if (expandedBlur.intersects(m_currentBlur)) { data.paint |= m_currentBlur; } } m_currentBlur |= expandedBlur; } // we don't consider damaged areas which are occluded and are not // explicitly damaged by this window m_damagedArea -= data.clip; m_damagedArea |= oldPaint; // in contrast to m_damagedArea does m_paintedArea keep track of all repainted areas m_paintedArea -= data.clip; m_paintedArea |= data.paint; } bool BlurEffect::shouldBlur(const EffectWindow *w, int mask, const WindowPaintData &data) const { if (!target->valid() || !shader || !shader->isValid()) return false; if (effects->activeFullScreenEffect() && !w->data(WindowForceBlurRole).toBool()) return false; if (w->isDesktop()) return false; bool scaled = !qFuzzyCompare(data.xScale(), 1.0) && !qFuzzyCompare(data.yScale(), 1.0); bool translated = data.xTranslation() || data.yTranslation(); if (scaled || ((translated || (mask & PAINT_WINDOW_TRANSFORMED)) && !w->data(WindowForceBlurRole).toBool())) return false; bool blurBehindDecos = effects->decorationsHaveAlpha() && effects->decorationSupportsBlurBehind(); if (!w->hasAlpha() && !(blurBehindDecos && w->hasDecoration())) return false; return true; } void BlurEffect::drawWindow(EffectWindow *w, int mask, QRegion region, WindowPaintData &data) { const QRect screen(0, 0, displayWidth(), displayHeight()); if (shouldBlur(w, mask, data)) { QRegion shape = region & blurRegion(w).translated(w->pos()) & screen; const bool translated = data.xTranslation() || data.yTranslation(); // let's do the evil parts - someone wants to blur behind a transformed window if (translated) { shape = shape.translated(data.xTranslation(), data.yTranslation()); shape = shape & region; } if (!shape.isEmpty()) { if (m_shouldCache && !translated) { doCachedBlur(w, region, data.opacity()); } else { doBlur(shape, screen, data.opacity()); } } } // Draw the window over the blurred area effects->drawWindow(w, mask, region, data); } void BlurEffect::paintEffectFrame(EffectFrame *frame, QRegion region, double opacity, double frameOpacity) { const QRect screen(0, 0, displayWidth(), displayHeight()); bool valid = target->valid() && shader && shader->isValid(); QRegion shape = frame->geometry().adjusted(-5, -5, 5, 5) & screen; if (valid && !shape.isEmpty() && region.intersects(shape.boundingRect()) && frame->style() != EffectFrameNone) { doBlur(shape, screen, opacity * frameOpacity); } effects->paintEffectFrame(frame, region, opacity, frameOpacity); } void BlurEffect::doBlur(const QRegion& shape, const QRect& screen, const float opacity) { const QRegion expanded = expand(shape) & screen; const QRect r = expanded.boundingRect(); // Upload geometry for the horizontal and vertical passes GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer(); uploadGeometry(vbo, expanded, shape); vbo->bindArrays(); // Create a scratch texture and copy the area in the back buffer that we're // going to blur into it GLTexture scratch(r.width(), r.height()); scratch.setFilter(GL_LINEAR); scratch.setWrapMode(GL_CLAMP_TO_EDGE); scratch.bind(); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r.x(), displayHeight() - r.y() - r.height(), r.width(), r.height()); // Draw the texture on the offscreen framebuffer object, while blurring it horizontally target->attachTexture(tex); GLRenderTarget::pushRenderTarget(target); shader->bind(); shader->setDirection(Qt::Horizontal); shader->setPixelDistance(1.0 / r.width()); // Set up the texture matrix to transform from screen coordinates // to texture coordinates. #ifdef KWIN_HAVE_OPENGL_1 if (effects->compositingType() == OpenGL1Compositing) { glMatrixMode(GL_TEXTURE); pushMatrix(); } #endif QMatrix4x4 textureMatrix; textureMatrix.scale(1.0 / scratch.width(), -1.0 / scratch.height(), 1); textureMatrix.translate(-r.x(), -scratch.height() - r.y(), 0); loadMatrix(textureMatrix); shader->setTextureMatrix(textureMatrix); vbo->draw(GL_TRIANGLES, 0, expanded.rectCount() * 6); GLRenderTarget::popRenderTarget(); scratch.unbind(); scratch.discard(); // Now draw the horizontally blurred area back to the backbuffer, while // blurring it vertically and clipping it to the window shape. tex.bind(); shader->setDirection(Qt::Vertical); shader->setPixelDistance(1.0 / tex.height()); // Modulate the blurred texture with the window opacity if the window isn't opaque if (opacity < 1.0) { glEnable(GL_BLEND); glBlendColor(0, 0, 0, opacity); glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA); } // Set the up the texture matrix to transform from screen coordinates // to texture coordinates. textureMatrix.setToIdentity(); textureMatrix.scale(1.0 / tex.width(), -1.0 / tex.height(), 1); textureMatrix.translate(0, -tex.height(), 0); loadMatrix(textureMatrix); shader->setTextureMatrix(textureMatrix); vbo->draw(GL_TRIANGLES, expanded.rectCount() * 6, shape.rectCount() * 6); vbo->unbindArrays(); #ifdef KWIN_HAVE_OPENGL_1 if (effects->compositingType() == OpenGL1Compositing) { popMatrix(); glMatrixMode(GL_MODELVIEW); } #endif if (opacity < 1.0) { glDisable(GL_BLEND); } tex.unbind(); shader->unbind(); } void BlurEffect::doCachedBlur(EffectWindow *w, const QRegion& region, const float opacity) { const QRect screen(0, 0, displayWidth(), displayHeight()); const QRegion blurredRegion = blurRegion(w).translated(w->pos()) & screen; const QRegion expanded = expand(blurredRegion) & screen; const QRect r = expanded.boundingRect(); // The background texture we get is only partially valid. CacheEntry it = windows.find(w); if (it == windows.end()) { BlurWindowInfo bwi; bwi.blurredBackground = GLTexture(r.width(),r.height()); bwi.damagedRegion = expanded; bwi.dropCache = false; bwi.windowPos = w->pos(); it = windows.insert(w, bwi); } else if (it->blurredBackground.size() != r.size()) { it->blurredBackground = GLTexture(r.width(),r.height()); it->dropCache = false; it->windowPos = w->pos(); } else if (it->windowPos != w->pos()) { it->dropCache = false; it->windowPos = w->pos(); } GLTexture targetTexture = it->blurredBackground; targetTexture.setFilter(GL_LINEAR); targetTexture.setWrapMode(GL_CLAMP_TO_EDGE); shader->bind(); QMatrix4x4 textureMatrix; QMatrix4x4 modelViewProjectionMatrix; #ifdef KWIN_HAVE_OPENGL_1 if (effects->compositingType() == OpenGL1Compositing) { glMatrixMode(GL_MODELVIEW); pushMatrix(); glLoadIdentity(); glMatrixMode(GL_TEXTURE); pushMatrix(); glMatrixMode(GL_PROJECTION); pushMatrix(); } #endif /** * Which part of the background texture can be updated ? * * Well this is a rather difficult question. We kind of rely on the fact, that * we need a bigger background region being painted before, more precisely if we want to * blur region A we need the background region expand(A). This business logic is basically * done in prePaintWindow: * data.paint |= expand(damagedArea); * * Now "data.paint" gets clipped and becomes what we receive as the "region" variable * in this function. In theory there is now only one function that does this clipping * and this is paintSimpleScreen. The clipping has the effect that "damagedRegion" * is no longer a subset of "region" and we cannot fully validate the cache within one * rendering pass. If we would now update the "damageRegion & region" part of the cache * we would wrongly update the part of the cache that is next to the "region" border and * which lies within "damagedRegion", just because we cannot assume that the framebuffer * outside of "region" is valid. Therefore the maximal damaged region of the cache that can * be repainted is given by: * validUpdate = damagedRegion - expand(damagedRegion - region); * * Now you may ask what is with the rest of "damagedRegion & region" that is not part * of "validUpdate" but also might end up on the screen. Well under the assumption * that only the occlusion culling can shrink "data.paint", we can control this by reducing * the opaque area of every window by a margin of the blurring radius (c.f. prePaintWindow). * This way we are sure that this area is overpainted by a higher opaque window. * * Apparently paintSimpleScreen is not the only function that can influence "region". * In fact every effect's paintWindow that is called before Blur::paintWindow * can do so (e.g. SlidingPopups). Hence we have to make the compromise that we update * "damagedRegion & region" of the cache but only mark "validUpdate" as valid. **/ const QRegion damagedRegion = it->damagedRegion; const QRegion updateBackground = damagedRegion & region; const QRegion validUpdate = damagedRegion - expand(damagedRegion - region); const QRegion horizontal = validUpdate.isEmpty() ? QRegion() : (updateBackground & screen); const QRegion vertical = blurredRegion & region; const int horizontalOffset = 0; const int horizontalCount = horizontal.rectCount() * 6; const int verticalOffset = horizontalCount; const int verticalCount = vertical.rectCount() * 6; GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer(); uploadGeometry(vbo, horizontal, vertical); vbo->bindArrays(); if (!validUpdate.isEmpty()) { const QRect updateRect = (expand(updateBackground) & expanded).boundingRect(); // First we have to copy the background from the frontbuffer // into a scratch texture (in this case "tex"). tex.bind(); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, updateRect.x(), displayHeight() - updateRect.y() - updateRect.height(), updateRect.width(), updateRect.height()); // Draw the texture on the offscreen framebuffer object, while blurring it horizontally target->attachTexture(targetTexture); GLRenderTarget::pushRenderTarget(target); shader->setDirection(Qt::Horizontal); shader->setPixelDistance(1.0 / tex.width()); modelViewProjectionMatrix.ortho(0, r.width(), r.height(), 0 , 0, 65535); modelViewProjectionMatrix.translate(-r.x(), -r.y(), 0); loadMatrix(modelViewProjectionMatrix); shader->setModelViewProjectionMatrix(modelViewProjectionMatrix); // Set up the texture matrix to transform from screen coordinates // to texture coordinates. textureMatrix.scale(1.0 / tex.width(), -1.0 / tex.height(), 1); textureMatrix.translate(-updateRect.x(), -updateRect.height() - updateRect.y(), 0); #ifdef KWIN_HAVE_OPENGL_1 if (effects->compositingType() == OpenGL1Compositing) { glMatrixMode(GL_TEXTURE); loadMatrix(textureMatrix); glMatrixMode(GL_PROJECTION); } #endif shader->setTextureMatrix(textureMatrix); vbo->draw(GL_TRIANGLES, horizontalOffset, horizontalCount); GLRenderTarget::popRenderTarget(); tex.unbind(); // mark the updated region as valid it->damagedRegion -= validUpdate; } // Now draw the horizontally blurred area back to the backbuffer, while // blurring it vertically and clipping it to the window shape. targetTexture.bind(); shader->setDirection(Qt::Vertical); shader->setPixelDistance(1.0 / targetTexture.height()); // Modulate the blurred texture with the window opacity if the window isn't opaque if (opacity < 1.0) { glEnable(GL_BLEND); glBlendColor(0, 0, 0, opacity); glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA); } modelViewProjectionMatrix.setToIdentity(); modelViewProjectionMatrix.ortho(0, displayWidth(), displayHeight(), 0, 0, 65535); loadMatrix(modelViewProjectionMatrix); shader->setModelViewProjectionMatrix(modelViewProjectionMatrix); // Set the up the texture matrix to transform from screen coordinates // to texture coordinates. textureMatrix.setToIdentity(); textureMatrix.scale(1.0 / targetTexture.width(), -1.0 / targetTexture.height(), 1); textureMatrix.translate(-r.x(), -targetTexture.height() - r.y(), 0); #ifdef KWIN_HAVE_OPENGL_1 if (effects->compositingType() == OpenGL1Compositing) { glMatrixMode(GL_TEXTURE); loadMatrix(textureMatrix); glMatrixMode(GL_PROJECTION); } #endif shader->setTextureMatrix(textureMatrix); vbo->draw(GL_TRIANGLES, verticalOffset, verticalCount); vbo->unbindArrays(); #ifdef KWIN_HAVE_OPENGL_1 if (effects->compositingType() == OpenGL1Compositing) { popMatrix(); glMatrixMode(GL_TEXTURE); popMatrix(); glMatrixMode(GL_MODELVIEW); popMatrix(); } #endif if (opacity < 1.0) { glDisable(GL_BLEND); } targetTexture.unbind(); shader->unbind(); } int BlurEffect::blurRadius() const { if (!shader) { return 0; } return shader->radius(); } } // namespace KWin