bef9c9c8c5
Summary: The glCopyTex(Sub)Image calls are adjusted to take the per output rendering into account. In addition contrast effect sets the model view projection matrix in each call to ensure it's on the correct screen. Blur probably needs more changes for the cached texture to work, but it's a start. Test Plan: Blur and Background contrast work on multi-screen wayland Reviewers: #kwin, #plasma_on_wayland Subscribers: plasma-devel, kwin Tags: #plasma_on_wayland, #kwin Differential Revision: https://phabricator.kde.org/D3101
464 lines
15 KiB
C++
464 lines
15 KiB
C++
/*
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* Copyright © 2010 Fredrik Höglund <fredrik@kde.org>
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* Copyright © 2011 Philipp Knechtges <philipp-dev@knechtges.com>
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* Copyright 2014 Marco Martin <mart@kde.org>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; see the file COPYING. if not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#include "contrast.h"
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#include "contrastshader.h"
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// KConfigSkeleton
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#include <QMatrix4x4>
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#include <QLinkedList>
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#include <KWayland/Server/surface_interface.h>
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#include <KWayland/Server/contrast_interface.h>
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#include <KWayland/Server/display.h>
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namespace KWin
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{
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static const QByteArray s_contrastAtomName = QByteArrayLiteral("_KDE_NET_WM_BACKGROUND_CONTRAST_REGION");
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ContrastEffect::ContrastEffect()
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{
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shader = ContrastShader::create();
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reconfigure(ReconfigureAll);
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// ### Hackish way to announce support.
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// Should be included in _NET_SUPPORTED instead.
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if (shader && shader->isValid()) {
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net_wm_contrast_region = effects->announceSupportProperty(s_contrastAtomName, this);
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KWayland::Server::Display *display = effects->waylandDisplay();
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if (display) {
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m_contrastManager = display->createContrastManager(this);
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m_contrastManager->create();
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}
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} else {
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net_wm_contrast_region = 0;
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}
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connect(effects, SIGNAL(windowAdded(KWin::EffectWindow*)), this, SLOT(slotWindowAdded(KWin::EffectWindow*)));
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connect(effects, SIGNAL(windowDeleted(KWin::EffectWindow*)), this, SLOT(slotWindowDeleted(KWin::EffectWindow*)));
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connect(effects, SIGNAL(propertyNotify(KWin::EffectWindow*,long)), this, SLOT(slotPropertyNotify(KWin::EffectWindow*,long)));
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connect(effects, SIGNAL(screenGeometryChanged(QSize)), this, SLOT(slotScreenGeometryChanged()));
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// Fetch the contrast regions for all windows
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foreach (EffectWindow *window, effects->stackingOrder())
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updateContrastRegion(window);
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}
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ContrastEffect::~ContrastEffect()
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{
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delete shader;
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}
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void ContrastEffect::slotScreenGeometryChanged()
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{
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effects->reloadEffect(this);
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}
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void ContrastEffect::reconfigure(ReconfigureFlags flags)
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{
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Q_UNUSED(flags)
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if (shader)
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shader->init();
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if (!shader || !shader->isValid()) {
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effects->removeSupportProperty(s_contrastAtomName, this);
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delete m_contrastManager;
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m_contrastManager = nullptr;
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}
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}
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void ContrastEffect::updateContrastRegion(EffectWindow *w) const
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{
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QRegion region;
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float colorTransform[16];
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const QByteArray value = w->readProperty(net_wm_contrast_region, net_wm_contrast_region, 32);
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if (value.size() > 0 && !((value.size() - (16 * sizeof(uint32_t))) % ((4 * sizeof(uint32_t))))) {
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const uint32_t *cardinals = reinterpret_cast<const uint32_t*>(value.constData());
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const float *floatCardinals = reinterpret_cast<const float*>(value.constData());
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unsigned int i = 0;
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for (; i < ((value.size() - (16 * sizeof(uint32_t)))) / sizeof(uint32_t);) {
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int x = cardinals[i++];
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int y = cardinals[i++];
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int w = cardinals[i++];
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int h = cardinals[i++];
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region += QRect(x, y, w, h);
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}
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for (unsigned int j = 0; j < 16; ++j) {
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colorTransform[j] = floatCardinals[i + j];
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}
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QMatrix4x4 colorMatrix(colorTransform);
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shader->setColorMatrix(colorMatrix);
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}
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KWayland::Server::SurfaceInterface *surf = w->surface();
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if (surf && surf->contrast()) {
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region = surf->contrast()->region();
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shader->setColorMatrix(colorMatrix(surf->contrast()->contrast(), surf->contrast()->intensity(), surf->contrast()->saturation()));
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}
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//!value.isNull() full window in X11 case, surf->contrast()
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//valid, full window in wayland case
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if (region.isEmpty() && (!value.isNull() || (surf && surf->contrast()))) {
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// Set the data to a dummy value.
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// This is needed to be able to distinguish between the value not
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// being set, and being set to an empty region.
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w->setData(WindowBackgroundContrastRole, 1);
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} else
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w->setData(WindowBackgroundContrastRole, region);
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}
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void ContrastEffect::slotWindowAdded(EffectWindow *w)
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{
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KWayland::Server::SurfaceInterface *surf = w->surface();
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if (surf) {
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m_contrastChangedConnections[w] = connect(surf, &KWayland::Server::SurfaceInterface::contrastChanged, this, [this, w] () {
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if (w) {
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updateContrastRegion(w);
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}
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});
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}
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updateContrastRegion(w);
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}
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void ContrastEffect::slotWindowDeleted(EffectWindow *w)
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{
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if (m_contrastChangedConnections.contains(w)) {
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disconnect(m_contrastChangedConnections[w]);
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m_contrastChangedConnections.remove(w);
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}
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}
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void ContrastEffect::slotPropertyNotify(EffectWindow *w, long atom)
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{
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if (w && atom == net_wm_contrast_region) {
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updateContrastRegion(w);
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}
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}
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QMatrix4x4 ContrastEffect::colorMatrix(qreal contrast, qreal intensity, qreal saturation)
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{
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QMatrix4x4 satMatrix; //saturation
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QMatrix4x4 intMatrix; //intensity
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QMatrix4x4 contMatrix; //contrast
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//Saturation matrix
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if (!qFuzzyCompare(saturation, 1.0)) {
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const qreal rval = (1.0 - saturation) * .2126;
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const qreal gval = (1.0 - saturation) * .7152;
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const qreal bval = (1.0 - saturation) * .0722;
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satMatrix = QMatrix4x4(rval + saturation, rval, rval, 0.0,
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gval, gval + saturation, gval, 0.0,
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bval, bval, bval + saturation, 0.0,
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0, 0, 0, 1.0);
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}
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//IntensityMatrix
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if (!qFuzzyCompare(intensity, 1.0)) {
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intMatrix.scale(intensity, intensity, intensity);
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}
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//Contrast Matrix
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if (!qFuzzyCompare(contrast, 1.0)) {
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const float transl = (1.0 - contrast) / 2.0;
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contMatrix = QMatrix4x4(contrast, 0, 0, 0.0,
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0, contrast, 0, 0.0,
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0, 0, contrast, 0.0,
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transl, transl, transl, 1.0);
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}
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QMatrix4x4 colorMatrix = contMatrix * satMatrix * intMatrix;
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//colorMatrix = colorMatrix.transposed();
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return colorMatrix;
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}
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bool ContrastEffect::enabledByDefault()
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{
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GLPlatform *gl = GLPlatform::instance();
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if (gl->isIntel() && gl->chipClass() < SandyBridge)
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return false;
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if (gl->isSoftwareEmulation()) {
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return false;
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}
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return true;
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}
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bool ContrastEffect::supported()
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{
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bool supported = effects->isOpenGLCompositing() && GLRenderTarget::supported();
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if (supported) {
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int maxTexSize;
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
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const QSize screenSize = effects->virtualScreenSize();
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if (screenSize.width() > maxTexSize || screenSize.height() > maxTexSize)
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supported = false;
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}
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return supported;
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}
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QRegion ContrastEffect::contrastRegion(const EffectWindow *w) const
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{
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QRegion region;
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const QVariant value = w->data(WindowBackgroundContrastRole);
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if (value.isValid()) {
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const QRegion appRegion = qvariant_cast<QRegion>(value);
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if (!appRegion.isEmpty()) {
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region |= appRegion.translated(w->contentsRect().topLeft()) &
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w->decorationInnerRect();
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} else {
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// An empty region means that the blur effect should be enabled
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// for the whole window.
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region = w->decorationInnerRect();
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}
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}
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return region;
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}
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void ContrastEffect::uploadRegion(QVector2D *&map, const QRegion ®ion)
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{
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foreach (const QRect &r, region.rects()) {
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const QVector2D topLeft(r.x(), r.y());
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const QVector2D topRight(r.x() + r.width(), r.y());
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const QVector2D bottomLeft(r.x(), r.y() + r.height());
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const QVector2D bottomRight(r.x() + r.width(), r.y() + r.height());
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// First triangle
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*(map++) = topRight;
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*(map++) = topLeft;
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*(map++) = bottomLeft;
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// Second triangle
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*(map++) = bottomLeft;
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*(map++) = bottomRight;
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*(map++) = topRight;
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}
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}
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void ContrastEffect::uploadGeometry(GLVertexBuffer *vbo, const QRegion ®ion)
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{
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const int vertexCount = region.rectCount() * 6;
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if (!vertexCount)
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return;
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QVector2D *map = (QVector2D *) vbo->map(vertexCount * sizeof(QVector2D));
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uploadRegion(map, region);
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vbo->unmap();
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const GLVertexAttrib layout[] = {
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{ VA_Position, 2, GL_FLOAT, 0 },
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{ VA_TexCoord, 2, GL_FLOAT, 0 }
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};
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vbo->setAttribLayout(layout, 2, sizeof(QVector2D));
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}
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void ContrastEffect::prePaintScreen(ScreenPrePaintData &data, int time)
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{
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m_paintedArea = QRegion();
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m_currentContrast = QRegion();
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effects->prePaintScreen(data, time);
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}
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void ContrastEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time)
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{
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// this effect relies on prePaintWindow being called in the bottom to top order
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effects->prePaintWindow(w, data, time);
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if (!w->isPaintingEnabled()) {
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return;
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}
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if (!shader || !shader->isValid()) {
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return;
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}
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const QRegion oldPaint = data.paint;
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// we don't have to blur a region we don't see
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m_currentContrast -= data.clip;
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// if we have to paint a non-opaque part of this window that intersects with the
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// currently blurred region (which is not cached) we have to redraw the whole region
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if ((data.paint-data.clip).intersects(m_currentContrast)) {
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data.paint |= m_currentContrast;
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}
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// in case this window has regions to be blurred
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const QRect screen = effects->virtualScreenGeometry();
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const QRegion contrastArea = contrastRegion(w).translated(w->pos()) & screen;
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// we are not caching the window
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// if this window or an window underneath the modified area is painted again we have to
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// do everything
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if (m_paintedArea.intersects(contrastArea) || data.paint.intersects(contrastArea)) {
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data.paint |= contrastArea;
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// we have to check again whether we do not damage a blurred area
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// of a window we do not cache
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if (contrastArea.intersects(m_currentContrast)) {
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data.paint |= m_currentContrast;
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}
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}
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m_currentContrast |= contrastArea;
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// m_paintedArea keep track of all repainted areas
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m_paintedArea -= data.clip;
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m_paintedArea |= data.paint;
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}
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bool ContrastEffect::shouldContrast(const EffectWindow *w, int mask, const WindowPaintData &data) const
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{
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if (!shader || !shader->isValid())
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return false;
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if (effects->activeFullScreenEffect() && !w->data(WindowForceBackgroundContrastRole).toBool())
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return false;
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if (w->isDesktop())
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return false;
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bool scaled = !qFuzzyCompare(data.xScale(), 1.0) && !qFuzzyCompare(data.yScale(), 1.0);
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bool translated = data.xTranslation() || data.yTranslation();
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if ((scaled || (translated || (mask & PAINT_WINDOW_TRANSFORMED))) && !w->data(WindowForceBackgroundContrastRole).toBool())
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return false;
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if (!w->hasAlpha())
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return false;
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return true;
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}
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void ContrastEffect::drawWindow(EffectWindow *w, int mask, QRegion region, WindowPaintData &data)
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{
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const QRect screen = GLRenderTarget::virtualScreenGeometry();
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if (shouldContrast(w, mask, data)) {
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QRegion shape = region & contrastRegion(w).translated(w->pos()) & screen;
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// let's do the evil parts - someone wants to blur behind a transformed window
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const bool translated = data.xTranslation() || data.yTranslation();
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const bool scaled = data.xScale() != 1 || data.yScale() != 1;
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if (scaled) {
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QPoint pt = shape.boundingRect().topLeft();
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QVector<QRect> shapeRects = shape.rects();
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shape = QRegion(); // clear
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foreach (QRect r, shapeRects) {
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r.moveTo(pt.x() + (r.x() - pt.x()) * data.xScale() + data.xTranslation(),
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pt.y() + (r.y() - pt.y()) * data.yScale() + data.yTranslation());
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r.setWidth(r.width() * data.xScale());
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r.setHeight(r.height() * data.yScale());
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shape |= r;
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}
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shape = shape & region;
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//Only translated, not scaled
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} else if (translated) {
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shape = shape.translated(data.xTranslation(), data.yTranslation());
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shape = shape & region;
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}
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if (!shape.isEmpty()) {
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doContrast(shape, screen, data.opacity(), data.screenProjectionMatrix());
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}
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}
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// Draw the window over the contrast area
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effects->drawWindow(w, mask, region, data);
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}
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void ContrastEffect::paintEffectFrame(EffectFrame *frame, QRegion region, double opacity, double frameOpacity)
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{
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//FIXME: this is a no-op for now, it should figure out the right contrast, intensity, saturation
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effects->paintEffectFrame(frame, region, opacity, frameOpacity);
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}
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void ContrastEffect::doContrast(const QRegion& shape, const QRect& screen, const float opacity, const QMatrix4x4 &screenProjection)
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{
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const QRegion actualShape = shape & screen;
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const QRect r = actualShape.boundingRect();
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// Upload geometry for the horizontal and vertical passes
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GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
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uploadGeometry(vbo, actualShape);
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vbo->bindArrays();
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// Create a scratch texture and copy the area in the back buffer that we're
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// going to blur into it
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GLTexture scratch(GL_RGBA8, r.width(), r.height());
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scratch.setFilter(GL_LINEAR);
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scratch.setWrapMode(GL_CLAMP_TO_EDGE);
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scratch.bind();
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const QRect sg = GLRenderTarget::virtualScreenGeometry();
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r.x() - sg.x(), sg.height() - sg.y() - r.y() - r.height(),
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r.width(), r.height());
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// Draw the texture on the offscreen framebuffer object, while blurring it horizontally
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shader->bind();
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shader->setOpacity(opacity);
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// Set up the texture matrix to transform from screen coordinates
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// to texture coordinates.
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QMatrix4x4 textureMatrix;
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textureMatrix.scale(1.0 / scratch.width(), -1.0 / scratch.height(), 1);
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textureMatrix.translate(-r.x(), -scratch.height() - r.y(), 0);
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shader->setTextureMatrix(textureMatrix);
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shader->setModelViewProjectionMatrix(screenProjection);
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vbo->draw(GL_TRIANGLES, 0, actualShape.rectCount() * 6);
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scratch.unbind();
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scratch.discard();
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vbo->unbindArrays();
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if (opacity < 1.0) {
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glDisable(GL_BLEND);
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}
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shader->unbind();
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}
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} // namespace KWin
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