kwin/effects/blur/blur.cpp

449 lines
14 KiB
C++

/*
* Copyright © 2010 Fredrik Höglund <fredrik@kde.org>
*
* 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"
#include <X11/Xatom.h>
#include <QMatrix4x4>
#include <QLinkedList>
#include <KConfigGroup>
#include <KDebug>
namespace KWin
{
KWIN_EFFECT(blur, BlurEffect)
KWIN_EFFECT_SUPPORTED(blur, BlurEffect::supported())
KWIN_EFFECT_ENABLEDBYDEFAULT(blur, BlurEffect::enabledByDefault())
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 = new GLTexture(displayWidth(), displayHeight());
tex->setFilter(GL_LINEAR);
tex->setWrapMode(GL_CLAMP_TO_EDGE);
target = new GLRenderTarget(tex);
net_wm_blur_region = XInternAtom(display(), "_KDE_NET_WM_BLUR_BEHIND_REGION", False);
effects->registerPropertyType(net_wm_blur_region, true);
reconfigure(ReconfigureAll);
// ### Hackish way to announce support.
// Should be included in _NET_SUPPORTED instead.
if (shader->isValid() && target->valid()) {
XChangeProperty(display(), rootWindow(), net_wm_blur_region, net_wm_blur_region,
32, PropModeReplace, 0, 0);
} else {
XDeleteProperty(display(), rootWindow(), net_wm_blur_region);
}
connect(effects, SIGNAL(windowAdded(EffectWindow*)), this, SLOT(slotWindowAdded(EffectWindow*)));
connect(effects, SIGNAL(propertyNotify(EffectWindow*,long)), this, SLOT(slotPropertyNotify(EffectWindow*,long)));
}
BlurEffect::~BlurEffect()
{
effects->registerPropertyType(net_wm_blur_region, false);
XDeleteProperty(display(), rootWindow(), net_wm_blur_region);
delete shader;
delete target;
delete tex;
}
void BlurEffect::reconfigure(ReconfigureFlags flags)
{
Q_UNUSED(flags)
KConfigGroup cg = EffectsHandler::effectConfig("Blur");
int radius = qBound(2, cg.readEntry("BlurRadius", 12), 14);
shader->setRadius(radius);
if (!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, XA_CARDINAL, 32);
if (value.size() > 0 && !(value.size() % (4 * sizeof(unsigned long)))) {
const unsigned long *cardinals = reinterpret_cast<const unsigned long*>(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::slotPropertyNotify(EffectWindow *w, long atom)
{
if (w && atom == net_wm_blur_region)
updateBlurRegion(w);
}
bool BlurEffect::enabledByDefault()
{
GLPlatform *gl = GLPlatform::instance();
if (gl->isIntel())
return false;
return true;
}
bool BlurEffect::supported()
{
bool supported = GLRenderTarget::supported() && GLTexture::NPOTTextureSupported() &&
(GLSLBlurShader::supported() || ARBBlurShader::supported());
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 &region) const
{
QRegion expanded;
if (region.rectCount() < 20) {
foreach (const QRect & rect, region.rects())
expanded += expand(rect);
} else
expanded += expand(region.boundingRect());
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<QRegion>(value);
if (!appRegion.isEmpty()) {
if (w->hasDecoration() && effects->decorationSupportsBlurBehind()) {
region = w->shape();
region -= w->decorationInnerRect();
region |= appRegion.translated(w->contentsRect().topLeft()) &
w->contentsRect();
} else
region = appRegion & w->contentsRect();
} else {
// An empty region means that the blur effect should be enabled
// for the whole window.
region = w->shape();
}
} else if (w->hasDecoration() && 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::drawRegion(const QRegion &region)
{
const int vertexCount = region.rectCount() * 6;
if (vertices.size() < vertexCount)
vertices.resize(vertexCount);
int i = 0;
foreach (const QRect & r, region.rects()) {
vertices[i++] = QVector2D(r.x() + r.width(), r.y());
vertices[i++] = QVector2D(r.x(), r.y());
vertices[i++] = QVector2D(r.x(), r.y() + r.height());
vertices[i++] = QVector2D(r.x(), r.y() + r.height());
vertices[i++] = QVector2D(r.x() + r.width(), r.y() + r.height());
vertices[i++] = QVector2D(r.x() + r.width(), r.y());
}
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
vbo->reset();
vbo->setData(vertexCount, 2, (float*)vertices.constData(), (float*)vertices.constData());
vbo->render(GL_TRIANGLES);
}
void BlurEffect::prePaintScreen(ScreenPrePaintData &data, int time)
{
EffectWindowList windows = effects->stackingOrder();
QLinkedList<QRegion> blurRegions;
bool checkDecos = effects->decorationsHaveAlpha() && effects->decorationSupportsBlurBehind();
bool clipChanged = false;
effects->prePaintScreen(data, time);
// If the whole screen will be repainted anyway, there is no point in
// adding to the paint region.
if (data.mask & (PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS | PAINT_SCREEN_TRANSFORMED))
return;
if (effects->activeFullScreenEffect())
return;
// Walk the window list top->bottom and check if the paint region is fully
// contained within opaque windows and doesn't intersect any blurred region.
QRegion paint = data.paint;
for (int i = windows.count() - 1; i >= 0; --i) {
EffectWindow *window = windows.at(i);
if (!window->isPaintingEnabled())
continue;
if (!window->hasAlpha()) {
paint -= window->contentsRect().translated(window->pos());
if (paint.isEmpty())
break;
}
// The window decoration is treated as an object below the window
// contents, so check it after the contents.
if (window->hasAlpha() || (checkDecos && window->hasDecoration())) {
QRegion r = blurRegion(window);
if (r.isEmpty())
continue;
r = expand(r.translated(window->pos()));
if (r.intersects(paint))
break;
}
}
if (paint.isEmpty())
return;
// Walk the list again bottom->top and expand the paint region when
// it intersects a blurred region.
foreach (EffectWindow *window, windows) {
if (!window->isPaintingEnabled())
continue;
if (!window->hasAlpha() && !(checkDecos && window->hasDecoration()))
continue;
QRegion r = blurRegion(window);
if (r.isEmpty())
continue;
r = expand(r.translated(window->pos()));
// We can't do a partial repaint of a blurred region
if (r.intersects(data.paint)) {
data.paint += r;
clipChanged = true;
} else
blurRegions.append(r);
}
while (clipChanged) {
clipChanged = false;
QMutableLinkedListIterator<QRegion> i(blurRegions);
while (i.hasNext()) {
const QRegion r = i.next();
if (!r.intersects(data.paint))
continue;
data.paint += r;
clipChanged = true;
i.remove();
}
}
// Force the scene to call paintGenericScreen() so the windows are painted bottom -> top
data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS;
}
bool BlurEffect::shouldBlur(const EffectWindow *w, int mask, const WindowPaintData &data) const
{
if (!target->valid() || !shader->isValid())
return false;
// Don't blur anything if we're painting top-to-bottom
if (!(mask & (PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS |
PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS |
PAINT_SCREEN_TRANSFORMED)))
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.xTranslate || data.yTranslate;
if (scaled || translated || (mask & PAINT_WINDOW_TRANSFORMED))
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)
{
if (shouldBlur(w, mask, data)) {
const QRect screen(0, 0, displayWidth(), displayHeight());
const QRegion shape = blurRegion(w).translated(w->pos()) & screen;
if (!shape.isEmpty() && region.intersects(shape.boundingRect()))
doBlur(shape, screen, data.opacity * data.contents_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->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();
// 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
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.
#ifndef KWIN_HAVE_OPENGLES
glMatrixMode(GL_TEXTURE);
#endif
pushMatrix();
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);
drawRegion(expanded);
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) {
#ifndef KWIN_HAVE_OPENGLES
glPushAttrib(GL_COLOR_BUFFER_BIT);
#endif
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);
drawRegion(shape);
popMatrix();
#ifndef KWIN_HAVE_OPENGLES
glMatrixMode(GL_MODELVIEW);
#endif
if (opacity < 1.0) {
glDisable(GL_BLEND);
#ifndef KWIN_HAVE_OPENGLES
glPopAttrib();
#endif
}
tex->unbind();
shader->unbind();
}
} // namespace KWin