kwin/effects/blur/blur.cpp
Philipp Knechtges 239d5757f2 kwin: move/resize events shall not force a repaint of all layers
This patch adds a new function Toplevel::addLayerRepaint, that in contrast
to addWorkspaceRepaint does not invalidate every blur texture cache that
overlaps with that region. As the name suggests it rather invalidates the
to the window associated layer at that position. This is especially useful
in the case of move/resize events in combination with oxygen-transparent,
where the altered window is almost always the topmost window and the blur
texture cache of the windows underneath are unchanged.

For the case of fully opaque windows the behaviour of addLayerRepaint
and addWorkspaceRepaint should be same.

REVIEW: 103906
2012-02-12 16:57:12 +01:00

635 lines
21 KiB
C++

/*
* Copyright © 2010 Fredrik Höglund <fredrik@kde.org>
* Copyright © 2011 Philipp Knechtges <philipp-dev@knechtges.com>
*
* 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 = 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(windowDeleted(EffectWindow*)), this, SLOT(slotWindowDeleted(EffectWindow*)));
connect(effects, SIGNAL(propertyNotify(EffectWindow*,long)), this, SLOT(slotPropertyNotify(EffectWindow*,long)));
connect(effects, SIGNAL(screenGeometryChanged(QSize)), this, SLOT(slotScreenGeometryChanged()));
}
BlurEffect::~BlurEffect()
{
effects->registerPropertyType(net_wm_blur_region, false);
XDeleteProperty(display(), rootWindow(), net_wm_blur_region);
windows.clear();
delete shader;
delete target;
}
void BlurEffect::slotScreenGeometryChanged()
{
effects->reloadEffect(this);
}
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);
m_shouldCache = cg.readEntry("CacheTexture", true);
windows.clear();
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::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);
if (windows.contains(w)) {
const QRect screen(0, 0, displayWidth(), displayHeight());
windows[w].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) {
// 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() || 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;
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<QRegion>(value);
if (!appRegion.isEmpty()) {
if (w->hasDecoration() && 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->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)
{
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;
}
// 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 QRegion blurArea = blurRegion(w).translated(w->pos());
const QRegion expandedBlur = expand(blurArea);
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;
if (windows.contains(w) && !windows.value(w).dropCache) {
damagedCache = expand(expandedBlur & m_damagedArea) & 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 (windows.contains(w)) {
// In case we already have a texture cache mark the dirty regions invalid.
windows[w].damagedRegion |= damagedCache;
windows[w].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->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.xTranslate || data.yTranslate;
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.xTranslate || data.yTranslate;
// let's do the evil parts - someone wants to blur behind a transformed window
if (translated) {
shape = shape.translated(data.xTranslate, data.yTranslate);
shape = shape & region;
}
if (!shape.isEmpty()) {
if (m_shouldCache && !translated) {
doCachedBlur(w, region, data.opacity * data.contents_opacity);
} else {
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
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.
#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();
}
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.
if (!windows.contains(w)) {
BlurWindowInfo bwi;
bwi.blurredBackground = GLTexture(r.width(),r.height());
bwi.damagedRegion = expanded;
bwi.dropCache = false;
bwi.windowPos = w->pos();
windows.insert(w, bwi);
} else if (windows.value(w).blurredBackground.size() != r.size()) {
windows[w].blurredBackground = GLTexture(r.width(),r.height());
windows[w].damagedRegion = expanded;
windows[w].dropCache = false;
windows[w].windowPos = w->pos();
} else if (windows.value(w).windowPos != w->pos()) {
windows[w].damagedRegion = expanded;
windows[w].dropCache = false;
windows[w].windowPos = w->pos();
}
GLTexture targetTexture = windows[w].blurredBackground;
targetTexture.setFilter(GL_LINEAR);
targetTexture.setWrapMode(GL_CLAMP_TO_EDGE);
shader->bind();
QMatrix4x4 textureMatrix;
QMatrix4x4 modelViewProjectionMatrix;
#ifndef KWIN_HAVE_OPENGLES
glMatrixMode(GL_MODELVIEW);
pushMatrix();
glLoadIdentity();
glMatrixMode(GL_TEXTURE);
pushMatrix();
glMatrixMode(GL_PROJECTION);
pushMatrix();
#endif
// We only update that part of the background texture that is visible and marked as dirty.
const QRegion updateBackground = windows.value(w).damagedRegion & region;
if (!updateBackground.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);
#ifndef KWIN_HAVE_OPENGLES
glMatrixMode(GL_TEXTURE);
loadMatrix(textureMatrix);
glMatrixMode(GL_PROJECTION);
#endif
shader->setTextureMatrix(textureMatrix);
drawRegion(updateBackground & screen);
GLRenderTarget::popRenderTarget();
tex.unbind();
// mark the updated region as valid
windows[w].damagedRegion -= updateBackground;
}
// 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) {
#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);
}
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);
#ifndef KWIN_HAVE_OPENGLES
glMatrixMode(GL_TEXTURE);
loadMatrix(textureMatrix);
glMatrixMode(GL_PROJECTION);
#endif
shader->setTextureMatrix(textureMatrix);
drawRegion(blurredRegion & region);
#ifndef KWIN_HAVE_OPENGLES
popMatrix();
glMatrixMode(GL_TEXTURE);
popMatrix();
glMatrixMode(GL_MODELVIEW);
popMatrix();
#endif
if (opacity < 1.0) {
glDisable(GL_BLEND);
#ifndef KWIN_HAVE_OPENGLES
glPopAttrib();
#endif
}
targetTexture.unbind();
shader->unbind();
}
} // namespace KWin