253ff428a7
Summary: The new connect syntax has several advantages over the old syntax: (a) Connecting with the new syntax is faster; (b) It is compile time checked. There are still a few places where the old connect syntax is used, e.g. connecting to QML buttons in the Desktop Grid effect. Test Plan: Have been testing this patch for ~2 weeks, haven't noticed any regressions. Reviewers: #kwin, davidedmundson Reviewed By: #kwin, davidedmundson Subscribers: davidedmundson, broulik, graesslin, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D18368
771 lines
26 KiB
C++
771 lines
26 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 © 2018 Alex Nemeth <alex.nemeth329@gmail.com>
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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 "blur.h"
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#include "blurshader.h"
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// KConfigSkeleton
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#include "blurconfig.h"
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#include <QGuiApplication>
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#include <QMatrix4x4>
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#include <QLinkedList>
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#include <QScreen> // for QGuiApplication
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#include <QTime>
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#include <cmath> // for ceil()
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#include <KWayland/Server/surface_interface.h>
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#include <KWayland/Server/blur_interface.h>
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#include <KWayland/Server/shadow_interface.h>
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#include <KWayland/Server/display.h>
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#include <KSharedConfig>
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#include <KConfigGroup>
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namespace KWin
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{
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static const QByteArray s_blurAtomName = QByteArrayLiteral("_KDE_NET_WM_BLUR_BEHIND_REGION");
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BlurEffect::BlurEffect()
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{
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initConfig<BlurConfig>();
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m_shader = new BlurShader(this);
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initBlurStrengthValues();
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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 (m_shader && m_shader->isValid() && m_renderTargetsValid) {
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net_wm_blur_region = effects->announceSupportProperty(s_blurAtomName, this);
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KWayland::Server::Display *display = effects->waylandDisplay();
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if (display) {
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m_blurManager = display->createBlurManager(this);
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m_blurManager->create();
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}
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} else {
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net_wm_blur_region = 0;
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}
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connect(effects, &EffectsHandler::windowAdded, this, &BlurEffect::slotWindowAdded);
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connect(effects, &EffectsHandler::windowDeleted, this, &BlurEffect::slotWindowDeleted);
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connect(effects, &EffectsHandler::propertyNotify, this, &BlurEffect::slotPropertyNotify);
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connect(effects, &EffectsHandler::screenGeometryChanged, this, &BlurEffect::slotScreenGeometryChanged);
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connect(effects, &EffectsHandler::xcbConnectionChanged, this,
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[this] {
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if (m_shader && m_shader->isValid() && m_renderTargetsValid) {
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net_wm_blur_region = effects->announceSupportProperty(s_blurAtomName, this);
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}
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}
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);
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// Fetch the blur regions for all windows
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foreach (EffectWindow *window, effects->stackingOrder())
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updateBlurRegion(window);
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}
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BlurEffect::~BlurEffect()
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{
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deleteFBOs();
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}
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void BlurEffect::slotScreenGeometryChanged()
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{
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effects->makeOpenGLContextCurrent();
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updateTexture();
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// Fetch the blur regions for all windows
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foreach (EffectWindow *window, effects->stackingOrder())
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updateBlurRegion(window);
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effects->doneOpenGLContextCurrent();
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}
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bool BlurEffect::renderTargetsValid() const
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{
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return !m_renderTargets.isEmpty() && std::find_if(m_renderTargets.cbegin(), m_renderTargets.cend(),
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[](const GLRenderTarget *target) {
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return !target->valid();
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}) == m_renderTargets.cend();
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}
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void BlurEffect::deleteFBOs()
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{
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qDeleteAll(m_renderTargets);
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m_renderTargets.clear();
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m_renderTextures.clear();
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}
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void BlurEffect::updateTexture()
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{
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deleteFBOs();
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/* Reserve memory for:
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* - The original sized texture (1)
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* - The downsized textures (m_downSampleIterations)
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* - The helper texture (1)
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*/
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m_renderTargets.reserve(m_downSampleIterations + 2);
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m_renderTextures.reserve(m_downSampleIterations + 2);
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for (int i = 0; i <= m_downSampleIterations; i++) {
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m_renderTextures.append(GLTexture(GL_RGBA8, effects->virtualScreenSize() / (1 << i)));
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m_renderTextures.last().setFilter(GL_LINEAR);
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m_renderTextures.last().setWrapMode(GL_CLAMP_TO_EDGE);
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m_renderTargets.append(new GLRenderTarget(m_renderTextures.last()));
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}
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// This last set is used as a temporary helper texture
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m_renderTextures.append(GLTexture(GL_RGBA8, effects->virtualScreenSize()));
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m_renderTextures.last().setFilter(GL_LINEAR);
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m_renderTextures.last().setWrapMode(GL_CLAMP_TO_EDGE);
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m_renderTargets.append(new GLRenderTarget(m_renderTextures.last()));
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m_renderTargetsValid = renderTargetsValid();
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// Prepare the stack for the rendering
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m_renderTargetStack.clear();
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m_renderTargetStack.reserve(m_downSampleIterations * 2);
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// Upsample
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for (int i = 1; i < m_downSampleIterations; i++) {
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m_renderTargetStack.push(m_renderTargets[i]);
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}
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// Downsample
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for (int i = m_downSampleIterations; i > 0; i--) {
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m_renderTargetStack.push(m_renderTargets[i]);
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}
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// Copysample
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m_renderTargetStack.push(m_renderTargets[0]);
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// Generate the noise helper texture
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generateNoiseTexture();
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}
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void BlurEffect::initBlurStrengthValues()
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{
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// This function creates an array of blur strength values that are evenly distributed
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// The range of the slider on the blur settings UI
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int numOfBlurSteps = 15;
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int remainingSteps = numOfBlurSteps;
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/*
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* Explanation for these numbers:
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*
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* The texture blur amount depends on the downsampling iterations and the offset value.
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* By changing the offset we can alter the blur amount without relying on further downsampling.
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* But there is a minimum and maximum value of offset per downsample iteration before we
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* get artifacts.
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*
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* The minOffset variable is the minimum offset value for an iteration before we
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* get blocky artifacts because of the downsampling.
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*
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* The maxOffset value is the maximum offset value for an iteration before we
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* get diagonal line artifacts because of the nature of the dual kawase blur algorithm.
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*
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* The expandSize value is the minimum value for an iteration before we reach the end
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* of a texture in the shader and sample outside of the area that was copied into the
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* texture from the screen.
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*/
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// {minOffset, maxOffset, expandSize}
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blurOffsets.append({1.0, 2.0, 10}); // Down sample size / 2
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blurOffsets.append({2.0, 3.0, 20}); // Down sample size / 4
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blurOffsets.append({2.0, 5.0, 50}); // Down sample size / 8
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blurOffsets.append({3.0, 8.0, 150}); // Down sample size / 16
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//blurOffsets.append({5.0, 10.0, 400}); // Down sample size / 32
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//blurOffsets.append({7.0, ?.0}); // Down sample size / 64
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float offsetSum = 0;
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for (int i = 0; i < blurOffsets.size(); i++) {
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offsetSum += blurOffsets[i].maxOffset - blurOffsets[i].minOffset;
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}
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for (int i = 0; i < blurOffsets.size(); i++) {
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int iterationNumber = std::ceil((blurOffsets[i].maxOffset - blurOffsets[i].minOffset) / offsetSum * numOfBlurSteps);
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remainingSteps -= iterationNumber;
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if (remainingSteps < 0) {
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iterationNumber += remainingSteps;
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}
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float offsetDifference = blurOffsets[i].maxOffset - blurOffsets[i].minOffset;
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for (int j = 1; j <= iterationNumber; j++) {
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// {iteration, offset}
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blurStrengthValues.append({i + 1, blurOffsets[i].minOffset + (offsetDifference / iterationNumber) * j});
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}
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}
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}
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void BlurEffect::reconfigure(ReconfigureFlags flags)
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{
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Q_UNUSED(flags)
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BlurConfig::self()->read();
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int blurStrength = BlurConfig::blurStrength() - 1;
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m_downSampleIterations = blurStrengthValues[blurStrength].iteration;
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m_offset = blurStrengthValues[blurStrength].offset;
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m_expandSize = blurOffsets[m_downSampleIterations - 1].expandSize;
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m_noiseStrength = BlurConfig::noiseStrength();
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m_scalingFactor = qMax(1.0, QGuiApplication::primaryScreen()->logicalDotsPerInch() / 96.0);
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updateTexture();
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if (!m_shader || !m_shader->isValid()) {
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effects->removeSupportProperty(s_blurAtomName, this);
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delete m_blurManager;
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m_blurManager = nullptr;
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}
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// Update all windows for the blur to take effect
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effects->addRepaintFull();
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}
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void BlurEffect::updateBlurRegion(EffectWindow *w) const
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{
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QRegion region;
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QByteArray value;
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if (net_wm_blur_region != XCB_ATOM_NONE) {
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value = w->readProperty(net_wm_blur_region, XCB_ATOM_CARDINAL, 32);
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if (value.size() > 0 && !(value.size() % (4 * sizeof(uint32_t)))) {
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const uint32_t *cardinals = reinterpret_cast<const uint32_t*>(value.constData());
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for (unsigned int i = 0; i < value.size() / 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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}
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}
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KWayland::Server::SurfaceInterface *surf = w->surface();
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if (surf && surf->blur()) {
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region = surf->blur()->region();
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}
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//!value.isNull() full window in X11 case, surf->blur()
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//valid, full window in wayland case
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if (region.isEmpty() && (!value.isNull() || (surf && surf->blur()))) {
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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(WindowBlurBehindRole, 1);
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} else
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w->setData(WindowBlurBehindRole, region);
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}
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void BlurEffect::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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windowBlurChangedConnections[w] = connect(surf, &KWayland::Server::SurfaceInterface::blurChanged, this, [this, w] () {
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if (w) {
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updateBlurRegion(w);
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}
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});
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}
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updateBlurRegion(w);
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}
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void BlurEffect::slotWindowDeleted(EffectWindow *w)
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{
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auto it = windowBlurChangedConnections.find(w);
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if (it == windowBlurChangedConnections.end()) {
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return;
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}
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disconnect(*it);
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windowBlurChangedConnections.erase(it);
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}
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void BlurEffect::slotPropertyNotify(EffectWindow *w, long atom)
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{
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if (w && atom == net_wm_blur_region && net_wm_blur_region != XCB_ATOM_NONE) {
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updateBlurRegion(w);
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}
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}
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bool BlurEffect::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 BlurEffect::supported()
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{
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bool supported = effects->isOpenGLCompositing() && GLRenderTarget::supported() && GLRenderTarget::blitSupported();
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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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QRect BlurEffect::expand(const QRect &rect) const
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{
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return rect.adjusted(-m_expandSize, -m_expandSize, m_expandSize, m_expandSize);
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}
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QRegion BlurEffect::expand(const QRegion ®ion) const
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{
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QRegion expanded;
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for (const QRect &rect : region) {
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expanded += expand(rect);
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}
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return expanded;
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}
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QRegion BlurEffect::blurRegion(const EffectWindow *w) const
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{
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QRegion region;
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const QVariant value = w->data(WindowBlurBehindRole);
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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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if (w->decorationHasAlpha() && effects->decorationSupportsBlurBehind()) {
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region = w->shape();
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region -= w->decorationInnerRect();
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}
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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->shape();
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}
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} else if (w->decorationHasAlpha() && effects->decorationSupportsBlurBehind()) {
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// If the client hasn't specified a blur region, we'll only enable
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// the effect behind the decoration.
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region = w->shape();
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region -= w->decorationInnerRect();
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}
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return region;
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}
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void BlurEffect::uploadRegion(QVector2D *&map, const QRegion ®ion, const int downSampleIterations)
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{
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for (int i = 0; i <= downSampleIterations; i++) {
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const int divisionRatio = (1 << i);
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for (const QRect &r : region) {
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const QVector2D topLeft( r.x() / divisionRatio, r.y() / divisionRatio);
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const QVector2D topRight( (r.x() + r.width()) / divisionRatio, r.y() / divisionRatio);
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const QVector2D bottomLeft( r.x() / divisionRatio, (r.y() + r.height()) / divisionRatio);
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const QVector2D bottomRight((r.x() + r.width()) / divisionRatio, (r.y() + r.height()) / divisionRatio);
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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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}
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void BlurEffect::uploadGeometry(GLVertexBuffer *vbo, const QRegion &blurRegion, const QRegion &windowRegion)
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{
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const int vertexCount = ((blurRegion.rectCount() * (m_downSampleIterations + 1)) + windowRegion.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, blurRegion, m_downSampleIterations);
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uploadRegion(map, windowRegion, 0);
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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 BlurEffect::prePaintScreen(ScreenPrePaintData &data, int time)
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{
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m_damagedArea = QRegion();
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m_paintedArea = QRegion();
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m_currentBlur = QRegion();
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effects->prePaintScreen(data, time);
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}
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void BlurEffect::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 (!m_shader || !m_shader->isValid()) {
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return;
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}
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// to blur an area partially we have to shrink the opaque area of a window
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QRegion newClip;
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const QRegion oldClip = data.clip;
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for (const QRect &rect : data.clip) {
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newClip |= rect.adjusted(m_expandSize, m_expandSize, -m_expandSize, -m_expandSize);
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}
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data.clip = newClip;
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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_currentBlur -= newClip;
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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 we have to redraw the whole region
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if ((data.paint - oldClip).intersects(m_currentBlur)) {
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data.paint |= m_currentBlur;
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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 blurArea = blurRegion(w).translated(w->pos()) & screen;
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const QRegion expandedBlur = (w->isDock() ? blurArea : expand(blurArea)) & screen;
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// if this window or a window underneath the blurred area is painted again we have to
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// blur everything
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if (m_paintedArea.intersects(expandedBlur) || data.paint.intersects(blurArea)) {
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data.paint |= expandedBlur;
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// we keep track of the "damage propagation"
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m_damagedArea |= (w->isDock() ? (expandedBlur & m_damagedArea) : expand(expandedBlur & m_damagedArea)) & blurArea;
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// we have to check again whether we do not damage a blurred area
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// of a window
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if (expandedBlur.intersects(m_currentBlur)) {
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data.paint |= m_currentBlur;
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}
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}
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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 (!m_renderTargetsValid || !m_shader || !m_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() && w->opacity() >= 1.0 && !(blurBehindDecos && w->hasDecoration()))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
void BlurEffect::drawWindow(EffectWindow *w, int mask, QRegion region, WindowPaintData &data)
|
|
{
|
|
const QRect screen = GLRenderTarget::virtualScreenGeometry();
|
|
if (shouldBlur(w, mask, data)) {
|
|
QRegion shape = region & blurRegion(w).translated(w->pos()) & screen;
|
|
|
|
// let's do the evil parts - someone wants to blur behind a transformed window
|
|
const bool translated = data.xTranslation() || data.yTranslation();
|
|
const bool scaled = data.xScale() != 1 || data.yScale() != 1;
|
|
if (scaled) {
|
|
QPoint pt = shape.boundingRect().topLeft();
|
|
QVector<QRect> shapeRects = shape.rects();
|
|
shape = QRegion(); // clear
|
|
foreach (QRect r, shapeRects) {
|
|
r.moveTo(pt.x() + (r.x() - pt.x()) * data.xScale() + data.xTranslation(),
|
|
pt.y() + (r.y() - pt.y()) * data.yScale() + data.yTranslation());
|
|
r.setWidth(r.width() * data.xScale());
|
|
r.setHeight(r.height() * data.yScale());
|
|
shape |= r;
|
|
}
|
|
shape = shape & region;
|
|
|
|
//Only translated, not scaled
|
|
} else if (translated) {
|
|
shape = shape.translated(data.xTranslation(), data.yTranslation());
|
|
shape = shape & region;
|
|
}
|
|
|
|
if (!shape.isEmpty()) {
|
|
doBlur(shape, screen, data.opacity(), data.screenProjectionMatrix(), w->isDock(), w->geometry());
|
|
}
|
|
}
|
|
|
|
// 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 = effects->virtualScreenGeometry();
|
|
bool valid = m_renderTargetsValid && m_shader && m_shader->isValid();
|
|
|
|
QRegion shape = frame->geometry().adjusted(-borderSize, -borderSize, borderSize, borderSize) & screen;
|
|
|
|
if (valid && !shape.isEmpty() && region.intersects(shape.boundingRect()) && frame->style() != EffectFrameNone) {
|
|
doBlur(shape, screen, opacity * frameOpacity, frame->screenProjectionMatrix(), false, frame->geometry());
|
|
}
|
|
effects->paintEffectFrame(frame, region, opacity, frameOpacity);
|
|
}
|
|
|
|
void BlurEffect::generateNoiseTexture()
|
|
{
|
|
if (m_noiseStrength == 0) {
|
|
return;
|
|
}
|
|
|
|
// Init randomness based on time
|
|
qsrand((uint)QTime::currentTime().msec());
|
|
|
|
QImage noiseImage(QSize(256, 256), QImage::Format_Grayscale8);
|
|
|
|
for (int y = 0; y < noiseImage.height(); y++) {
|
|
uint8_t *noiseImageLine = (uint8_t *) noiseImage.scanLine(y);
|
|
|
|
for (int x = 0; x < noiseImage.width(); x++) {
|
|
noiseImageLine[x] = qrand() % m_noiseStrength + (128 - m_noiseStrength / 2);
|
|
}
|
|
}
|
|
|
|
// The noise texture looks distorted when not scaled with integer
|
|
noiseImage = noiseImage.scaled(noiseImage.size() * m_scalingFactor);
|
|
|
|
m_noiseTexture = GLTexture(noiseImage);
|
|
m_noiseTexture.setFilter(GL_NEAREST);
|
|
m_noiseTexture.setWrapMode(GL_REPEAT);
|
|
}
|
|
|
|
void BlurEffect::doBlur(const QRegion& shape, const QRect& screen, const float opacity, const QMatrix4x4 &screenProjection, bool isDock, QRect windowRect)
|
|
{
|
|
// Blur would not render correctly on a secondary monitor because of wrong coordinates
|
|
// BUG: 393723
|
|
const int xTranslate = -screen.x();
|
|
const int yTranslate = effects->virtualScreenSize().height() - screen.height() - screen.y();
|
|
|
|
const QRegion expandedBlurRegion = expand(shape) & expand(screen);
|
|
|
|
// Upload geometry for the down and upsample iterations
|
|
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
|
|
|
|
uploadGeometry(vbo, expandedBlurRegion.translated(xTranslate, yTranslate), shape);
|
|
vbo->bindArrays();
|
|
|
|
const QRect sourceRect = expandedBlurRegion.boundingRect() & screen;
|
|
const QRect destRect = sourceRect.translated(xTranslate, yTranslate);
|
|
|
|
GLRenderTarget::pushRenderTargets(m_renderTargetStack);
|
|
int blurRectCount = expandedBlurRegion.rectCount() * 6;
|
|
|
|
/*
|
|
* If the window is a dock or panel we avoid the "extended blur" effect.
|
|
* Extended blur is when windows that are not under the blurred area affect
|
|
* the final blur result.
|
|
* We want to avoid this on panels, because it looks really weird and ugly
|
|
* when maximized windows or windows near the panel affect the dock blur.
|
|
*/
|
|
if (isDock) {
|
|
m_renderTargets.last()->blitFromFramebuffer(sourceRect, destRect);
|
|
copyScreenSampleTexture(vbo, blurRectCount, shape.translated(xTranslate, yTranslate), screenProjection);
|
|
} else {
|
|
m_renderTargets.first()->blitFromFramebuffer(sourceRect, destRect);
|
|
|
|
// Remove the m_renderTargets[0] from the top of the stack that we will not use
|
|
GLRenderTarget::popRenderTarget();
|
|
}
|
|
|
|
downSampleTexture(vbo, blurRectCount);
|
|
upSampleTexture(vbo, blurRectCount);
|
|
|
|
// Modulate the blurred texture with the window opacity if the window isn't opaque
|
|
if (opacity < 1.0) {
|
|
glEnable(GL_BLEND);
|
|
#if 1 // bow shape, always above y = x
|
|
float o = 1.0f-opacity;
|
|
o = 1.0f - o*o;
|
|
#else // sigmoid shape, above y = x for x > 0.5, below y = x for x < 0.5
|
|
float o = 2.0f*opacity - 1.0f;
|
|
o = 0.5f + o / (1.0f + qAbs(o));
|
|
#endif
|
|
glBlendColor(0, 0, 0, o);
|
|
glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
|
|
}
|
|
|
|
upscaleRenderToScreen(vbo, blurRectCount * (m_downSampleIterations + 1), shape.rectCount() * 6, screenProjection, windowRect.topLeft());
|
|
|
|
if (opacity < 1.0) {
|
|
glDisable(GL_BLEND);
|
|
}
|
|
|
|
vbo->unbindArrays();
|
|
}
|
|
|
|
void BlurEffect::upscaleRenderToScreen(GLVertexBuffer *vbo, int vboStart, int blurRectCount, QMatrix4x4 screenProjection, QPoint windowPosition)
|
|
{
|
|
glActiveTexture(GL_TEXTURE0);
|
|
m_renderTextures[1].bind();
|
|
|
|
if (m_noiseStrength > 0) {
|
|
m_shader->bind(BlurShader::NoiseSampleType);
|
|
m_shader->setTargetTextureSize(m_renderTextures[0].size() * GLRenderTarget::virtualScreenScale());
|
|
m_shader->setNoiseTextureSize(m_noiseTexture.size() * GLRenderTarget::virtualScreenScale());
|
|
m_shader->setTexturePosition(windowPosition * GLRenderTarget::virtualScreenScale());
|
|
|
|
glActiveTexture(GL_TEXTURE1);
|
|
m_noiseTexture.bind();
|
|
} else {
|
|
m_shader->bind(BlurShader::UpSampleType);
|
|
m_shader->setTargetTextureSize(m_renderTextures[0].size() * GLRenderTarget::virtualScreenScale());
|
|
}
|
|
|
|
m_shader->setOffset(m_offset);
|
|
m_shader->setModelViewProjectionMatrix(screenProjection);
|
|
|
|
//Render to the screen
|
|
vbo->draw(GL_TRIANGLES, vboStart, blurRectCount);
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
m_shader->unbind();
|
|
}
|
|
|
|
void BlurEffect::downSampleTexture(GLVertexBuffer *vbo, int blurRectCount)
|
|
{
|
|
QMatrix4x4 modelViewProjectionMatrix;
|
|
|
|
m_shader->bind(BlurShader::DownSampleType);
|
|
m_shader->setOffset(m_offset);
|
|
|
|
for (int i = 1; i <= m_downSampleIterations; i++) {
|
|
modelViewProjectionMatrix.setToIdentity();
|
|
modelViewProjectionMatrix.ortho(0, m_renderTextures[i].width(), m_renderTextures[i].height(), 0 , 0, 65535);
|
|
|
|
m_shader->setModelViewProjectionMatrix(modelViewProjectionMatrix);
|
|
m_shader->setTargetTextureSize(m_renderTextures[i].size());
|
|
|
|
//Copy the image from this texture
|
|
m_renderTextures[i - 1].bind();
|
|
|
|
vbo->draw(GL_TRIANGLES, blurRectCount * i, blurRectCount);
|
|
GLRenderTarget::popRenderTarget();
|
|
}
|
|
|
|
m_shader->unbind();
|
|
}
|
|
|
|
void BlurEffect::upSampleTexture(GLVertexBuffer *vbo, int blurRectCount)
|
|
{
|
|
QMatrix4x4 modelViewProjectionMatrix;
|
|
|
|
m_shader->bind(BlurShader::UpSampleType);
|
|
m_shader->setOffset(m_offset);
|
|
|
|
for (int i = m_downSampleIterations - 1; i >= 1; i--) {
|
|
modelViewProjectionMatrix.setToIdentity();
|
|
modelViewProjectionMatrix.ortho(0, m_renderTextures[i].width(), m_renderTextures[i].height(), 0 , 0, 65535);
|
|
|
|
m_shader->setModelViewProjectionMatrix(modelViewProjectionMatrix);
|
|
m_shader->setTargetTextureSize(m_renderTextures[i].size());
|
|
|
|
//Copy the image from this texture
|
|
m_renderTextures[i + 1].bind();
|
|
|
|
vbo->draw(GL_TRIANGLES, blurRectCount * i, blurRectCount);
|
|
GLRenderTarget::popRenderTarget();
|
|
}
|
|
|
|
m_shader->unbind();
|
|
}
|
|
|
|
void BlurEffect::copyScreenSampleTexture(GLVertexBuffer *vbo, int blurRectCount, QRegion blurShape, QMatrix4x4 screenProjection)
|
|
{
|
|
m_shader->bind(BlurShader::CopySampleType);
|
|
|
|
m_shader->setModelViewProjectionMatrix(screenProjection);
|
|
m_shader->setTargetTextureSize(effects->virtualScreenSize());
|
|
|
|
/*
|
|
* This '1' sized adjustment is necessary do avoid windows affecting the blur that are
|
|
* right next to this window.
|
|
*/
|
|
m_shader->setBlurRect(blurShape.boundingRect().adjusted(1, 1, -1, -1), effects->virtualScreenSize());
|
|
m_renderTextures.last().bind();
|
|
|
|
vbo->draw(GL_TRIANGLES, 0, blurRectCount);
|
|
GLRenderTarget::popRenderTarget();
|
|
|
|
m_shader->unbind();
|
|
}
|
|
|
|
} // namespace KWin
|
|
|