82b8f8d2fc
Let's face it: it was a bad idea and the blacklist never got updated.
334 lines
11 KiB
C++
334 lines
11 KiB
C++
/*
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* Copyright © 2010 Fredrik Höglund <fredrik@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 "blur.h"
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#include "blurshader.h"
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#include <X11/Xatom.h>
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#include <QMatrix4x4>
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#include <KConfigGroup>
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#include <KDebug>
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namespace KWin
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{
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KWIN_EFFECT(blur, BlurEffect)
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KWIN_EFFECT_SUPPORTED(blur, BlurEffect::supported())
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BlurEffect::BlurEffect()
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{
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shader = BlurShader::create();
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// Offscreen texture that's used as the target for the horizontal blur pass
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// and the source for the vertical pass.
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tex = new GLTexture(displayWidth(), displayHeight());
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tex->setFilter(GL_LINEAR);
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tex->setWrapMode(GL_CLAMP_TO_EDGE);
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target = new GLRenderTarget(tex);
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net_wm_blur_region = XInternAtom(display(), "_KDE_NET_WM_BLUR_BEHIND_REGION", False);
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effects->registerPropertyType(net_wm_blur_region, true);
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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->isValid() && target->valid()) {
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XChangeProperty(display(), rootWindow(), net_wm_blur_region, net_wm_blur_region,
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32, PropModeReplace, 0, 0);
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} else {
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XDeleteProperty(display(), rootWindow(), net_wm_blur_region);
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}
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connect(effects, SIGNAL(windowAdded(EffectWindow*)), this, SLOT(slotWindowAdded(EffectWindow*)));
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connect(effects, SIGNAL(propertyNotify(EffectWindow*,long)), this, SLOT(slotPropertyNotify(EffectWindow*,long)));
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}
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BlurEffect::~BlurEffect()
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{
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effects->registerPropertyType(net_wm_blur_region, false);
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XDeleteProperty(display(), rootWindow(), net_wm_blur_region);
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delete shader;
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delete target;
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delete tex;
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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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KConfigGroup cg = EffectsHandler::effectConfig("Blur");
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int radius = qBound(2, cg.readEntry("BlurRadius", 12), 14);
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shader->setRadius(radius);
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if (!shader->isValid())
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XDeleteProperty(display(), rootWindow(), net_wm_blur_region);
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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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const QByteArray value = w->readProperty(net_wm_blur_region, XA_CARDINAL, 32);
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if (value.size() > 0 && !(value.size() % (4 * sizeof(unsigned long)))) {
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const unsigned long *cardinals = reinterpret_cast<const unsigned long*>(value.constData());
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for (unsigned int i = 0; i < value.size() / sizeof(unsigned long);) {
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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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if (region.isEmpty() && !value.isNull()) {
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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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updateBlurRegion(w);
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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)
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updateBlurRegion(w);
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}
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bool BlurEffect::supported()
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{
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bool supported = GLRenderTarget::supported() && GLTexture::NPOTTextureSupported() &&
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(GLSLBlurShader::supported() || ARBBlurShader::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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if (displayWidth() > maxTexSize || displayHeight() > 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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const int radius = shader->radius();
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return rect.adjusted(-radius, -radius, radius, radius);
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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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if (region.rectCount() < 20) {
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foreach (const QRect & rect, region.rects())
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expanded += expand(rect);
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} else
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expanded += expand(region.boundingRect());
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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->hasDecoration() && effects->decorationSupportsBlurBehind()) {
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region = w->shape();
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region -= w->decorationInnerRect();
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region |= appRegion.translated(w->contentsRect().topLeft()) &
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w->contentsRect();
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} else
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region = appRegion & w->contentsRect();
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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->hasDecoration() && 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::drawRegion(const QRegion ®ion)
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{
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const int vertexCount = region.rectCount() * 6;
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if (vertices.size() < vertexCount)
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vertices.resize(vertexCount);
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int i = 0;
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foreach (const QRect & r, region.rects()) {
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vertices[i++] = QVector2D(r.x() + r.width(), r.y());
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vertices[i++] = QVector2D(r.x(), r.y());
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vertices[i++] = QVector2D(r.x(), r.y() + r.height());
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vertices[i++] = QVector2D(r.x(), r.y() + r.height());
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vertices[i++] = QVector2D(r.x() + r.width(), r.y() + r.height());
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vertices[i++] = QVector2D(r.x() + r.width(), r.y());
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}
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GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
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vbo->reset();
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vbo->setData(vertexCount, 2, (float*)vertices.constData(), (float*)vertices.constData());
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vbo->render(GL_TRIANGLES);
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}
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void BlurEffect::paintScreen(int mask, QRegion region, ScreenPaintData &data)
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{
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// Force the scene to call paintGenericScreen() so the windows are painted bottom -> top
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if (!effects->activeFullScreenEffect())
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mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
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effects->paintScreen(mask, region, data);
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}
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void BlurEffect::drawWindow(EffectWindow *w, int mask, QRegion region, WindowPaintData &data)
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{
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const QRect screen(0, 0, displayWidth(), displayHeight());
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bool scaled = !qFuzzyCompare(data.xScale, 1.0) && !qFuzzyCompare(data.yScale, 1.0);
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bool translated = data.xTranslate || data.yTranslate;
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bool transformed = scaled || translated || mask & PAINT_WINDOW_TRANSFORMED;
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bool hasAlpha = w->hasAlpha() || (w->hasDecoration() && effects->decorationsHaveAlpha() && effects->decorationSupportsBlurBehind());
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bool valid = target->valid() && shader->isValid();
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QRegion shape;
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const QVariant forceBlur = w->data(WindowForceBlurRole);
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if ((!effects->activeFullScreenEffect() || (forceBlur.isValid() && forceBlur.toBool()))
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&& hasAlpha && !w->isDesktop() && !transformed)
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shape = blurRegion(w).translated(w->geometry().topLeft()) & screen;
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if (valid && !shape.isEmpty() && region.intersects(shape.boundingRect())) {
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doBlur(shape, screen, data.opacity * data.contents_opacity);
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}
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// Draw the window over the blurred area
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effects->drawWindow(w, mask, region, data);
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}
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void BlurEffect::paintEffectFrame(EffectFrame *frame, QRegion region, double opacity, double frameOpacity)
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{
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const QRect screen(0, 0, displayWidth(), displayHeight());
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bool valid = target->valid() && shader->isValid();
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QRegion shape = frame->geometry().adjusted(-5, -5, 5, 5) & screen;
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if (valid && !shape.isEmpty() && region.intersects(shape.boundingRect())) {
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doBlur(shape, screen, opacity * frameOpacity);
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}
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effects->paintEffectFrame(frame, region, opacity, frameOpacity);
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}
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void BlurEffect::doBlur(const QRegion& shape, const QRect& screen, const float opacity)
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{
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const QRegion expanded = expand(shape) & screen;
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const QRect r = expanded.boundingRect();
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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(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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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r.x(), displayHeight() - 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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GLRenderTarget::pushRenderTarget(target);
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shader->bind();
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shader->setDirection(Qt::Horizontal);
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shader->setPixelDistance(1.0 / r.width());
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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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#ifndef KWIN_HAVE_OPENGLES
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glMatrixMode(GL_TEXTURE);
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#endif
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pushMatrix();
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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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loadMatrix(textureMatrix);
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shader->setTextureMatrix(textureMatrix);
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drawRegion(expanded);
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GLRenderTarget::popRenderTarget();
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scratch.unbind();
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scratch.discard();
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// Now draw the horizontally blurred area back to the backbuffer, while
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// blurring it vertically and clipping it to the window shape.
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tex->bind();
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shader->setDirection(Qt::Vertical);
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shader->setPixelDistance(1.0 / tex->height());
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// Modulate the blurred texture with the window opacity if the window isn't opaque
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if (opacity < 1.0) {
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#ifndef KWIN_HAVE_OPENGLES
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glPushAttrib(GL_COLOR_BUFFER_BIT);
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#endif
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glEnable(GL_BLEND);
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glBlendColor(0, 0, 0, opacity);
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glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
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}
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// Set the up the texture matrix to transform from screen coordinates
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// to texture coordinates.
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textureMatrix.setToIdentity();
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textureMatrix.scale(1.0 / tex->width(), -1.0 / tex->height(), 1);
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textureMatrix.translate(0, -tex->height(), 0);
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loadMatrix(textureMatrix);
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shader->setTextureMatrix(textureMatrix);
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drawRegion(shape);
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popMatrix();
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#ifndef KWIN_HAVE_OPENGLES
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glMatrixMode(GL_MODELVIEW);
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#endif
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if (opacity < 1.0) {
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glDisable(GL_BLEND);
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#ifndef KWIN_HAVE_OPENGLES
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glPopAttrib();
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#endif
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}
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tex->unbind();
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shader->unbind();
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}
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} // namespace KWin
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