6270b502ba
This allows using Lanczos filter also on systems not supporting GLSL. See http://svn.reviewboard.kde.org/r/5777/ svn path=/trunk/KDE/kdebase/workspace/; revision=1195273
639 lines
24 KiB
C++
639 lines
24 KiB
C++
/********************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2010 by Fredrik Höglund <fredrik@kde.org>
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Copyright (C) 2010 Martin Gräßlin <kde@martin-graesslin.com>
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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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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
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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#include "lanczosfilter.h"
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#include "effects.h"
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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#include <kwinglutils.h>
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#endif
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#include <kwineffects.h>
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#include <KDE/KGlobalSettings>
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#include <qmath.h>
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#include <cmath>
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namespace KWin
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{
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LanczosFilter::LanczosFilter( QObject* parent )
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: QObject( parent )
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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, m_offscreenTex( 0 )
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, m_offscreenTarget( 0 )
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, m_shader( new LanczosShader( this ) )
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#endif
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, m_inited( false)
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{
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}
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LanczosFilter::~LanczosFilter()
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{
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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delete m_offscreenTarget;
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delete m_offscreenTex;
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#endif
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}
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void LanczosFilter::init()
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{
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if (m_inited)
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return;
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m_inited = true;
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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// check the blacklist
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KSharedConfigPtr config = KSharedConfig::openConfig( "kwinrc" );
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KConfigGroup blacklist = config->group( "Blacklist" ).group( "Lanczos" );
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if( effects->checkDriverBlacklist( blacklist ) )
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{
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kDebug() << "Lanczos Filter disabled by driver blacklist";
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return;
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}
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if( !m_shader->init() )
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{
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delete m_shader;
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m_shader = 0;
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}
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#endif
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}
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void LanczosFilter::updateOffscreenSurfaces()
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{
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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int w = displayWidth();
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int h = displayHeight();
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if ( !GLTexture::NPOTTextureSupported() )
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{
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w = nearestPowerOfTwo( w );
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h = nearestPowerOfTwo( h );
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}
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if ( !m_offscreenTex || m_offscreenTex->width() != w || m_offscreenTex->height() != h )
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{
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if ( m_offscreenTex )
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{
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delete m_offscreenTex;
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delete m_offscreenTarget;
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}
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m_offscreenTex = new GLTexture( w, h );
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m_offscreenTex->setFilter( GL_LINEAR );
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m_offscreenTex->setWrapMode( GL_CLAMP_TO_EDGE );
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m_offscreenTarget = new GLRenderTarget( m_offscreenTex );
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}
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#endif
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}
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static float sinc( float x )
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{
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return std::sin( x * M_PI ) / ( x * M_PI );
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}
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static float lanczos( float x, float a )
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{
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if ( qFuzzyCompare( x + 1.0, 1.0 ) )
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return 1.0;
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if ( qAbs( x ) >= a )
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return 0.0;
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return sinc( x ) * sinc( x / a );
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}
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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void LanczosShader::createKernel( float delta, int *size )
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{
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const float a = 2.0;
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// The two outermost samples always fall at points where the lanczos
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// function returns 0, so we'll skip them.
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const int sampleCount = qBound( 3, qCeil(delta * a) * 2 + 1 - 2, 49 );
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const int center = sampleCount / 2;
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const int kernelSize = center + 1;
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const float factor = 1.0 / delta;
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QVector<float> values( kernelSize );
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float sum = 0;
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for ( int i = 0; i < kernelSize; i++ ) {
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const float val = lanczos( i * factor, a );
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sum += i > 0 ? val * 2 : val;
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values[i] = val;
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}
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memset(m_kernel, 0, 25 * sizeof(QVector4D));
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// Normalize the kernel
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for ( int i = 0; i < kernelSize; i++ ) {
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const float val = values[i] / sum;
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m_kernel[i] = QVector4D( val, val, val, val );
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}
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*size = kernelSize;
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}
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void LanczosShader::createOffsets( int count, float width, Qt::Orientation direction )
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{
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memset(m_offsets, 0, 25 * sizeof(QVector2D));
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for ( int i = 0; i < count; i++ ) {
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m_offsets[i] = ( direction == Qt::Horizontal ) ?
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QVector2D( i / width, 0 ) : QVector2D( 0, i / width );
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}
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}
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#endif
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void LanczosFilter::performPaint( EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data )
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{
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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if( effects->compositingType() == KWin::OpenGLCompositing &&
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KGlobalSettings::graphicEffectsLevel() & KGlobalSettings::SimpleAnimationEffects )
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{
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if (!m_inited)
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init();
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const QRect screenRect = Workspace::self()->clientArea( ScreenArea, w->screen(), w->desktop() );
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// window geometry may not be bigger than screen geometry to fit into the FBO
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if ( m_shader && w->width() <= screenRect.width() && w->height() <= screenRect.height() )
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{
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double left = 0;
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double top = 0;
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double right = w->width();
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double bottom = w->height();
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foreach( const WindowQuad& quad, data.quads )
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{
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// we need this loop to include the decoration padding
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left = qMin(left, quad.left());
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top = qMin(top, quad.top());
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right = qMax(right, quad.right());
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bottom = qMax(bottom, quad.bottom());
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}
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double width = right - left;
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double height = bottom - top;
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if( width > screenRect.width() || height > screenRect.height() )
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{
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// window with padding does not fit into the framebuffer
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// so cut of the shadow
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left = 0;
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top = 0;
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width = w->width();
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height = w->height();
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}
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int tx = data.xTranslate + w->x() + left*data.xScale;
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int ty = data.yTranslate + w->y() + top*data.yScale;
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int tw = width*data.xScale;
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int th = height*data.yScale;
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const QRect textureRect(tx, ty, tw, th);
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int sw = width;
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int sh = height;
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GLTexture *cachedTexture = static_cast< GLTexture*>(w->data( LanczosCacheRole ).value<void*>());
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if( cachedTexture )
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{
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if( cachedTexture->width() == tw && cachedTexture->height() == th )
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{
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cachedTexture->bind();
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data.opacity *= 0.99;
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prepareRenderStates( cachedTexture, data.opacity, data.brightness, data.saturation );
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cachedTexture->render( textureRect, textureRect );
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restoreRenderStates( cachedTexture, data.opacity, data.brightness, data.saturation );
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cachedTexture->unbind();
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m_timer.start( 5000, this );
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return;
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}
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else
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{
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// offscreen texture not matching - delete
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delete cachedTexture;
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cachedTexture = 0;
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w->setData( LanczosCacheRole, QVariant() );
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}
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}
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WindowPaintData thumbData = data;
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thumbData.xScale = 1.0;
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thumbData.yScale = 1.0;
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thumbData.xTranslate = -w->x() - left;
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thumbData.yTranslate = -w->y() - top;
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thumbData.brightness = 1.0;
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thumbData.opacity = 1.0;
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thumbData.saturation = 1.0;
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// Bind the offscreen FBO and draw the window on it unscaled
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updateOffscreenSurfaces();
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effects->pushRenderTarget( m_offscreenTarget );
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glClear( GL_COLOR_BUFFER_BIT );
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w->sceneWindow()->performPaint( mask, QRegion(0, 0, sw, sh), thumbData );
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// Create a scratch texture and copy the rendered window into it
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GLTexture tex( sw, sh );
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tex.setFilter( GL_LINEAR );
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tex.setWrapMode( GL_CLAMP_TO_EDGE );
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tex.bind();
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glCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, m_offscreenTex->height() - sh, sw, sh );
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// Set up the shader for horizontal scaling
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float dx = sw / float(tw);
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int kernelSize;
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m_shader->createKernel( dx, &kernelSize );
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m_shader->createOffsets( kernelSize, sw, Qt::Horizontal );
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m_shader->bind();
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m_shader->setUniforms();
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// Draw the window back into the FBO, this time scaled horizontally
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glClear( GL_COLOR_BUFFER_BIT );
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glBegin( GL_QUADS );
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glTexCoord2f( 0, 0 ); glVertex2i( 0, 0 ); // Top left
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glTexCoord2f( 1, 0 ); glVertex2i( tw, 0 ); // Top right
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glTexCoord2f( 1, 1 ); glVertex2i( tw, sh ); // Bottom right
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glTexCoord2f( 0, 1 ); glVertex2i( 0, sh ); // Bottom left
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glEnd();
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// At this point we don't need the scratch texture anymore
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tex.unbind();
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tex.discard();
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// create scratch texture for second rendering pass
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GLTexture tex2( tw, sh );
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tex2.setFilter( GL_LINEAR );
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tex2.setWrapMode( GL_CLAMP_TO_EDGE );
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tex2.bind();
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glCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, m_offscreenTex->height() - sh, tw, sh );
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// Set up the shader for vertical scaling
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float dy = sh / float(th);
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m_shader->createKernel( dy, &kernelSize );
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m_shader->createOffsets( kernelSize, m_offscreenTex->height(), Qt::Vertical );
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m_shader->setUniforms();
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// Now draw the horizontally scaled window in the FBO at the right
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// coordinates on the screen, while scaling it vertically and blending it.
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glClear( GL_COLOR_BUFFER_BIT );
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glBegin( GL_QUADS );
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glTexCoord2f( 0, 0 ); glVertex2i( 0, 0 ); // Top left
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glTexCoord2f( 1, 0 ); glVertex2i( tw, 0 ); // Top right
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glTexCoord2f( 1, 1 ); glVertex2i( tw, th ); // Bottom right
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glTexCoord2f( 0, 1 ); glVertex2i( 0, th ); // Bottom left
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glEnd();
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tex2.unbind();
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tex2.discard();
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m_shader->unbind();
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// create cache texture
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GLTexture *cache = new GLTexture( tw, th );
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cache->setFilter( GL_LINEAR );
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cache->setWrapMode( GL_CLAMP_TO_EDGE );
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cache->bind();
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glCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, m_offscreenTex->height() - th, tw, th );
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effects->popRenderTarget();
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prepareRenderStates( cache, data.opacity, data.brightness, data.saturation );
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cache->render( textureRect, textureRect );
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restoreRenderStates( cache, data.opacity, data.brightness, data.saturation );
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cache->unbind();
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w->setData( LanczosCacheRole, QVariant::fromValue( static_cast<void*>( cache )));
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// Delete the offscreen surface after 5 seconds
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m_timer.start( 5000, this );
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return;
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}
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} // if ( effects->compositingType() == KWin::OpenGLCompositing )
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#endif
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w->sceneWindow()->performPaint( mask, region, data );
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} // End of function
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void LanczosFilter::timerEvent( QTimerEvent *event )
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{
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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if (event->timerId() == m_timer.timerId())
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{
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m_timer.stop();
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delete m_offscreenTarget;
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delete m_offscreenTex;
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m_offscreenTarget = 0;
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m_offscreenTex = 0;
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foreach( EffectWindow* w, effects->stackingOrder() )
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{
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QVariant cachedTextureVariant = w->data( LanczosCacheRole );
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if( cachedTextureVariant.isValid() )
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{
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GLTexture *cachedTexture = static_cast< GLTexture*>(cachedTextureVariant.value<void*>());
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delete cachedTexture;
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cachedTexture = 0;
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w->setData( LanczosCacheRole, QVariant() );
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}
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}
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}
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#endif
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}
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void LanczosFilter::prepareRenderStates( GLTexture* tex, double opacity, double brightness, double saturation )
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{
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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const bool alpha = false; // true; WORKAROUND - "true" causes issues with at least nvidia chips and translucent windows "overbrightning"
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// setup blending of transparent windows
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glPushAttrib( GL_ENABLE_BIT );
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glEnable( GL_BLEND );
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glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA );
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if( saturation != 1.0 && tex->saturationSupported())
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{
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// First we need to get the color from [0; 1] range to [0.5; 1] range
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glActiveTexture( GL_TEXTURE0 );
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
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glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA );
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const float scale_constant[] = { 1.0, 1.0, 1.0, 0.5};
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glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, scale_constant );
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tex->bind();
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// Then we take dot product of the result of previous pass and
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// saturation_constant. This gives us completely unsaturated
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// (greyscale) image
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// Note that both operands have to be in range [0.5; 1] since opengl
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// automatically substracts 0.5 from them
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glActiveTexture( GL_TEXTURE1 );
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float saturation_constant[] = { 0.5 + 0.5*0.30, 0.5 + 0.5*0.59, 0.5 + 0.5*0.11, saturation };
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
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glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_DOT3_RGB );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
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glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant );
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tex->bind();
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// Finally we need to interpolate between the original image and the
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// greyscale image to get wanted level of saturation
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glActiveTexture( GL_TEXTURE2 );
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
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glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0 );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA );
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glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant );
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// Also replace alpha by primary color's alpha here
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glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
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// And make primary color contain the wanted opacity
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glColor4f( opacity, opacity, opacity, opacity );
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tex->bind();
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if( alpha || brightness != 1.0f )
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{
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glActiveTexture( GL_TEXTURE3 );
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
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glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
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// The color has to be multiplied by both opacity and brightness
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float opacityByBrightness = opacity * brightness;
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glColor4f( opacityByBrightness, opacityByBrightness, opacityByBrightness, opacity );
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if( alpha )
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{
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// Multiply original texture's alpha by our opacity
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glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE0 );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PRIMARY_COLOR );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA );
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}
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else
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{
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// Alpha will be taken from previous stage
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glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
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}
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tex->bind();
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}
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glActiveTexture(GL_TEXTURE0 );
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}
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else if( opacity != 1.0 || brightness != 1.0 )
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{
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// the window is additionally configured to have its opacity adjusted,
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// do it
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float opacityByBrightness = opacity * brightness;
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if( alpha)
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{
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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glColor4f( opacityByBrightness, opacityByBrightness, opacityByBrightness,
|
|
opacity);
|
|
}
|
|
else
|
|
{
|
|
// Multiply color by brightness and replace alpha by opacity
|
|
float constant[] = { opacityByBrightness, opacityByBrightness, opacityByBrightness, opacity };
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_CONSTANT );
|
|
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constant );
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void LanczosFilter::restoreRenderStates( GLTexture* tex, double opacity, double brightness, double saturation )
|
|
{
|
|
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
|
|
if( opacity != 1.0 || saturation != 1.0 || brightness != 1.0f )
|
|
{
|
|
if( saturation != 1.0 && tex->saturationSupported())
|
|
{
|
|
glActiveTexture(GL_TEXTURE3);
|
|
glDisable( tex->target());
|
|
glActiveTexture(GL_TEXTURE2);
|
|
glDisable( tex->target());
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glDisable( tex->target());
|
|
glActiveTexture(GL_TEXTURE0);
|
|
}
|
|
}
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
|
|
glColor4f( 0, 0, 0, 0 );
|
|
|
|
glPopAttrib(); // ENABLE_BIT
|
|
#endif
|
|
}
|
|
|
|
/************************************************
|
|
* LanczosShader
|
|
************************************************/
|
|
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
|
|
LanczosShader::LanczosShader( QObject* parent )
|
|
: QObject( parent )
|
|
, m_shader( 0 )
|
|
, m_arbProgram( 0 )
|
|
{
|
|
}
|
|
|
|
LanczosShader::~LanczosShader()
|
|
{
|
|
delete m_shader;
|
|
if( m_arbProgram )
|
|
{
|
|
glDeleteProgramsARB(1, &m_arbProgram);
|
|
m_arbProgram = 0;
|
|
}
|
|
}
|
|
|
|
void LanczosShader::bind()
|
|
{
|
|
if( m_shader )
|
|
m_shader->bind();
|
|
else
|
|
{
|
|
glEnable(GL_FRAGMENT_PROGRAM_ARB);
|
|
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, m_arbProgram);
|
|
}
|
|
}
|
|
|
|
void LanczosShader::unbind()
|
|
{
|
|
if( m_shader )
|
|
m_shader->unbind();
|
|
else
|
|
{
|
|
int boundObject;
|
|
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_BINDING_ARB, &boundObject);
|
|
if( boundObject == m_arbProgram )
|
|
{
|
|
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
|
|
glDisable(GL_FRAGMENT_PROGRAM_ARB);
|
|
}
|
|
}
|
|
}
|
|
|
|
void LanczosShader::setUniforms()
|
|
{
|
|
if( m_shader )
|
|
{
|
|
glUniform1i( m_uTexUnit, 0 );
|
|
glUniform2fv( m_uOffsets, 25, (const GLfloat*)m_offsets );
|
|
glUniform4fv( m_uKernel, 25, (const GLfloat*)m_kernel );
|
|
}
|
|
else
|
|
{
|
|
for( int i=0; i<25; ++i )
|
|
{
|
|
glProgramLocalParameter4fARB( GL_FRAGMENT_PROGRAM_ARB, i, m_offsets[i].x(), m_offsets[i].y(), 0, 0 );
|
|
}
|
|
for( int i=0; i<25; ++i )
|
|
{
|
|
glProgramLocalParameter4fARB( GL_FRAGMENT_PROGRAM_ARB, i+25, m_kernel[i].x(), m_kernel[i].y(), m_kernel[i].z(), m_kernel[i].w() );
|
|
}
|
|
}
|
|
}
|
|
|
|
bool LanczosShader::init()
|
|
{
|
|
if ( GLShader::fragmentShaderSupported() &&
|
|
GLShader::vertexShaderSupported() &&
|
|
GLRenderTarget::supported() )
|
|
{
|
|
m_shader = new GLShader(":/resources/lanczos-vertex.glsl", ":/resources/lanczos-fragment.glsl");
|
|
if (m_shader->isValid())
|
|
{
|
|
m_shader->bind();
|
|
m_uTexUnit = m_shader->uniformLocation("texUnit");
|
|
m_uKernel = m_shader->uniformLocation("kernel");
|
|
m_uOffsets = m_shader->uniformLocation("offsets");
|
|
m_shader->unbind();
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
kDebug(1212) << "Shader is not valid";
|
|
m_shader = 0;
|
|
// try ARB shader
|
|
}
|
|
}
|
|
|
|
// try to create an ARB Shader
|
|
if( !hasGLExtension("GL_ARB_fragment_program") )
|
|
return false;
|
|
|
|
QByteArray text;
|
|
QTextStream stream(&text);
|
|
|
|
stream << "!!ARBfp1.0\n";
|
|
stream << "TEMP coord;\n"; // temporary variable to store texcoord
|
|
stream << "TEMP color;\n"; // temporary variable to store fetched texture colors
|
|
stream << "TEMP sum;\n"; // variable to render the final result
|
|
stream << "TEX sum, fragment.texcoord, texture[0], 2D;\n"; // sum = texture2D(texUnit, gl_TexCoord[0].st)
|
|
stream << "MUL sum, sum, program.local[25];\n"; // sum = sum * kernel[0]
|
|
for( int i=1; i<25; ++i )
|
|
{
|
|
stream << "ADD coord, fragment.texcoord, program.local[" << i << "];\n"; // coord = gl_TexCoord[0] + offset[i]
|
|
stream << "TEX color, coord, texture[0], 2D;\n"; // color = texture2D(texUnit, coord)
|
|
stream << "MAD sum, color, program.local[" << (25+i) << "], sum;\n"; // sum += color * kernel[i]
|
|
stream << "SUB coord, fragment.texcoord, program.local[" << i << "];\n"; // coord = gl_TexCoord[0] - offset[i]
|
|
stream << "TEX color, coord, texture[0], 2D;\n"; // color = texture2D(texUnit, coord)
|
|
stream << "MAD sum, color, program.local[" << (25+i) << "], sum;\n"; // sum += color * kernel[i]
|
|
}
|
|
stream << "MOV result.color, sum;\n"; // gl_FragColor = sum
|
|
stream << "END\n";
|
|
stream.flush();
|
|
|
|
glEnable(GL_FRAGMENT_PROGRAM_ARB);
|
|
glGenProgramsARB(1, &m_arbProgram);
|
|
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, m_arbProgram);
|
|
glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, text.length(), text.constData());
|
|
|
|
if( glGetError() )
|
|
{
|
|
const char *error = (const char*)glGetString(GL_PROGRAM_ERROR_STRING_ARB);
|
|
kError() << "Failed to compile fragment program:" << error;
|
|
return false;
|
|
}
|
|
|
|
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
|
|
glDisable(GL_FRAGMENT_PROGRAM_ARB);
|
|
kDebug( 1212 ) << "ARB Shader compiled, id: " << m_arbProgram;
|
|
return true;
|
|
}
|
|
#endif
|
|
|
|
} // namespace
|
|
|