kwin/effects/blur.cpp
Rivo Laks 213833fc7f Finally make the bloody blur effect work properly.
This fixes the artefacts appearing when only part of the screen is updated.
This version also brings ton of optimizations which might well increase performance
  2 or 3 times on slower cards:
- Windows are not drawn twice anymore. Now they're drawn only to render target and
  later changed parts of the render target are copied back onto screen.
- Shaders have been optimized. Some calculations moved from pixel shader to vertex shader.
- For ARGB windows, if window's opacity is 0 then it will stay transparent instead of being
  replaced by blurred background.
- Blur effect should now play nicer with other effects, e.g. shadows.

svn path=/trunk/KDE/kdebase/workspace/; revision=748502
2007-12-14 16:57:38 +00:00

374 lines
12 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Rivo Laks <rivolaks@hot.ee>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#include "blur.h"
#include <kwinglutils.h>
#include <QString>
#include <KStandardDirs>
#include <kdebug.h>
namespace KWin
{
KWIN_EFFECT( blur, BlurEffect )
KWIN_EFFECT_SUPPORTED( blur, BlurEffect::supported() )
BlurEffect::BlurEffect() : Effect()
{
mSceneTexture = 0;
mTmpTexture = 0;
mBlurTexture = 0;
mSceneTarget = 0;
mTmpTarget = 0;
mBlurTarget = 0;
mBlurShader = 0;
mWindowShader = 0;
mBlurRadius = 4;
mValid = loadData();
if( !mValid )
{
kWarning() << "Loading failed";
}
effects->addRepaintFull();
}
BlurEffect::~BlurEffect()
{
effects->addRepaintFull();
delete mSceneTexture;
delete mTmpTexture;
delete mBlurTexture;
delete mSceneTarget;
delete mTmpTarget;
delete mBlurTarget;
delete mBlurShader;
delete mWindowShader;
}
bool BlurEffect::loadData()
{
// Create texture and render target
int texw = displayWidth();
int texh = displayHeight();
if( !GLTexture::NPOTTextureSupported() )
{
kWarning( 1212 ) << "NPOT textures not supported, wasting some memory" ;
texw = nearestPowerOfTwo(texw);
texh = nearestPowerOfTwo(texh);
}
mSceneTexture = new GLTexture(texw, texh);
mSceneTexture->setFilter(GL_LINEAR);
mTmpTexture = new GLTexture(texw, texh);
mTmpTexture->setFilter(GL_LINEAR);
mBlurTexture = new GLTexture(texw, texh);
mSceneTarget = new GLRenderTarget(mSceneTexture);
if( !mSceneTarget->valid() )
return false;
mTmpTarget = new GLRenderTarget(mTmpTexture);
if( !mTmpTarget->valid() )
return false;
mBlurTarget = new GLRenderTarget(mBlurTexture);
if( !mBlurTarget->valid() )
return false;
mBlurShader = loadShader("blur");
if( !mBlurShader )
return false;
mWindowShader = loadShader("blur-render");
if( !mWindowShader )
return false;
mBlurShader->bind();
mBlurShader->setUniform("inputTex", 0);
mBlurShader->setUniform("textureWidth", (float)texw);
mBlurShader->setUniform("textureHeight", (float)texh);
mBlurShader->unbind();
mWindowShader->bind();
mWindowShader->setUniform("windowTex", 0);
mWindowShader->setUniform("backgroundTex", 4);
mWindowShader->setUniform("textureWidth", (float)texw);
mWindowShader->setUniform("textureHeight", (float)texh);
mWindowShader->unbind();
return true;
}
GLShader* BlurEffect::loadShader(const QString& name)
{
QString fragmentshader = KGlobal::dirs()->findResource("data", "kwin/" + name + ".frag");
QString vertexshader = KGlobal::dirs()->findResource("data", "kwin/" + name + ".vert");
if(fragmentshader.isEmpty() || vertexshader.isEmpty())
{
kError() << "Couldn't locate shader files for '" << name << "'" << endl;
return false;
}
GLShader* shader = new GLShader(vertexshader, fragmentshader);
if(!shader->isValid())
{
kError() << "Shader '" << name << "' failed to load!" << endl;
delete shader;
return 0;
}
return shader;
}
bool BlurEffect::supported()
{
return GLRenderTarget::supported() &&
GLShader::fragmentShaderSupported() &&
(effects->compositingType() == OpenGLCompositing);
}
QRegion BlurEffect::expandedRegion( const QRegion& region ) const
{
QRegion expandedregion;
foreach( QRect r, region.rects() )
{
r.adjust( -mBlurRadius, -mBlurRadius, mBlurRadius, mBlurRadius );
expandedregion += r;
}
return expandedregion;
}
void BlurEffect::prePaintScreen( ScreenPrePaintData& data, int time )
{
mTransparentWindows = 0;
mScreenDirty = QRegion();
mBlurDirty = QRegion();
mBlurMask = QRegion();
effects->prePaintScreen(data, time);
}
void BlurEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
{
// Expand the painted area
mBlurMask |= expandedRegion( data.paint );
data.paint |= expandedRegion( mBlurMask );
effects->prePaintWindow( w, data, time );
if( w->isPaintingEnabled() && ( data.mask & PAINT_WINDOW_TRANSLUCENT ))
mTransparentWindows++;
data.setTranslucent();
}
void BlurEffect::paintScreen( int mask, QRegion region, ScreenPaintData& data )
{
// TODO: prePaintWindow() gets called _after_ paintScreen(), so we have no
// way of knowing here whether there will be any translucent windows or
// not. If we'd know that there's no translucent windows then we could
// render straight onto screen, saving some time.
if( mValid /*&& mTransparentWindows*/ )
{
// rendering everything onto render target
effects->pushRenderTarget(mSceneTarget);
effects->paintScreen( mask, region, data );
effects->popRenderTarget();
// Copy changed areas back onto screen
mScreenDirty &= mBlurMask;
if( !mScreenDirty.isEmpty() )
{
if( mask & PAINT_SCREEN_TRANSFORMED )
{
// We don't want any transformations when working with our own
// textures, so load an identity matrix
glMatrixMode( GL_MODELVIEW );
glPushMatrix();
glLoadIdentity();
}
GLTexture* tex = mSceneTexture;
int pixels = 0;
tex->bind();
tex->enableUnnormalizedTexCoords();
foreach( QRect r, mScreenDirty.rects() )
{
r.adjust(0, -1, 0, -1);
int rx2 = r.x() + r.width();
int ry2 = r.y() + r.height();
glBegin(GL_QUADS);
glTexCoord2f( r.x(), ry2 ); glVertex2f( r.x(), ry2 );
glTexCoord2f( rx2 , ry2 ); glVertex2f( rx2 , ry2 );
glTexCoord2f( rx2 , r.y() ); glVertex2f( rx2 , r.y() );
glTexCoord2f( r.x(), r.y() ); glVertex2f( r.x(), r.y() );
glEnd();
pixels += r.width()*r.height();
}
tex->disableUnnormalizedTexCoords();
tex->unbind();
if( mask & PAINT_SCREEN_TRANSFORMED )
{
// Restore the original matrix
glPopMatrix();
}
// kDebug() << "Copied" << mScreenDirty.rects().count() << "rects, pixels:" << pixels;
}
}
else
{
effects->paintScreen( mask, region, data );
}
}
void BlurEffect::drawWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
{
if( mValid /*&& mTransparentWindows*/ )
{
if( mask & PAINT_WINDOW_TRANSLUCENT &&
(data.opacity != 1.0 || data.contents_opacity != 1.0 || data.decoration_opacity != 1.0 ))
{
// Make sure the blur texture is up to date
if( mask & PAINT_SCREEN_TRANSFORMED )
{
// We don't want any transformations when working with our own
// textures, so load an identity matrix
glPushMatrix();
glLoadIdentity();
}
// If we're having transformations, we don't know the window's
// transformed position on the screen and thus have to update the
// entire screen
if( mask & ( PAINT_WINDOW_TRANSFORMED | PAINT_SCREEN_TRANSFORMED | PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS ) )
updateBlurTexture( QRegion(0, 0, displayWidth(), displayHeight()) );
else
updateBlurTexture( mBlurDirty );
mBlurDirty = QRegion();
if( mask & PAINT_SCREEN_TRANSFORMED )
// Restore the original matrix
glPopMatrix();
// Set custom shader to render the window with
mWindowShader->bind();
data.shader = mWindowShader;
// Put the blur texture to tex unit 4
glActiveTexture(GL_TEXTURE4);
mBlurTexture->bind();
glActiveTexture(GL_TEXTURE0);
// Paint
effects->drawWindow( w, mask, region, data );
// Disable blur texture and shader
glActiveTexture(GL_TEXTURE4);
mBlurTexture->unbind();
glActiveTexture(GL_TEXTURE0);
mWindowShader->unbind();
}
else
{
// Opaque window
// Paint to the rendertarget (which is already being used)
effects->drawWindow( w, mask, region, data );
}
// Mark the window's region as dirty
mScreenDirty += region;
mBlurDirty += region & mBlurMask;
}
else
// If there are no translucent windows then paint as usual
effects->drawWindow( w, mask, region, data );
}
void BlurEffect::updateBlurTexture(const QRegion& region)
{
QRect bounding = region.boundingRect();
QVector<QRect> rects = region.rects();
int totalarea = 0;
foreach( QRect r, rects )
totalarea += r.width() * r.height();
if( (int)(totalarea * 1.33 + 100 ) < bounding.width() * bounding.height() )
{
// Use small rects
updateBlurTexture(rects);
}
else
{
// Bounding rect is probably cheaper
QVector<QRect> tmp( 1, bounding );
updateBlurTexture( tmp );
}
}
void BlurEffect::updateBlurTexture(const QVector<QRect>& rects)
{
// Blur
// First pass (vertical)
mBlurShader->bind();
effects->pushRenderTarget(mTmpTarget);
mBlurShader->setAttribute("xBlur", 0.0f);
mBlurShader->setAttribute("yBlur", 1.0f);
mSceneTexture->bind();
foreach( QRect r, rects )
{
// We change x coordinates here because horizontal blur pass (which
// comes after this one) also uses pixels that are horizontally edging
// the blurred area. Thus we need to make sure that those pixels are
// also updated.
glBegin(GL_QUADS);
glVertex2f( r.x()-mBlurRadius , r.y() + r.height() );
glVertex2f( r.x() + r.width()+mBlurRadius, r.y() + r.height() );
glVertex2f( r.x() + r.width()+mBlurRadius, r.y() );
glVertex2f( r.x()-mBlurRadius , r.y() );
glEnd();
}
mSceneTexture->unbind();
effects->popRenderTarget();
// Second pass (horizontal)
effects->pushRenderTarget(mBlurTarget);
mBlurShader->setAttribute("xBlur", 1.0f);
mBlurShader->setAttribute("yBlur", 0.0f);
mTmpTexture->bind();
foreach( QRect r, rects )
{
glBegin(GL_QUADS);
glVertex2f( r.x() , r.y() + r.height() );
glVertex2f( r.x() + r.width(), r.y() + r.height() );
glVertex2f( r.x() + r.width(), r.y() );
glVertex2f( r.x() , r.y() );
glEnd();
}
mTmpTexture->unbind();
effects->popRenderTarget();
mBlurShader->unbind();
}
} // namespace