kwin/effects/_test/demo_liquid.cpp
Philipp Knechtges ef9aeafe0d kwin: Optimizing Blur Part II
This patch adds an optional texture cache to the blur effect such that damaged windows in
front of the blurred region dont trigger a repaint of the whole blurred region which pretty
often results in a avalanche repaint of nearly the whole screen.

REVIEW: 101977
2011-09-18 02:01:31 +02:00

148 lines
4 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 "demo_liquid.h"
#include <kwinglutils.h>
#include <kdebug.h>
#include <assert.h>
namespace KWin
{
KWIN_EFFECT(demo_liquid, LiquidEffect)
KWIN_EFFECT_SUPPORTED(demo_liquid, LiquidEffect::supported())
LiquidEffect::LiquidEffect() : Effect()
{
mTexture = 0;
mRenderTarget = 0;
mShader = 0;
mTime = 0.0f;
mValid = loadData();
}
LiquidEffect::~LiquidEffect()
{
delete mTexture;
delete mRenderTarget;
delete mShader;
}
bool LiquidEffect::loadData()
{
// If NPOT textures are not supported, use nearest power-of-two sized
// texture. It wastes memory, but it's possible to support systems without
// NPOT textures that way
int texw = displayWidth();
int texh = displayHeight();
if (!GLTexture::NPOTTextureSupported()) {
kWarning(1212) << "NPOT textures not supported, wasting some memory" ;
texw = nearestPowerOfTwo(texw);
texh = nearestPowerOfTwo(texh);
}
// Create texture and render target
mTexture = new GLTexture(texw, texh);
mTexture->setFilter(GL_LINEAR_MIPMAP_LINEAR);
mTexture->setWrapMode(GL_CLAMP);
mRenderTarget = new GLRenderTarget(*mTexture);
if (!mRenderTarget->valid())
return false;
QString fragmentshader = KGlobal::dirs()->findResource("data", "kwin/liquid.frag");
QString vertexshader = KGlobal::dirs()->findResource("data", "kwin/liquid.vert");
if (fragmentshader.isEmpty() || vertexshader.isEmpty()) {
kError(1212) << "Couldn't locate shader files" << endl;
return false;
}
mShader = new GLShader(vertexshader, fragmentshader);
if (!mShader->isValid()) {
kError(1212) << "The shader failed to load!" << endl;
return false;
}
mShader->bind();
mShader->setUniform("sceneTex", 0);
mShader->setUniform("textureWidth", (float)texw);
mShader->setUniform("textureHeight", (float)texh);
mShader->unbind();
return true;
}
bool LiquidEffect::supported()
{
return GLRenderTarget::supported() &&
GLShader::fragmentShaderSupported() &&
(effects->compositingType() == OpenGLCompositing);
}
void LiquidEffect::prePaintScreen(ScreenPrePaintData& data, int time)
{
mTime += time / 1000.0f;
if (mValid) {
data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
// Start rendering to texture
effects->pushRenderTarget(mRenderTarget);
}
effects->prePaintScreen(data, time);
}
void LiquidEffect::postPaintScreen()
{
// Call the next effect.
effects->postPaintScreen();
if (mValid) {
// Disable render texture
assert(effects->popRenderTarget() == mRenderTarget);
mTexture->bind();
// Use the shader
mShader->bind();
mShader->setUniform("time", (float)mTime);
// Render fullscreen quad with screen contents
glBegin(GL_QUADS);
glVertex2f(0.0, displayHeight());
glVertex2f(displayWidth(), displayHeight());
glVertex2f(displayWidth(), 0.0);
glVertex2f(0.0, 0.0);
glEnd();
mShader->unbind();
mTexture->unbind();
// Make sure the animation continues
effects->addRepaintFull();
}
}
} // namespace