kwin/effects/blur/blurshader.cpp
2020-08-07 19:57:56 +00:00

432 lines
16 KiB
C++

/*
SPDX-FileCopyrightText: 2010 Fredrik Höglund <fredrik@kde.org>
SPDX-FileCopyrightText: 2018 Alex Nemeth <alex.nemeth329@gmail.com>
SPDX-License-Identifier: GPL-2.0-or-later
*/
#include "blurshader.h"
#include <kwineffects.h>
#include <kwinglplatform.h>
#include <kwinglutils.h>
#include <QByteArray>
#include <QTextStream>
namespace KWin
{
BlurShader::BlurShader(QObject *parent)
: QObject(parent)
{
const bool gles = GLPlatform::instance()->isGLES();
const bool glsl_140 = !gles && GLPlatform::instance()->glslVersion() >= kVersionNumber(1, 40);
const bool core = glsl_140 || (gles && GLPlatform::instance()->glslVersion() >= kVersionNumber(3, 0));
QByteArray vertexSource;
QByteArray fragmentDownSource;
QByteArray fragmentUpSource;
QByteArray fragmentCopySource;
QByteArray fragmentNoiseSource;
const QByteArray attribute = core ? "in" : "attribute";
const QByteArray texture2D = core ? "texture" : "texture2D";
const QByteArray fragColor = core ? "fragColor" : "gl_FragColor";
QString glHeaderString;
if (gles) {
if (core) {
glHeaderString += "#version 300 es\n\n";
}
glHeaderString += "precision highp float;\n";
} else if (glsl_140) {
glHeaderString += "#version 140\n\n";
}
QString glUniformString = "uniform sampler2D texUnit;\n"
"uniform float offset;\n"
"uniform vec2 renderTextureSize;\n"
"uniform vec2 halfpixel;\n";
if (core) {
glUniformString += "out vec4 fragColor;\n\n";
}
// Vertex shader
QTextStream streamVert(&vertexSource);
streamVert << glHeaderString;
streamVert << "uniform mat4 modelViewProjectionMatrix;\n";
streamVert << attribute << " vec4 vertex;\n\n";
streamVert << "\n";
streamVert << "void main(void)\n";
streamVert << "{\n";
streamVert << " gl_Position = modelViewProjectionMatrix * vertex;\n";
streamVert << "}\n";
streamVert.flush();
// Fragment shader (Dual Kawase Blur) - Downsample
QTextStream streamFragDown(&fragmentDownSource);
streamFragDown << glHeaderString << glUniformString;
streamFragDown << "void main(void)\n";
streamFragDown << "{\n";
streamFragDown << " vec2 uv = vec2(gl_FragCoord.xy / renderTextureSize);\n";
streamFragDown << " \n";
streamFragDown << " vec4 sum = " << texture2D << "(texUnit, uv) * 4.0;\n";
streamFragDown << " sum += " << texture2D << "(texUnit, uv - halfpixel.xy * offset);\n";
streamFragDown << " sum += " << texture2D << "(texUnit, uv + halfpixel.xy * offset);\n";
streamFragDown << " sum += " << texture2D << "(texUnit, uv + vec2(halfpixel.x, -halfpixel.y) * offset);\n";
streamFragDown << " sum += " << texture2D << "(texUnit, uv - vec2(halfpixel.x, -halfpixel.y) * offset);\n";
streamFragDown << " \n";
streamFragDown << " " << fragColor << " = sum / 8.0;\n";
streamFragDown << "}\n";
streamFragDown.flush();
// Fragment shader (Dual Kawase Blur) - Upsample
QTextStream streamFragUp(&fragmentUpSource);
streamFragUp << glHeaderString << glUniformString;
streamFragUp << "void main(void)\n";
streamFragUp << "{\n";
streamFragUp << " vec2 uv = vec2(gl_FragCoord.xy / renderTextureSize);\n";
streamFragUp << " \n";
streamFragUp << " vec4 sum = " << texture2D << "(texUnit, uv + vec2(-halfpixel.x * 2.0, 0.0) * offset);\n";
streamFragUp << " sum += " << texture2D << "(texUnit, uv + vec2(-halfpixel.x, halfpixel.y) * offset) * 2.0;\n";
streamFragUp << " sum += " << texture2D << "(texUnit, uv + vec2(0.0, halfpixel.y * 2.0) * offset);\n";
streamFragUp << " sum += " << texture2D << "(texUnit, uv + vec2(halfpixel.x, halfpixel.y) * offset) * 2.0;\n";
streamFragUp << " sum += " << texture2D << "(texUnit, uv + vec2(halfpixel.x * 2.0, 0.0) * offset);\n";
streamFragUp << " sum += " << texture2D << "(texUnit, uv + vec2(halfpixel.x, -halfpixel.y) * offset) * 2.0;\n";
streamFragUp << " sum += " << texture2D << "(texUnit, uv + vec2(0.0, -halfpixel.y * 2.0) * offset);\n";
streamFragUp << " sum += " << texture2D << "(texUnit, uv + vec2(-halfpixel.x, -halfpixel.y) * offset) * 2.0;\n";
streamFragUp << " \n";
streamFragUp << " " << fragColor << " = sum / 12.0;\n";
streamFragUp << "}\n";
streamFragUp.flush();
// Fragment shader - Copy texture
QTextStream streamFragCopy(&fragmentCopySource);
streamFragCopy << glHeaderString;
streamFragCopy << "uniform sampler2D texUnit;\n";
streamFragCopy << "uniform vec2 renderTextureSize;\n";
streamFragCopy << "uniform vec4 blurRect;\n";
if (core) {
streamFragCopy << "out vec4 fragColor;\n\n";
}
streamFragCopy << "void main(void)\n";
streamFragCopy << "{\n";
streamFragCopy << " vec2 uv = vec2(gl_FragCoord.xy / renderTextureSize);\n";
streamFragCopy << " " << fragColor << " = " << texture2D << "(texUnit, clamp(uv, blurRect.xy, blurRect.zw));\n";
streamFragCopy << "}\n";
streamFragCopy.flush();
// Fragment shader - Noise texture
QTextStream streamFragNoise(&fragmentNoiseSource);
streamFragNoise << glHeaderString << glUniformString;
streamFragNoise << "uniform sampler2D noiseTexUnit;\n";
streamFragNoise << "uniform vec2 noiseTextureSize;\n";
streamFragNoise << "uniform vec2 texStartPos;\n";
// Upsampling + Noise
streamFragNoise << "void main(void)\n";
streamFragNoise << "{\n";
streamFragNoise << " vec2 uv = vec2(gl_FragCoord.xy / renderTextureSize);\n";
streamFragNoise << " vec2 uvNoise = vec2((texStartPos.xy + gl_FragCoord.xy) / noiseTextureSize);\n";
streamFragNoise << " \n";
streamFragNoise << " vec4 sum = " << texture2D << "(texUnit, uv + vec2(-halfpixel.x * 2.0, 0.0) * offset);\n";
streamFragNoise << " sum += " << texture2D << "(texUnit, uv + vec2(-halfpixel.x, halfpixel.y) * offset) * 2.0;\n";
streamFragNoise << " sum += " << texture2D << "(texUnit, uv + vec2(0.0, halfpixel.y * 2.0) * offset);\n";
streamFragNoise << " sum += " << texture2D << "(texUnit, uv + vec2(halfpixel.x, halfpixel.y) * offset) * 2.0;\n";
streamFragNoise << " sum += " << texture2D << "(texUnit, uv + vec2(halfpixel.x * 2.0, 0.0) * offset);\n";
streamFragNoise << " sum += " << texture2D << "(texUnit, uv + vec2(halfpixel.x, -halfpixel.y) * offset) * 2.0;\n";
streamFragNoise << " sum += " << texture2D << "(texUnit, uv + vec2(0.0, -halfpixel.y * 2.0) * offset);\n";
streamFragNoise << " sum += " << texture2D << "(texUnit, uv + vec2(-halfpixel.x, -halfpixel.y) * offset) * 2.0;\n";
streamFragNoise << " \n";
streamFragNoise << " " << fragColor << " = sum / 12.0 - (vec4(0.5, 0.5, 0.5, 0) - vec4(" << texture2D << "(noiseTexUnit, uvNoise).rrr, 0));\n";
streamFragNoise << "}\n";
streamFragNoise.flush();
m_shaderDownsample.reset(ShaderManager::instance()->loadShaderFromCode(vertexSource, fragmentDownSource));
m_shaderUpsample.reset(ShaderManager::instance()->loadShaderFromCode(vertexSource, fragmentUpSource));
m_shaderCopysample.reset(ShaderManager::instance()->loadShaderFromCode(vertexSource, fragmentCopySource));
m_shaderNoisesample.reset(ShaderManager::instance()->loadShaderFromCode(vertexSource, fragmentNoiseSource));
m_valid = m_shaderDownsample->isValid() &&
m_shaderUpsample->isValid() &&
m_shaderCopysample->isValid() &&
m_shaderNoisesample->isValid();
if (m_valid) {
m_mvpMatrixLocationDownsample = m_shaderDownsample->uniformLocation("modelViewProjectionMatrix");
m_offsetLocationDownsample = m_shaderDownsample->uniformLocation("offset");
m_renderTextureSizeLocationDownsample = m_shaderDownsample->uniformLocation("renderTextureSize");
m_halfpixelLocationDownsample = m_shaderDownsample->uniformLocation("halfpixel");
m_mvpMatrixLocationUpsample = m_shaderUpsample->uniformLocation("modelViewProjectionMatrix");
m_offsetLocationUpsample = m_shaderUpsample->uniformLocation("offset");
m_renderTextureSizeLocationUpsample = m_shaderUpsample->uniformLocation("renderTextureSize");
m_halfpixelLocationUpsample = m_shaderUpsample->uniformLocation("halfpixel");
m_mvpMatrixLocationCopysample = m_shaderCopysample->uniformLocation("modelViewProjectionMatrix");
m_renderTextureSizeLocationCopysample = m_shaderCopysample->uniformLocation("renderTextureSize");
m_blurRectLocationCopysample = m_shaderCopysample->uniformLocation("blurRect");
m_mvpMatrixLocationNoisesample = m_shaderNoisesample->uniformLocation("modelViewProjectionMatrix");
m_offsetLocationNoisesample = m_shaderNoisesample->uniformLocation("offset");
m_renderTextureSizeLocationNoisesample = m_shaderNoisesample->uniformLocation("renderTextureSize");
m_noiseTextureSizeLocationNoisesample = m_shaderNoisesample->uniformLocation("noiseTextureSize");
m_texStartPosLocationNoisesample = m_shaderNoisesample->uniformLocation("texStartPos");
m_halfpixelLocationNoisesample = m_shaderNoisesample->uniformLocation("halfpixel");
QMatrix4x4 modelViewProjection;
const QSize screenSize = effects->virtualScreenSize();
modelViewProjection.ortho(0, screenSize.width(), screenSize.height(), 0, 0, 65535);
//Add default values to the uniforms of the shaders
ShaderManager::instance()->pushShader(m_shaderDownsample.data());
m_shaderDownsample->setUniform(m_mvpMatrixLocationDownsample, modelViewProjection);
m_shaderDownsample->setUniform(m_offsetLocationDownsample, float(1.0));
m_shaderDownsample->setUniform(m_renderTextureSizeLocationDownsample, QVector2D(1.0, 1.0));
m_shaderDownsample->setUniform(m_halfpixelLocationDownsample, QVector2D(1.0, 1.0));
ShaderManager::instance()->popShader();
ShaderManager::instance()->pushShader(m_shaderUpsample.data());
m_shaderUpsample->setUniform(m_mvpMatrixLocationUpsample, modelViewProjection);
m_shaderUpsample->setUniform(m_offsetLocationUpsample, float(1.0));
m_shaderUpsample->setUniform(m_renderTextureSizeLocationUpsample, QVector2D(1.0, 1.0));
m_shaderUpsample->setUniform(m_halfpixelLocationUpsample, QVector2D(1.0, 1.0));
ShaderManager::instance()->popShader();
ShaderManager::instance()->pushShader(m_shaderCopysample.data());
m_shaderCopysample->setUniform(m_mvpMatrixLocationCopysample, modelViewProjection);
m_shaderCopysample->setUniform(m_renderTextureSizeLocationCopysample, QVector2D(1.0, 1.0));
m_shaderCopysample->setUniform(m_blurRectLocationCopysample, QVector4D(1.0, 1.0, 1.0, 1.0));
ShaderManager::instance()->popShader();
ShaderManager::instance()->pushShader(m_shaderNoisesample.data());
m_shaderNoisesample->setUniform(m_mvpMatrixLocationNoisesample, modelViewProjection);
m_shaderNoisesample->setUniform(m_offsetLocationNoisesample, float(1.0));
m_shaderNoisesample->setUniform(m_renderTextureSizeLocationNoisesample, QVector2D(1.0, 1.0));
m_shaderNoisesample->setUniform(m_noiseTextureSizeLocationNoisesample, QVector2D(1.0, 1.0));
m_shaderNoisesample->setUniform(m_texStartPosLocationNoisesample, QVector2D(1.0, 1.0));
m_shaderNoisesample->setUniform(m_halfpixelLocationNoisesample, QVector2D(1.0, 1.0));
glUniform1i(m_shaderNoisesample->uniformLocation("texUnit"), 0);
glUniform1i(m_shaderNoisesample->uniformLocation("noiseTexUnit"), 1);
ShaderManager::instance()->popShader();
}
}
BlurShader::~BlurShader()
{
}
void BlurShader::setModelViewProjectionMatrix(const QMatrix4x4 &matrix)
{
if (!isValid()) {
return;
}
switch (m_activeSampleType) {
case CopySampleType:
if (matrix == m_matrixCopysample) {
return;
}
m_matrixCopysample = matrix;
m_shaderCopysample->setUniform(m_mvpMatrixLocationCopysample, matrix);
break;
case UpSampleType:
if (matrix == m_matrixUpsample) {
return;
}
m_matrixUpsample = matrix;
m_shaderUpsample->setUniform(m_mvpMatrixLocationUpsample, matrix);
break;
case DownSampleType:
if (matrix == m_matrixDownsample) {
return;
}
m_matrixDownsample = matrix;
m_shaderDownsample->setUniform(m_mvpMatrixLocationDownsample, matrix);
break;
case NoiseSampleType:
if (matrix == m_matrixNoisesample) {
return;
}
m_matrixNoisesample = matrix;
m_shaderNoisesample->setUniform(m_mvpMatrixLocationNoisesample, matrix);
break;
default:
Q_UNREACHABLE();
break;
}
}
void BlurShader::setOffset(float offset)
{
if (!isValid()) {
return;
}
switch (m_activeSampleType) {
case UpSampleType:
if (offset == m_offsetUpsample) {
return;
}
m_offsetUpsample = offset;
m_shaderUpsample->setUniform(m_offsetLocationUpsample, offset);
break;
case DownSampleType:
if (offset == m_offsetDownsample) {
return;
}
m_offsetDownsample = offset;
m_shaderDownsample->setUniform(m_offsetLocationDownsample, offset);
break;
case NoiseSampleType:
if (offset == m_offsetNoisesample) {
return;
}
m_offsetNoisesample = offset;
m_shaderNoisesample->setUniform(m_offsetLocationNoisesample, offset);
break;
default:
Q_UNREACHABLE();
break;
}
}
void BlurShader::setTargetTextureSize(const QSize &renderTextureSize)
{
if (!isValid()) {
return;
}
const QVector2D texSize(renderTextureSize.width(), renderTextureSize.height());
switch (m_activeSampleType) {
case CopySampleType:
m_shaderCopysample->setUniform(m_renderTextureSizeLocationCopysample, texSize);
break;
case UpSampleType:
m_shaderUpsample->setUniform(m_renderTextureSizeLocationUpsample, texSize);
m_shaderUpsample->setUniform(m_halfpixelLocationUpsample, QVector2D(0.5 / texSize.x(), 0.5 / texSize.y()));
break;
case DownSampleType:
m_shaderDownsample->setUniform(m_renderTextureSizeLocationDownsample, texSize);
m_shaderDownsample->setUniform(m_halfpixelLocationDownsample, QVector2D(0.5 / texSize.x(), 0.5 / texSize.y()));
break;
case NoiseSampleType:
m_shaderNoisesample->setUniform(m_renderTextureSizeLocationNoisesample, texSize);
m_shaderNoisesample->setUniform(m_halfpixelLocationNoisesample, QVector2D(0.5 / texSize.x(), 0.5 / texSize.y()));
break;
default:
Q_UNREACHABLE();
break;
}
}
void BlurShader::setNoiseTextureSize(const QSize &noiseTextureSize)
{
const QVector2D noiseTexSize(noiseTextureSize.width(), noiseTextureSize.height());
if (noiseTexSize != m_noiseTextureSizeNoisesample) {
m_noiseTextureSizeNoisesample = noiseTexSize;
m_shaderNoisesample->setUniform(m_noiseTextureSizeLocationNoisesample, noiseTexSize);
}
}
void BlurShader::setTexturePosition(const QPoint &texPos)
{
m_shaderNoisesample->setUniform(m_texStartPosLocationNoisesample, QVector2D(-texPos.x(), texPos.y()));
}
void BlurShader::setBlurRect(const QRect &blurRect, const QSize &screenSize)
{
if (!isValid()) {
return;
}
const QVector4D rect(
blurRect.left() / float(screenSize.width()),
1.0 - blurRect.bottom() / float(screenSize.height()),
blurRect.right() / float(screenSize.width()),
1.0 - blurRect.top() / float(screenSize.height())
);
m_shaderCopysample->setUniform(m_blurRectLocationCopysample, rect);
}
void BlurShader::bind(SampleType sampleType)
{
if (!isValid()) {
return;
}
switch (sampleType) {
case CopySampleType:
ShaderManager::instance()->pushShader(m_shaderCopysample.data());
break;
case UpSampleType:
ShaderManager::instance()->pushShader(m_shaderUpsample.data());
break;
case DownSampleType:
ShaderManager::instance()->pushShader(m_shaderDownsample.data());
break;
case NoiseSampleType:
ShaderManager::instance()->pushShader(m_shaderNoisesample.data());
break;
default:
Q_UNREACHABLE();
break;
}
m_activeSampleType = sampleType;
}
void BlurShader::unbind()
{
ShaderManager::instance()->popShader();
}
} // namespace KWin