69ab6ec3b7
This makes the blending work correctly when the alpha bits are zero, which is apparently the case with NVidia. svn path=/trunk/KDE/kdebase/workspace/; revision=1102471
418 lines
12 KiB
C++
418 lines
12 KiB
C++
/*
|
|
* Copyright © 2010 Fredrik Höglund <fredrik@kde.org>
|
|
*
|
|
* 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; see the file COPYING. if not, write to
|
|
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
|
|
* Boston, MA 02110-1301, USA.
|
|
*/
|
|
|
|
#include "blurshader.h"
|
|
|
|
#include <QByteArray>
|
|
#include <QTextStream>
|
|
#include <KDebug>
|
|
|
|
#include <cmath>
|
|
|
|
using namespace KWin;
|
|
|
|
|
|
BlurShader::BlurShader()
|
|
: mRadius(0), mValid(false)
|
|
{
|
|
}
|
|
|
|
BlurShader::~BlurShader()
|
|
{
|
|
}
|
|
|
|
BlurShader *BlurShader::create()
|
|
{
|
|
if (GLShader::vertexShaderSupported() && GLShader::fragmentShaderSupported())
|
|
return new GLSLBlurShader();
|
|
|
|
return new ARBBlurShader();
|
|
}
|
|
|
|
void BlurShader::setRadius(int radius)
|
|
{
|
|
const int r = qMax(radius, 2);
|
|
|
|
if (mRadius != r) {
|
|
mRadius = r;
|
|
reset();
|
|
init();
|
|
}
|
|
}
|
|
|
|
void BlurShader::setDirection(Qt::Orientation direction)
|
|
{
|
|
mDirection = direction;
|
|
}
|
|
|
|
float BlurShader::gaussian(float x, float sigma) const
|
|
{
|
|
return (1.0 / std::sqrt(2.0 * M_PI) * sigma)
|
|
* std::exp(-((x * x) / (2.0 * sigma * sigma)));
|
|
}
|
|
|
|
QVector<float> BlurShader::gaussianKernel() const
|
|
{
|
|
int size = qMin(mRadius | 1, maxKernelSize());
|
|
if (!(size & 0x1))
|
|
size -= 1;
|
|
|
|
QVector<float> kernel(size);
|
|
const int center = size / 2;
|
|
const qreal sigma = (size - 1) / 2.5;
|
|
|
|
// Generate the gaussian kernel
|
|
kernel[center] = gaussian(0, sigma) * .5;
|
|
for (int i = 1; i <= center; i++) {
|
|
const float val = gaussian(1.5 + (i - 1) * 2.0, sigma);
|
|
kernel[center + i] = val;
|
|
kernel[center - i] = val;
|
|
}
|
|
|
|
// Normalize the kernel
|
|
qreal total = 0;
|
|
for (int i = 0; i < size; i++)
|
|
total += kernel[i];
|
|
|
|
for (int i = 0; i < size; i++)
|
|
kernel[i] /= total;
|
|
|
|
return kernel;
|
|
}
|
|
|
|
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
GLSLBlurShader::GLSLBlurShader()
|
|
: BlurShader(), program(0)
|
|
{
|
|
}
|
|
|
|
GLSLBlurShader::~GLSLBlurShader()
|
|
{
|
|
reset();
|
|
}
|
|
|
|
void GLSLBlurShader::reset()
|
|
{
|
|
if (program) {
|
|
glDeleteProgram(program);
|
|
program = 0;
|
|
}
|
|
|
|
setIsValid(false);
|
|
}
|
|
|
|
void GLSLBlurShader::setPixelDistance(float val)
|
|
{
|
|
if (!isValid())
|
|
return;
|
|
|
|
float pixelSize[2] = { 0.0, 0.0 };
|
|
|
|
if (direction() == Qt::Horizontal)
|
|
pixelSize[0] = val;
|
|
else
|
|
pixelSize[1] = val;
|
|
|
|
glUniform2fv(uPixelSize, 1, pixelSize);
|
|
}
|
|
|
|
void GLSLBlurShader::bind()
|
|
{
|
|
if (!isValid())
|
|
return;
|
|
|
|
glUseProgram(program);
|
|
glUniform1i(uTexUnit, 0);
|
|
}
|
|
|
|
void GLSLBlurShader::unbind()
|
|
{
|
|
glUseProgram(0);
|
|
}
|
|
|
|
int GLSLBlurShader::maxKernelSize() const
|
|
{
|
|
int value;
|
|
glGetIntegerv(GL_MAX_VARYING_FLOATS, &value);
|
|
// Note: In theory the driver could pack two vec2's in one vec4,
|
|
// but we'll assume it doesn't do that
|
|
return value / 4; // Max number of vec4 varyings
|
|
}
|
|
|
|
GLuint GLSLBlurShader::compile(GLenum type, const QByteArray &source)
|
|
{
|
|
const char *sourceData = source.constData();
|
|
|
|
GLuint shader = glCreateShader(type);
|
|
glShaderSource(shader, 1, &sourceData, 0);
|
|
glCompileShader(shader);
|
|
|
|
int status;
|
|
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
|
|
|
|
if (status == GL_FALSE) {
|
|
GLsizei size, length;
|
|
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &size);
|
|
|
|
QByteArray log(size, 0);
|
|
glGetShaderInfoLog(shader, size, &length, log.data());
|
|
|
|
kError() << "Failed to compile shader: " << log;
|
|
glDeleteShader(shader);
|
|
shader = 0;
|
|
}
|
|
|
|
return shader;
|
|
}
|
|
|
|
GLuint GLSLBlurShader::link(GLuint vertexShader, GLuint fragmentShader)
|
|
{
|
|
GLuint program = glCreateProgram();
|
|
glAttachShader(program, vertexShader);
|
|
glAttachShader(program, fragmentShader);
|
|
glLinkProgram(program);
|
|
|
|
int status;
|
|
glGetProgramiv(program, GL_LINK_STATUS, &status);
|
|
|
|
if (status == GL_FALSE) {
|
|
GLsizei size, length;
|
|
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &size);
|
|
|
|
QByteArray log(size, 0);
|
|
glGetProgramInfoLog(program, size, &length, log.data());
|
|
|
|
kError() << "Failed to link shader: " << log;
|
|
glDeleteProgram(program);
|
|
program = 0;
|
|
}
|
|
|
|
return program;
|
|
}
|
|
|
|
void GLSLBlurShader::init()
|
|
{
|
|
QVector<float> kernel = gaussianKernel();
|
|
const int size = kernel.size();
|
|
const int center = size / 2;
|
|
|
|
QByteArray vertexSource;
|
|
QByteArray fragmentSource;
|
|
|
|
// Vertex shader
|
|
// ===================================================================
|
|
QTextStream stream(&vertexSource);
|
|
|
|
stream << "uniform vec2 pixelSize;\n\n";
|
|
for (int i = 0; i < size; i++)
|
|
stream << "varying vec2 samplePos" << i << ";\n";
|
|
stream << "\n";
|
|
stream << "void main(void)\n";
|
|
stream << "{\n";
|
|
stream << " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n\n";
|
|
|
|
for (int i = 0; i < center; i++)
|
|
stream << " samplePos" << i << " = gl_TexCoord[0].st + pixelSize * vec2("
|
|
<< -(1.5 + (center - i - 1) * 2.0) << ");\n";
|
|
stream << " samplePos" << center << " = gl_TexCoord[0].st;\n";
|
|
for (int i = center + 1; i < size; i++)
|
|
stream << " samplePos" << i << " = gl_TexCoord[0].st + pixelSize * vec2("
|
|
<< 1.5 + (i - center - 1) * 2.0 << ");\n";
|
|
stream << "\n";
|
|
stream << " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n";
|
|
stream << "}\n";
|
|
stream.flush();
|
|
|
|
// Fragment shader
|
|
// ===================================================================
|
|
QTextStream stream2(&fragmentSource);
|
|
|
|
stream2 << "uniform sampler2D texUnit;\n\n";
|
|
for (int i = 0; i < size; i++)
|
|
stream2 << "varying vec2 samplePos" << i << ";\n";
|
|
stream2 << "\n";
|
|
for (int i = 0; i <= center; i++)
|
|
stream2 << "const vec4 kernel" << i << " = vec4(" << kernel[i] << ");\n";
|
|
stream2 << "\n";
|
|
|
|
stream2 << "void main(void)\n";
|
|
stream2 << "{\n";
|
|
stream2 << " vec4 sum = texture2D(texUnit, samplePos0) * kernel0;\n";
|
|
for (int i = 1; i < size; i++)
|
|
stream2 << " sum += texture2D(texUnit, samplePos" << i << ") * kernel"
|
|
<< (i > center ? size - i - 1 : i) << ";\n";
|
|
stream2 << " gl_FragColor = sum;\n";
|
|
stream2 << "}\n";
|
|
stream2.flush();
|
|
|
|
GLuint vertexShader = compile(GL_VERTEX_SHADER, vertexSource);
|
|
GLuint fragmentShader = compile(GL_FRAGMENT_SHADER, fragmentSource);
|
|
|
|
if (vertexShader && fragmentShader)
|
|
program = link(vertexShader, fragmentShader);
|
|
|
|
if (vertexShader)
|
|
glDeleteShader(vertexShader);
|
|
|
|
if (fragmentShader)
|
|
glDeleteShader(fragmentShader);
|
|
|
|
if (program) {
|
|
uTexUnit = glGetUniformLocation(program, "texUnit");
|
|
uPixelSize = glGetUniformLocation(program, "pixelSize");
|
|
}
|
|
|
|
setIsValid(program != 0);
|
|
}
|
|
|
|
|
|
|
|
// ----------------------------------------------------------------------------
|
|
|
|
|
|
|
|
ARBBlurShader::ARBBlurShader()
|
|
: BlurShader(), program(0)
|
|
{
|
|
}
|
|
|
|
ARBBlurShader::~ARBBlurShader()
|
|
{
|
|
reset();
|
|
}
|
|
|
|
void ARBBlurShader::reset()
|
|
{
|
|
if (program) {
|
|
glDeleteProgramsARB(1, &program);
|
|
program = 0;
|
|
}
|
|
|
|
setIsValid(false);
|
|
}
|
|
|
|
void ARBBlurShader::setPixelDistance(float val)
|
|
{
|
|
float firstStep = val * 1.5;
|
|
float nextStep = val * 2.0;
|
|
|
|
if (direction() == Qt::Horizontal) {
|
|
glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, firstStep, 0, 0, 0);
|
|
glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 1, nextStep, 0, 0, 0);
|
|
} else {
|
|
glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, 0, firstStep, 0, 0);
|
|
glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 1, 0, nextStep, 0, 0);
|
|
}
|
|
}
|
|
|
|
void ARBBlurShader::bind()
|
|
{
|
|
if (!isValid())
|
|
return;
|
|
|
|
glEnable(GL_FRAGMENT_PROGRAM_ARB);
|
|
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program);
|
|
}
|
|
|
|
void ARBBlurShader::unbind()
|
|
{
|
|
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
|
|
glDisable(GL_FRAGMENT_PROGRAM_ARB);
|
|
}
|
|
|
|
int ARBBlurShader::maxKernelSize() const
|
|
{
|
|
int value;
|
|
int result;
|
|
|
|
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_PARAMETERS_ARB, &value);
|
|
result = (value - 1) * 2; // We only need to store half the kernel, since it's symmetrical
|
|
|
|
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_INSTRUCTIONS_ARB, &value);
|
|
result = qMin(result, value / 3); // We need 3 instructions / sample
|
|
|
|
return result;
|
|
}
|
|
|
|
void ARBBlurShader::init()
|
|
{
|
|
QVector<float> kernel = gaussianKernel();
|
|
const int size = kernel.size();
|
|
const int center = size / 2;
|
|
|
|
QByteArray text;
|
|
QTextStream stream(&text);
|
|
|
|
stream << "!!ARBfp1.0\n";
|
|
|
|
// The kernel values are hardcoded into the program
|
|
for (int i = 0; i <= center; i++)
|
|
stream << "PARAM kernel" << i << " = " << kernel[i] << ";\n";
|
|
|
|
stream << "PARAM firstSample = program.local[0];\n"; // Distance from gl_TexCoord[0] to the next sample
|
|
stream << "PARAM nextSample = program.local[1];\n"; // Distance to the subsequent sample
|
|
|
|
stream << "TEMP coord;\n"; // The coordinate we'll be sampling
|
|
stream << "TEMP sample;\n"; // The sampled value
|
|
stream << "TEMP sum;\n"; // The sum of the weighted samples
|
|
|
|
// Start by sampling the center coordinate
|
|
stream << "TEX sample, fragment.texcoord[0], texture[0], 2D;\n"; // sample = texture2D(tex, gl_TexCoord[0])
|
|
stream << "MUL sum, sample, kernel" << center << ";\n"; // sum = sample * kernel[center]
|
|
|
|
for (int i = 1; i <= center; i++) {
|
|
if (i == 1)
|
|
stream << "SUB coord, fragment.texcoord[0], firstSample;\n"; // coord = gl_TexCoord[0] - firstSample
|
|
else
|
|
stream << "SUB coord, coord, nextSample;\n"; // coord -= nextSample
|
|
stream << "TEX sample, coord, texture[0], 2D;\n"; // sample = texture2D(tex, coord)
|
|
stream << "MAD sum, sample, kernel" << center - i << ", sum;\n"; // sum += sample * kernel[center - i]
|
|
}
|
|
|
|
for (int i = 1; i <= center; i++) {
|
|
if (i == 1)
|
|
stream << "ADD coord, fragment.texcoord[0], firstSample;\n"; // coord = gl_TexCoord[0] + firstSample
|
|
else
|
|
stream << "ADD coord, coord, nextSample;\n"; // coord += nextSample
|
|
stream << "TEX sample, coord, texture[0], 2D;\n"; // sample = texture2D(tex, coord)
|
|
stream << "MAD sum, sample, kernel" << center - i << ", sum;\n"; // sum += sample * kernel[center - i]
|
|
}
|
|
stream << "MOV result.color, sum;\n"; // gl_FragColor = sum
|
|
stream << "END\n";
|
|
stream.flush();
|
|
|
|
glGenProgramsARB(1, &program);
|
|
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program);
|
|
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;
|
|
setIsValid(false);
|
|
} else
|
|
setIsValid(true);
|
|
|
|
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
|
|
}
|
|
|