12358f839a
causes out of bounds segfault BUG: 347900 REVIEW: 123865 FIXED-IN: 5.3.1
404 lines
12 KiB
C++
404 lines
12 KiB
C++
/*
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* Copyright © 2010 Fredrik Höglund <fredrik@kde.org>
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* Copyright © 2011 Philipp Knechtges <philipp-dev@knechtges.com>
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* Copyright 2014 Marco Martin <mart@kde.org>
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*
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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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*
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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 GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; see the file COPYING. if not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#include "contrast.h"
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#include "contrastshader.h"
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// KConfigSkeleton
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#include <QMatrix4x4>
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#include <QLinkedList>
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namespace KWin
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{
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static const QByteArray s_contrastAtomName = QByteArrayLiteral("_KDE_NET_WM_BACKGROUND_CONTRAST_REGION");
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ContrastEffect::ContrastEffect()
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{
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shader = ContrastShader::create();
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reconfigure(ReconfigureAll);
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// ### Hackish way to announce support.
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// Should be included in _NET_SUPPORTED instead.
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if (shader && shader->isValid()) {
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net_wm_contrast_region = effects->announceSupportProperty(s_contrastAtomName, this);
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} else {
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net_wm_contrast_region = 0;
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}
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connect(effects, SIGNAL(windowAdded(KWin::EffectWindow*)), this, SLOT(slotWindowAdded(KWin::EffectWindow*)));
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connect(effects, SIGNAL(propertyNotify(KWin::EffectWindow*,long)), this, SLOT(slotPropertyNotify(KWin::EffectWindow*,long)));
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connect(effects, SIGNAL(screenGeometryChanged(QSize)), this, SLOT(slotScreenGeometryChanged()));
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// Fetch the contrast regions for all windows
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foreach (EffectWindow *window, effects->stackingOrder())
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updateContrastRegion(window);
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}
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ContrastEffect::~ContrastEffect()
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{
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delete shader;
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}
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void ContrastEffect::slotScreenGeometryChanged()
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{
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effects->reloadEffect(this);
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}
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void ContrastEffect::reconfigure(ReconfigureFlags flags)
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{
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Q_UNUSED(flags)
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if (shader)
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shader->init();
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if (!shader || !shader->isValid())
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effects->removeSupportProperty(s_contrastAtomName, this);
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}
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void ContrastEffect::updateContrastRegion(EffectWindow *w) const
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{
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QRegion region;
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float colorTransform[16];
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const QByteArray value = w->readProperty(net_wm_contrast_region, net_wm_contrast_region, 32);
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if (value.size() > 0 && !((value.size() - (16 * sizeof(uint32_t))) % ((4 * sizeof(uint32_t))))) {
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const uint32_t *cardinals = reinterpret_cast<const uint32_t*>(value.constData());
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const float *floatCardinals = reinterpret_cast<const float*>(value.constData());
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unsigned int i = 0;
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for (; i < ((value.size() - (16 * sizeof(uint32_t)))) / sizeof(uint32_t);) {
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int x = cardinals[i++];
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int y = cardinals[i++];
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int w = cardinals[i++];
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int h = cardinals[i++];
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region += QRect(x, y, w, h);
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}
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for (unsigned int j = 0; j < 16; ++j) {
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colorTransform[j] = floatCardinals[i + j];
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}
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QMatrix4x4 colorMatrix(colorTransform);
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shader->setColorMatrix(colorMatrix);
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}
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if (region.isEmpty() && !value.isNull()) {
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// Set the data to a dummy value.
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// This is needed to be able to distinguish between the value not
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// being set, and being set to an empty region.
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w->setData(WindowBackgroundContrastRole, 1);
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} else
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w->setData(WindowBackgroundContrastRole, region);
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}
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void ContrastEffect::slotWindowAdded(EffectWindow *w)
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{
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updateContrastRegion(w);
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}
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void ContrastEffect::slotPropertyNotify(EffectWindow *w, long atom)
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{
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if (w && atom == net_wm_contrast_region) {
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updateContrastRegion(w);
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}
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}
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QMatrix4x4 ContrastEffect::colorMatrix(qreal contrast, qreal intensity, qreal saturation)
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{
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QMatrix4x4 satMatrix; //saturation
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QMatrix4x4 intMatrix; //intensity
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QMatrix4x4 contMatrix; //contrast
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//Saturation matrix
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if (!qFuzzyCompare(saturation, 1.0)) {
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const qreal rval = (1.0 - saturation) * .2126;
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const qreal gval = (1.0 - saturation) * .7152;
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const qreal bval = (1.0 - saturation) * .0722;
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satMatrix = QMatrix4x4(rval + saturation, rval, rval, 0.0,
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gval, gval + saturation, gval, 0.0,
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bval, bval, bval + saturation, 0.0,
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0, 0, 0, 1.0);
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}
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//IntensityMatrix
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if (!qFuzzyCompare(intensity, 1.0)) {
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intMatrix.scale(intensity, intensity, intensity);
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}
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//Contrast Matrix
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if (!qFuzzyCompare(contrast, 1.0)) {
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const float transl = (1.0 - contrast) / 2.0;
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contMatrix = QMatrix4x4(contrast, 0, 0, 0.0,
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0, contrast, 0, 0.0,
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0, 0, contrast, 0.0,
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transl, transl, transl, 1.0);
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}
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QMatrix4x4 colorMatrix = contMatrix * satMatrix * intMatrix;
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//colorMatrix = colorMatrix.transposed();
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return colorMatrix;
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}
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bool ContrastEffect::enabledByDefault()
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{
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GLPlatform *gl = GLPlatform::instance();
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if (gl->isIntel() && gl->chipClass() < SandyBridge)
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return false;
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return true;
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}
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bool ContrastEffect::supported()
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{
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bool supported = effects->isOpenGLCompositing() && GLRenderTarget::supported();
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if (supported) {
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int maxTexSize;
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
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const QSize screenSize = effects->virtualScreenSize();
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if (screenSize.width() > maxTexSize || screenSize.height() > maxTexSize)
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supported = false;
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}
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return supported;
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}
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QRegion ContrastEffect::contrastRegion(const EffectWindow *w) const
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{
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QRegion region;
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const QVariant value = w->data(WindowBackgroundContrastRole);
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if (value.isValid()) {
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const QRegion appRegion = qvariant_cast<QRegion>(value);
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if (!appRegion.isEmpty()) {
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region |= appRegion.translated(w->contentsRect().topLeft()) &
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w->decorationInnerRect();
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} else {
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// An empty region means that the blur effect should be enabled
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// for the whole window.
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region = w->decorationInnerRect();
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}
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}
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return region;
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}
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void ContrastEffect::uploadRegion(QVector2D *&map, const QRegion ®ion)
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{
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foreach (const QRect &r, region.rects()) {
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const QVector2D topLeft(r.x(), r.y());
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const QVector2D topRight(r.x() + r.width(), r.y());
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const QVector2D bottomLeft(r.x(), r.y() + r.height());
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const QVector2D bottomRight(r.x() + r.width(), r.y() + r.height());
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// First triangle
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*(map++) = topRight;
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*(map++) = topLeft;
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*(map++) = bottomLeft;
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// Second triangle
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*(map++) = bottomLeft;
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*(map++) = bottomRight;
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*(map++) = topRight;
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}
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}
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void ContrastEffect::uploadGeometry(GLVertexBuffer *vbo, const QRegion ®ion)
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{
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const int vertexCount = region.rectCount() * 6;
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if (!vertexCount)
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return;
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QVector2D *map = (QVector2D *) vbo->map(vertexCount * sizeof(QVector2D));
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uploadRegion(map, region);
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vbo->unmap();
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const GLVertexAttrib layout[] = {
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{ VA_Position, 2, GL_FLOAT, 0 },
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{ VA_TexCoord, 2, GL_FLOAT, 0 }
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};
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vbo->setAttribLayout(layout, 2, sizeof(QVector2D));
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}
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void ContrastEffect::prePaintScreen(ScreenPrePaintData &data, int time)
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{
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m_paintedArea = QRegion();
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m_currentContrast = QRegion();
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effects->prePaintScreen(data, time);
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}
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void ContrastEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time)
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{
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// this effect relies on prePaintWindow being called in the bottom to top order
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effects->prePaintWindow(w, data, time);
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if (!w->isPaintingEnabled()) {
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return;
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}
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if (!shader || !shader->isValid()) {
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return;
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}
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const QRegion oldPaint = data.paint;
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// we don't have to blur a region we don't see
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m_currentContrast -= data.clip;
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// if we have to paint a non-opaque part of this window that intersects with the
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// currently blurred region (which is not cached) we have to redraw the whole region
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if ((data.paint-data.clip).intersects(m_currentContrast)) {
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data.paint |= m_currentContrast;
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}
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// in case this window has regions to be blurred
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const QRect screen = effects->virtualScreenGeometry();
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const QRegion contrastArea = contrastRegion(w).translated(w->pos()) & screen;
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// we are not caching the window
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// if this window or an window underneath the modified area is painted again we have to
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// do everything
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if (m_paintedArea.intersects(contrastArea) || data.paint.intersects(contrastArea)) {
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data.paint |= contrastArea;
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// we have to check again whether we do not damage a blurred area
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// of a window we do not cache
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if (contrastArea.intersects(m_currentContrast)) {
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data.paint |= m_currentContrast;
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}
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}
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m_currentContrast |= contrastArea;
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// m_paintedArea keep track of all repainted areas
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m_paintedArea -= data.clip;
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m_paintedArea |= data.paint;
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}
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bool ContrastEffect::shouldContrast(const EffectWindow *w, int mask, const WindowPaintData &data) const
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{
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if (!shader || !shader->isValid())
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return false;
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if (effects->activeFullScreenEffect() && !w->data(WindowForceBackgroundContrastRole).toBool())
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return false;
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if (w->isDesktop())
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return false;
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bool scaled = !qFuzzyCompare(data.xScale(), 1.0) && !qFuzzyCompare(data.yScale(), 1.0);
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bool translated = data.xTranslation() || data.yTranslation();
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if (scaled || ((translated || (mask & PAINT_WINDOW_TRANSFORMED)) && !w->data(WindowForceBackgroundContrastRole).toBool()))
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return false;
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if (!w->hasAlpha())
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return false;
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return true;
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}
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void ContrastEffect::drawWindow(EffectWindow *w, int mask, QRegion region, WindowPaintData &data)
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{
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const QRect screen = effects->virtualScreenGeometry();
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if (shouldContrast(w, mask, data)) {
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QRegion shape = region & contrastRegion(w).translated(w->pos()) & screen;
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const bool translated = data.xTranslation() || data.yTranslation();
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// let's do the evil parts - someone wants to blur behind a transformed window
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if (translated) {
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shape = shape.translated(data.xTranslation(), data.yTranslation());
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shape = shape & region;
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}
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if (!shape.isEmpty()) {
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doContrast(shape, screen, data.opacity());
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}
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}
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// Draw the window over the contrast area
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effects->drawWindow(w, mask, region, data);
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}
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void ContrastEffect::paintEffectFrame(EffectFrame *frame, QRegion region, double opacity, double frameOpacity)
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{
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//FIXME: this is a no-op for now, it should figure out the right contrast, intensity, saturation
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effects->paintEffectFrame(frame, region, opacity, frameOpacity);
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}
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void ContrastEffect::doContrast(const QRegion& shape, const QRect& screen, const float opacity)
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{
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const QRegion actualShape = shape & screen;
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const QRect r = actualShape.boundingRect();
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// Upload geometry for the horizontal and vertical passes
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GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
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uploadGeometry(vbo, actualShape);
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vbo->bindArrays();
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// Create a scratch texture and copy the area in the back buffer that we're
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// going to blur into it
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GLTexture scratch(GL_RGBA8, r.width(), r.height());
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scratch.setFilter(GL_LINEAR);
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scratch.setWrapMode(GL_CLAMP_TO_EDGE);
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scratch.bind();
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r.x(), effects->virtualScreenSize().height() - r.y() - r.height(),
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r.width(), r.height());
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// Draw the texture on the offscreen framebuffer object, while blurring it horizontally
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shader->bind();
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shader->setOpacity(opacity);
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// Set up the texture matrix to transform from screen coordinates
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// to texture coordinates.
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QMatrix4x4 textureMatrix;
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textureMatrix.scale(1.0 / scratch.width(), -1.0 / scratch.height(), 1);
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textureMatrix.translate(-r.x(), -scratch.height() - r.y(), 0);
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shader->setTextureMatrix(textureMatrix);
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vbo->draw(GL_TRIANGLES, 0, actualShape.rectCount() * 6);
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scratch.unbind();
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scratch.discard();
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vbo->unbindArrays();
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if (opacity < 1.0) {
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glDisable(GL_BLEND);
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}
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shader->unbind();
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}
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} // namespace KWin
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