565b4ed6a3
Instead of each effect, which needs to announce support, having custom code to create a property and set it on the root window, there is now a common API in EffectsHandler to take care of this. The methods takes care of creating the atom if it has not already done and set the property on the root window. Furthermore it allows multiple effects to announce the same property without getting in conflict with each other. As a further convenience the property is automatically removed when the effect is unloaded, so less things an effect author has to care about. REVIEW: 107815
686 lines
24 KiB
C++
686 lines
24 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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*
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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 "blur.h"
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#include "blurshader.h"
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// KConfigSkeleton
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#include "blurconfig.h"
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#include <X11/Xatom.h>
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#include <QMatrix4x4>
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#include <QLinkedList>
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#include <KDebug>
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namespace KWin
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{
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KWIN_EFFECT(blur, BlurEffect)
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KWIN_EFFECT_SUPPORTED(blur, BlurEffect::supported())
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KWIN_EFFECT_ENABLEDBYDEFAULT(blur, BlurEffect::enabledByDefault())
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BlurEffect::BlurEffect()
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{
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shader = BlurShader::create();
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// Offscreen texture that's used as the target for the horizontal blur pass
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// and the source for the vertical pass.
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tex = GLTexture(displayWidth(), displayHeight());
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tex.setFilter(GL_LINEAR);
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tex.setWrapMode(GL_CLAMP_TO_EDGE);
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target = new GLRenderTarget(tex);
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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() && target->valid()) {
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net_wm_blur_region = effects->announceSupportProperty("_KDE_NET_WM_BLUR_BEHIND_REGION", this);
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} else {
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net_wm_blur_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(windowDeleted(KWin::EffectWindow*)), this, SLOT(slotWindowDeleted(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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}
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BlurEffect::~BlurEffect()
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{
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windows.clear();
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delete shader;
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delete target;
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}
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void BlurEffect::slotScreenGeometryChanged()
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{
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effects->reloadEffect(this);
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}
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void BlurEffect::reconfigure(ReconfigureFlags flags)
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{
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Q_UNUSED(flags)
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BlurConfig::self()->readConfig();
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int radius = qBound(2, BlurConfig::blurRadius(), 14);
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if (shader)
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shader->setRadius(radius);
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m_shouldCache = BlurConfig::cacheTexture();
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windows.clear();
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if (!shader || !shader->isValid())
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XDeleteProperty(display(), rootWindow(), net_wm_blur_region);
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}
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void BlurEffect::updateBlurRegion(EffectWindow *w) const
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{
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QRegion region;
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const QByteArray value = w->readProperty(net_wm_blur_region, XA_CARDINAL, 32);
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if (value.size() > 0 && !(value.size() % (4 * sizeof(unsigned long)))) {
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const unsigned long *cardinals = reinterpret_cast<const unsigned long*>(value.constData());
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for (unsigned int i = 0; i < value.size() / sizeof(unsigned long);) {
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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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}
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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(WindowBlurBehindRole, 1);
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} else
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w->setData(WindowBlurBehindRole, region);
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}
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void BlurEffect::slotWindowAdded(EffectWindow *w)
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{
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updateBlurRegion(w);
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}
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void BlurEffect::slotWindowDeleted(EffectWindow *w)
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{
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if (windows.contains(w)) {
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windows.remove(w);
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}
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}
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void BlurEffect::slotPropertyNotify(EffectWindow *w, long atom)
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{
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if (w && atom == net_wm_blur_region) {
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updateBlurRegion(w);
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CacheEntry it = windows.find(w);
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if (it != windows.end()) {
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const QRect screen(0, 0, displayWidth(), displayHeight());
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it->damagedRegion = expand(blurRegion(w).translated(w->pos())) & screen;
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}
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}
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}
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bool BlurEffect::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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if (gl->driver() == Driver_Catalyst && effects->compositingType() == OpenGL1Compositing) {
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// fglrx supports only ARB shaders and those tend to crash KWin (see Bug #270818 and #286795)
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return false;
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}
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return true;
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}
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bool BlurEffect::supported()
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{
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bool supported = GLRenderTarget::supported() && GLTexture::NPOTTextureSupported() && GLSLBlurShader::supported();
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#ifdef KWIN_HAVE_OPENGL_1
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if (effects->compositingType() == OpenGL1Compositing) {
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supported = GLRenderTarget::supported() && GLTexture::NPOTTextureSupported() && ARBBlurShader::supported();
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}
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#endif
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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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if (displayWidth() > maxTexSize || displayHeight() > 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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QRect BlurEffect::expand(const QRect &rect) const
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{
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const int radius = shader->radius();
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return rect.adjusted(-radius, -radius, radius, radius);
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}
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QRegion BlurEffect::expand(const QRegion ®ion) const
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{
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QRegion expanded;
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foreach (const QRect & rect, region.rects()) {
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expanded += expand(rect);
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}
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return expanded;
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}
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QRegion BlurEffect::blurRegion(const EffectWindow *w) const
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{
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QRegion region;
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const QVariant value = w->data(WindowBlurBehindRole);
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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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if (w->decorationHasAlpha() && effects->decorationSupportsBlurBehind()) {
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region = w->shape();
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region -= w->decorationInnerRect();
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}
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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->shape();
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}
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} else if (w->decorationHasAlpha() && effects->decorationSupportsBlurBehind()) {
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// If the client hasn't specified a blur region, we'll only enable
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// the effect behind the decoration.
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region = w->shape();
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region -= w->decorationInnerRect();
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}
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return region;
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}
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void BlurEffect::drawRegion(const QRegion ®ion)
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{
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const int vertexCount = region.rectCount() * 6;
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if (vertices.size() < vertexCount)
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vertices.resize(vertexCount);
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int i = 0;
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foreach (const QRect & r, region.rects()) {
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vertices[i++] = QVector2D(r.x() + r.width(), r.y());
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vertices[i++] = QVector2D(r.x(), r.y());
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vertices[i++] = QVector2D(r.x(), r.y() + r.height());
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vertices[i++] = QVector2D(r.x(), r.y() + r.height());
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vertices[i++] = QVector2D(r.x() + r.width(), r.y() + r.height());
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vertices[i++] = QVector2D(r.x() + r.width(), r.y());
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}
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GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
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vbo->reset();
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vbo->setData(vertexCount, 2, (float*)vertices.constData(), (float*)vertices.constData());
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vbo->render(GL_TRIANGLES);
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}
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void BlurEffect::prePaintScreen(ScreenPrePaintData &data, int time)
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{
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m_damagedArea = QRegion();
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m_paintedArea = QRegion();
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m_currentBlur = QRegion();
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effects->prePaintScreen(data, time);
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}
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void BlurEffect::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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// to blur an area partially we have to shrink the opaque area of a window
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QRegion newClip;
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const QRegion oldClip = data.clip;
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const int radius = shader->radius();
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foreach (const QRect& rect, data.clip.rects()) {
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newClip |= rect.adjusted(radius,radius,-radius,-radius);
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}
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data.clip = newClip;
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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_currentBlur -= newClip;
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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-oldClip).intersects(m_currentBlur)) {
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data.paint |= m_currentBlur;
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}
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// in case this window has regions to be blurred
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const QRect screen(0, 0, displayWidth(), displayHeight());
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const QRegion blurArea = blurRegion(w).translated(w->pos()) & screen;
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const QRegion expandedBlur = expand(blurArea) & screen;
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if (m_shouldCache) {
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// we are caching the horizontally blurred background texture
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// if a window underneath the blurred area is damaged we have to
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// update the cached texture
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QRegion damagedCache;
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CacheEntry it = windows.find(w);
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if (it != windows.end() && !it->dropCache &&
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it->windowPos == w->pos() &&
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it->blurredBackground.size() == expandedBlur.boundingRect().size()) {
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damagedCache = (expand(expandedBlur & m_damagedArea) |
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(it->damagedRegion & data.paint)) & expandedBlur;
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} else {
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damagedCache = expandedBlur;
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}
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if (!damagedCache.isEmpty()) {
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// This is the area of the blurry window which really can change.
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const QRegion damagedArea = damagedCache & blurArea;
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// In order to be able to recalculate this area we have to make sure the
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// background area is painted before.
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data.paint |= expand(damagedArea);
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if (it != windows.end()) {
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// In case we already have a texture cache mark the dirty regions invalid.
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it->damagedRegion &= expandedBlur;
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it->damagedRegion |= damagedCache;
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// The valid part of the cache can be considered as being opaque
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// as long as we don't need to update a bordering part
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data.clip |= blurArea - expand(it->damagedRegion);
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it->dropCache = false;
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}
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// we keep track of the "damage propagation"
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m_damagedArea |= damagedArea;
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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 (expandedBlur.intersects(m_currentBlur)) {
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data.paint |= m_currentBlur;
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}
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}
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} else {
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// we are not caching the window
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// if this window or an window underneath the blurred area is painted again we have to
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// blur everything
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if (m_paintedArea.intersects(expandedBlur) || data.paint.intersects(blurArea)) {
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data.paint |= expandedBlur;
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// we keep track of the "damage propagation"
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m_damagedArea |= expand(expandedBlur & m_damagedArea) & blurArea;
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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 (expandedBlur.intersects(m_currentBlur)) {
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data.paint |= m_currentBlur;
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}
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}
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m_currentBlur |= expandedBlur;
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}
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// we don't consider damaged areas which are occluded and are not
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// explicitly damaged by this window
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m_damagedArea -= data.clip;
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m_damagedArea |= oldPaint;
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// in contrast to m_damagedArea does 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 BlurEffect::shouldBlur(const EffectWindow *w, int mask, const WindowPaintData &data) const
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{
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if (!target->valid() || !shader || !shader->isValid())
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return false;
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if (effects->activeFullScreenEffect() && !w->data(WindowForceBlurRole).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(WindowForceBlurRole).toBool()))
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return false;
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bool blurBehindDecos = effects->decorationsHaveAlpha() &&
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effects->decorationSupportsBlurBehind();
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if (!w->hasAlpha() && !(blurBehindDecos && w->hasDecoration()))
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return false;
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return true;
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}
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void BlurEffect::drawWindow(EffectWindow *w, int mask, QRegion region, WindowPaintData &data)
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{
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const QRect screen(0, 0, displayWidth(), displayHeight());
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if (shouldBlur(w, mask, data)) {
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QRegion shape = region & blurRegion(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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if (m_shouldCache && !translated) {
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doCachedBlur(w, region, data.opacity());
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} else {
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doBlur(shape, screen, data.opacity());
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}
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}
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}
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// Draw the window over the blurred area
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effects->drawWindow(w, mask, region, data);
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}
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void BlurEffect::paintEffectFrame(EffectFrame *frame, QRegion region, double opacity, double frameOpacity)
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{
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const QRect screen(0, 0, displayWidth(), displayHeight());
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bool valid = target->valid() && shader && shader->isValid();
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QRegion shape = frame->geometry().adjusted(-5, -5, 5, 5) & screen;
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if (valid && !shape.isEmpty() && region.intersects(shape.boundingRect()) && frame->style() != EffectFrameNone) {
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doBlur(shape, screen, opacity * frameOpacity);
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}
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effects->paintEffectFrame(frame, region, opacity, frameOpacity);
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}
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void BlurEffect::doBlur(const QRegion& shape, const QRect& screen, const float opacity)
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{
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const QRegion expanded = expand(shape) & screen;
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const QRect r = expanded.boundingRect();
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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(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(), displayHeight() - 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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target->attachTexture(tex);
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GLRenderTarget::pushRenderTarget(target);
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shader->bind();
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shader->setDirection(Qt::Horizontal);
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shader->setPixelDistance(1.0 / r.width());
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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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#ifdef KWIN_HAVE_OPENGL_1
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if (effects->compositingType() == OpenGL1Compositing) {
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glMatrixMode(GL_TEXTURE);
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pushMatrix();
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}
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#endif
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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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loadMatrix(textureMatrix);
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shader->setTextureMatrix(textureMatrix);
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drawRegion(expanded);
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GLRenderTarget::popRenderTarget();
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scratch.unbind();
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scratch.discard();
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// Now draw the horizontally blurred area back to the backbuffer, while
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// blurring it vertically and clipping it to the window shape.
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tex.bind();
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shader->setDirection(Qt::Vertical);
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shader->setPixelDistance(1.0 / tex.height());
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// Modulate the blurred texture with the window opacity if the window isn't opaque
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if (opacity < 1.0) {
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glEnable(GL_BLEND);
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glBlendColor(0, 0, 0, opacity);
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glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
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}
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// Set the up the texture matrix to transform from screen coordinates
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// to texture coordinates.
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textureMatrix.setToIdentity();
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textureMatrix.scale(1.0 / tex.width(), -1.0 / tex.height(), 1);
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textureMatrix.translate(0, -tex.height(), 0);
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loadMatrix(textureMatrix);
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shader->setTextureMatrix(textureMatrix);
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drawRegion(shape);
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#ifdef KWIN_HAVE_OPENGL_1
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if (effects->compositingType() == OpenGL1Compositing) {
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popMatrix();
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glMatrixMode(GL_MODELVIEW);
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}
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#endif
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if (opacity < 1.0) {
|
|
glDisable(GL_BLEND);
|
|
}
|
|
|
|
tex.unbind();
|
|
shader->unbind();
|
|
}
|
|
|
|
void BlurEffect::doCachedBlur(EffectWindow *w, const QRegion& region, const float opacity)
|
|
{
|
|
const QRect screen(0, 0, displayWidth(), displayHeight());
|
|
const QRegion blurredRegion = blurRegion(w).translated(w->pos()) & screen;
|
|
const QRegion expanded = expand(blurredRegion) & screen;
|
|
const QRect r = expanded.boundingRect();
|
|
|
|
// The background texture we get is only partially valid.
|
|
|
|
CacheEntry it = windows.find(w);
|
|
if (it == windows.end()) {
|
|
BlurWindowInfo bwi;
|
|
bwi.blurredBackground = GLTexture(r.width(),r.height());
|
|
bwi.damagedRegion = expanded;
|
|
bwi.dropCache = false;
|
|
bwi.windowPos = w->pos();
|
|
it = windows.insert(w, bwi);
|
|
} else if (it->blurredBackground.size() != r.size()) {
|
|
it->blurredBackground = GLTexture(r.width(),r.height());
|
|
it->dropCache = false;
|
|
it->windowPos = w->pos();
|
|
} else if (it->windowPos != w->pos()) {
|
|
it->dropCache = false;
|
|
it->windowPos = w->pos();
|
|
}
|
|
|
|
GLTexture targetTexture = it->blurredBackground;
|
|
targetTexture.setFilter(GL_LINEAR);
|
|
targetTexture.setWrapMode(GL_CLAMP_TO_EDGE);
|
|
shader->bind();
|
|
QMatrix4x4 textureMatrix;
|
|
QMatrix4x4 modelViewProjectionMatrix;
|
|
#ifdef KWIN_HAVE_OPENGL_1
|
|
if (effects->compositingType() == OpenGL1Compositing) {
|
|
glMatrixMode(GL_MODELVIEW);
|
|
pushMatrix();
|
|
glLoadIdentity();
|
|
glMatrixMode(GL_TEXTURE);
|
|
pushMatrix();
|
|
glMatrixMode(GL_PROJECTION);
|
|
pushMatrix();
|
|
}
|
|
#endif
|
|
|
|
/**
|
|
* Which part of the background texture can be updated ?
|
|
*
|
|
* Well this is a rather difficult question. We kind of rely on the fact, that
|
|
* we need a bigger background region being painted before, more precisely if we want to
|
|
* blur region A we need the background region expand(A). This business logic is basically
|
|
* done in prePaintWindow:
|
|
* data.paint |= expand(damagedArea);
|
|
*
|
|
* Now "data.paint" gets clipped and becomes what we receive as the "region" variable
|
|
* in this function. In theory there is now only one function that does this clipping
|
|
* and this is paintSimpleScreen. The clipping has the effect that "damagedRegion"
|
|
* is no longer a subset of "region" and we cannot fully validate the cache within one
|
|
* rendering pass. If we would now update the "damageRegion & region" part of the cache
|
|
* we would wrongly update the part of the cache that is next to the "region" border and
|
|
* which lies within "damagedRegion", just because we cannot assume that the framebuffer
|
|
* outside of "region" is valid. Therefore the maximal damaged region of the cache that can
|
|
* be repainted is given by:
|
|
* validUpdate = damagedRegion - expand(damagedRegion - region);
|
|
*
|
|
* Now you may ask what is with the rest of "damagedRegion & region" that is not part
|
|
* of "validUpdate" but also might end up on the screen. Well under the assumption
|
|
* that only the occlusion culling can shrink "data.paint", we can control this by reducing
|
|
* the opaque area of every window by a margin of the blurring radius (c.f. prePaintWindow).
|
|
* This way we are sure that this area is overpainted by a higher opaque window.
|
|
*
|
|
* Apparently paintSimpleScreen is not the only function that can influence "region".
|
|
* In fact every effect's paintWindow that is called before Blur::paintWindow
|
|
* can do so (e.g. SlidingPopups). Hence we have to make the compromise that we update
|
|
* "damagedRegion & region" of the cache but only mark "validUpdate" as valid.
|
|
**/
|
|
const QRegion damagedRegion = it->damagedRegion;
|
|
const QRegion updateBackground = damagedRegion & region;
|
|
const QRegion validUpdate = damagedRegion - expand(damagedRegion - region);
|
|
|
|
if (!validUpdate.isEmpty()) {
|
|
const QRect updateRect = (expand(updateBackground) & expanded).boundingRect();
|
|
// First we have to copy the background from the frontbuffer
|
|
// into a scratch texture (in this case "tex").
|
|
tex.bind();
|
|
|
|
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, updateRect.x(), displayHeight() - updateRect.y() - updateRect.height(),
|
|
updateRect.width(), updateRect.height());
|
|
|
|
// Draw the texture on the offscreen framebuffer object, while blurring it horizontally
|
|
target->attachTexture(targetTexture);
|
|
GLRenderTarget::pushRenderTarget(target);
|
|
|
|
shader->setDirection(Qt::Horizontal);
|
|
shader->setPixelDistance(1.0 / tex.width());
|
|
|
|
modelViewProjectionMatrix.ortho(0, r.width(), r.height(), 0 , 0, 65535);
|
|
modelViewProjectionMatrix.translate(-r.x(), -r.y(), 0);
|
|
loadMatrix(modelViewProjectionMatrix);
|
|
shader->setModelViewProjectionMatrix(modelViewProjectionMatrix);
|
|
|
|
// Set up the texture matrix to transform from screen coordinates
|
|
// to texture coordinates.
|
|
textureMatrix.scale(1.0 / tex.width(), -1.0 / tex.height(), 1);
|
|
textureMatrix.translate(-updateRect.x(), -updateRect.height() - updateRect.y(), 0);
|
|
#ifdef KWIN_HAVE_OPENGL_1
|
|
if (effects->compositingType() == OpenGL1Compositing) {
|
|
glMatrixMode(GL_TEXTURE);
|
|
loadMatrix(textureMatrix);
|
|
glMatrixMode(GL_PROJECTION);
|
|
}
|
|
#endif
|
|
shader->setTextureMatrix(textureMatrix);
|
|
|
|
drawRegion(updateBackground & screen);
|
|
|
|
GLRenderTarget::popRenderTarget();
|
|
tex.unbind();
|
|
// mark the updated region as valid
|
|
it->damagedRegion -= validUpdate;
|
|
}
|
|
|
|
// Now draw the horizontally blurred area back to the backbuffer, while
|
|
// blurring it vertically and clipping it to the window shape.
|
|
targetTexture.bind();
|
|
|
|
shader->setDirection(Qt::Vertical);
|
|
shader->setPixelDistance(1.0 / targetTexture.height());
|
|
|
|
// Modulate the blurred texture with the window opacity if the window isn't opaque
|
|
if (opacity < 1.0) {
|
|
glEnable(GL_BLEND);
|
|
glBlendColor(0, 0, 0, opacity);
|
|
glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
|
|
}
|
|
|
|
modelViewProjectionMatrix.setToIdentity();
|
|
modelViewProjectionMatrix.ortho(0, displayWidth(), displayHeight(), 0, 0, 65535);
|
|
loadMatrix(modelViewProjectionMatrix);
|
|
shader->setModelViewProjectionMatrix(modelViewProjectionMatrix);
|
|
|
|
// Set the up the texture matrix to transform from screen coordinates
|
|
// to texture coordinates.
|
|
textureMatrix.setToIdentity();
|
|
textureMatrix.scale(1.0 / targetTexture.width(), -1.0 / targetTexture.height(), 1);
|
|
textureMatrix.translate(-r.x(), -targetTexture.height() - r.y(), 0);
|
|
#ifdef KWIN_HAVE_OPENGL_1
|
|
if (effects->compositingType() == OpenGL1Compositing) {
|
|
glMatrixMode(GL_TEXTURE);
|
|
loadMatrix(textureMatrix);
|
|
glMatrixMode(GL_PROJECTION);
|
|
}
|
|
#endif
|
|
shader->setTextureMatrix(textureMatrix);
|
|
|
|
drawRegion(blurredRegion & region);
|
|
|
|
#ifdef KWIN_HAVE_OPENGL_1
|
|
if (effects->compositingType() == OpenGL1Compositing) {
|
|
popMatrix();
|
|
glMatrixMode(GL_TEXTURE);
|
|
popMatrix();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
popMatrix();
|
|
}
|
|
#endif
|
|
|
|
if (opacity < 1.0) {
|
|
glDisable(GL_BLEND);
|
|
}
|
|
|
|
targetTexture.unbind();
|
|
shader->unbind();
|
|
}
|
|
|
|
int BlurEffect::blurRadius() const
|
|
{
|
|
if (!shader) {
|
|
return 0;
|
|
}
|
|
return shader->radius();
|
|
}
|
|
|
|
} // namespace KWin
|
|
|