kwin/lanczosfilter.cpp
Martin Gräßlin a5d620a6c2 Use KWin Options to read texture scale settings
No need to re-read the config.
REVIEW: 104298
2012-03-16 13:46:50 +01:00

687 lines
26 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2010 by Fredrik Höglund <fredrik@kde.org>
Copyright (C) 2010 Martin Gräßlin <kde@martin-graesslin.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#include "lanczosfilter.h"
#include "effects.h"
#include "options.h"
#include <kwinglutils.h>
#include <kwinglplatform.h>
#include <kwineffects.h>
#include <KDE/KGlobalSettings>
#include <qmath.h>
#include <cmath>
namespace KWin
{
LanczosFilter::LanczosFilter(QObject* parent)
: QObject(parent)
, m_offscreenTex(0)
, m_offscreenTarget(0)
, m_shader(0)
, m_inited(false)
{
}
LanczosFilter::~LanczosFilter()
{
delete m_offscreenTarget;
delete m_offscreenTex;
}
void LanczosFilter::init()
{
if (m_inited)
return;
m_inited = true;
const bool force = (qstrcmp(qgetenv("KWIN_FORCE_LANCZOS"), "1") == 0);
if (force) {
kWarning(1212) << "Lanczos Filter forced on by environment variable";
}
if (!force && options->glSmoothScale() != 2)
return; // disabled by config
// The lanczos filter is reported to be broken with the Intel driver and Mesa 7.10
GLPlatform *gl = GLPlatform::instance();
if (!force && gl->driver() == Driver_Intel && gl->mesaVersion() >= kVersionNumber(7, 10) && gl->chipClass() < SandyBridge)
return;
// With fglrx the ARB Shader crashes KWin (see Bug #270818 and #286795) and GLSL Shaders are not functional
if (!force && gl->driver() == Driver_Catalyst) {
return;
}
m_shader = new LanczosShader(this);
if (!m_shader->init()) {
delete m_shader;
m_shader = 0;
}
}
void LanczosFilter::updateOffscreenSurfaces()
{
int w = displayWidth();
int h = displayHeight();
if (!GLTexture::NPOTTextureSupported()) {
w = nearestPowerOfTwo(w);
h = nearestPowerOfTwo(h);
}
if (!m_offscreenTex || m_offscreenTex->width() != w || m_offscreenTex->height() != h) {
if (m_offscreenTex) {
delete m_offscreenTex;
delete m_offscreenTarget;
}
m_offscreenTex = new GLTexture(w, h);
m_offscreenTex->setFilter(GL_LINEAR);
m_offscreenTex->setWrapMode(GL_CLAMP_TO_EDGE);
m_offscreenTarget = new GLRenderTarget(*m_offscreenTex);
}
}
static float sinc(float x)
{
return std::sin(x * M_PI) / (x * M_PI);
}
static float lanczos(float x, float a)
{
if (qFuzzyCompare(x + 1.0, 1.0))
return 1.0;
if (qAbs(x) >= a)
return 0.0;
return sinc(x) * sinc(x / a);
}
void LanczosShader::createKernel(float delta, int *size)
{
const float a = 2.0;
// The two outermost samples always fall at points where the lanczos
// function returns 0, so we'll skip them.
const int sampleCount = qBound(3, qCeil(delta * a) * 2 + 1 - 2, 29);
const int center = sampleCount / 2;
const int kernelSize = center + 1;
const float factor = 1.0 / delta;
QVector<float> values(kernelSize);
float sum = 0;
for (int i = 0; i < kernelSize; i++) {
const float val = lanczos(i * factor, a);
sum += i > 0 ? val * 2 : val;
values[i] = val;
}
memset(m_kernel, 0, 16 * sizeof(QVector4D));
// Normalize the kernel
for (int i = 0; i < kernelSize; i++) {
const float val = values[i] / sum;
m_kernel[i] = QVector4D(val, val, val, val);
}
*size = kernelSize;
}
void LanczosShader::createOffsets(int count, float width, Qt::Orientation direction)
{
memset(m_offsets, 0, 16 * sizeof(QVector2D));
for (int i = 0; i < count; i++) {
m_offsets[i] = (direction == Qt::Horizontal) ?
QVector2D(i / width, 0) : QVector2D(0, i / width);
}
}
void LanczosFilter::performPaint(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data)
{
if (effects->compositingType() == KWin::OpenGLCompositing && (data.xScale < 0.9 || data.yScale < 0.9) &&
KGlobalSettings::graphicEffectsLevel() & KGlobalSettings::SimpleAnimationEffects) {
if (!m_inited)
init();
const QRect screenRect = Workspace::self()->clientArea(ScreenArea, w->screen(), w->desktop());
// window geometry may not be bigger than screen geometry to fit into the FBO
if (m_shader && w->width() <= screenRect.width() && w->height() <= screenRect.height()) {
double left = 0;
double top = 0;
double right = w->width();
double bottom = w->height();
foreach (const WindowQuad & quad, data.quads) {
// we need this loop to include the decoration padding
left = qMin(left, quad.left());
top = qMin(top, quad.top());
right = qMax(right, quad.right());
bottom = qMax(bottom, quad.bottom());
}
double width = right - left;
double height = bottom - top;
if (width > screenRect.width() || height > screenRect.height()) {
// window with padding does not fit into the framebuffer
// so cut of the shadow
left = 0;
top = 0;
width = w->width();
height = w->height();
}
int tx = data.xTranslate + w->x() + left * data.xScale;
int ty = data.yTranslate + w->y() + top * data.yScale;
int tw = width * data.xScale;
int th = height * data.yScale;
const QRect textureRect(tx, ty, tw, th);
int sw = width;
int sh = height;
GLTexture *cachedTexture = static_cast< GLTexture*>(w->data(LanczosCacheRole).value<void*>());
if (cachedTexture) {
if (cachedTexture->width() == tw && cachedTexture->height() == th) {
cachedTexture->bind();
if (ShaderManager::instance()->isValid()) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
const float rgb = data.brightness * data.opacity;
const float a = data.opacity;
GLShader *shader = ShaderManager::instance()->pushShader(ShaderManager::SimpleShader);
shader->setUniform(GLShader::Offset, QVector2D(0, 0));
shader->setUniform(GLShader::ModulationConstant, QVector4D(rgb, rgb, rgb, a));
shader->setUniform(GLShader::Saturation, data.saturation);
shader->setUniform(GLShader::AlphaToOne, 0);
cachedTexture->render(textureRect, textureRect);
ShaderManager::instance()->popShader();
glDisable(GL_BLEND);
} else {
prepareRenderStates(cachedTexture, data.opacity, data.brightness, data.saturation);
cachedTexture->render(textureRect, textureRect);
restoreRenderStates(cachedTexture, data.opacity, data.brightness, data.saturation);
}
cachedTexture->unbind();
m_timer.start(5000, this);
return;
} else {
// offscreen texture not matching - delete
delete cachedTexture;
cachedTexture = 0;
w->setData(LanczosCacheRole, QVariant());
}
}
WindowPaintData thumbData = data;
thumbData.xScale = 1.0;
thumbData.yScale = 1.0;
thumbData.xTranslate = -w->x() - left;
thumbData.yTranslate = -w->y() - top;
thumbData.brightness = 1.0;
thumbData.opacity = 1.0;
thumbData.saturation = 1.0;
// Bind the offscreen FBO and draw the window on it unscaled
updateOffscreenSurfaces();
GLRenderTarget::pushRenderTarget(m_offscreenTarget);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
w->sceneWindow()->performPaint(mask, infiniteRegion(), thumbData);
// Create a scratch texture and copy the rendered window into it
GLTexture tex(sw, sh);
tex.setFilter(GL_LINEAR);
tex.setWrapMode(GL_CLAMP_TO_EDGE);
tex.bind();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, m_offscreenTex->height() - sh, sw, sh);
// Set up the shader for horizontal scaling
float dx = sw / float(tw);
int kernelSize;
m_shader->createKernel(dx, &kernelSize);
m_shader->createOffsets(kernelSize, sw, Qt::Horizontal);
m_shader->bind();
m_shader->setUniforms();
// Draw the window back into the FBO, this time scaled horizontally
glClear(GL_COLOR_BUFFER_BIT);
QVector<float> verts;
QVector<float> texCoords;
verts.reserve(12);
texCoords.reserve(12);
texCoords << 1.0 << 0.0; verts << tw << 0.0; // Top right
texCoords << 0.0 << 0.0; verts << 0.0 << 0.0; // Top left
texCoords << 0.0 << 1.0; verts << 0.0 << sh; // Bottom left
texCoords << 0.0 << 1.0; verts << 0.0 << sh; // Bottom left
texCoords << 1.0 << 1.0; verts << tw << sh; // Bottom right
texCoords << 1.0 << 0.0; verts << tw << 0.0; // Top right
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
vbo->reset();
vbo->setData(6, 2, verts.constData(), texCoords.constData());
vbo->render(GL_TRIANGLES);
// At this point we don't need the scratch texture anymore
tex.unbind();
tex.discard();
// create scratch texture for second rendering pass
GLTexture tex2(tw, sh);
tex2.setFilter(GL_LINEAR);
tex2.setWrapMode(GL_CLAMP_TO_EDGE);
tex2.bind();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, m_offscreenTex->height() - sh, tw, sh);
// Set up the shader for vertical scaling
float dy = sh / float(th);
m_shader->createKernel(dy, &kernelSize);
m_shader->createOffsets(kernelSize, m_offscreenTex->height(), Qt::Vertical);
m_shader->setUniforms();
// Now draw the horizontally scaled window in the FBO at the right
// coordinates on the screen, while scaling it vertically and blending it.
glClear(GL_COLOR_BUFFER_BIT);
verts.clear();
verts << tw << 0.0; // Top right
verts << 0.0 << 0.0; // Top left
verts << 0.0 << th; // Bottom left
verts << 0.0 << th; // Bottom left
verts << tw << th; // Bottom right
verts << tw << 0.0; // Top right
vbo->setData(6, 2, verts.constData(), texCoords.constData());
vbo->render(GL_TRIANGLES);
tex2.unbind();
tex2.discard();
m_shader->unbind();
// create cache texture
GLTexture *cache = new GLTexture(tw, th);
cache->setFilter(GL_LINEAR);
cache->setWrapMode(GL_CLAMP_TO_EDGE);
cache->bind();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, m_offscreenTex->height() - th, tw, th);
GLRenderTarget::popRenderTarget();
if (ShaderManager::instance()->isValid()) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
const float rgb = data.brightness * data.opacity;
const float a = data.opacity;
GLShader *shader = ShaderManager::instance()->pushShader(ShaderManager::SimpleShader);
shader->setUniform(GLShader::Offset, QVector2D(0, 0));
shader->setUniform(GLShader::ModulationConstant, QVector4D(rgb, rgb, rgb, a));
shader->setUniform(GLShader::Saturation, data.saturation);
shader->setUniform(GLShader::AlphaToOne, 0);
cache->render(textureRect, textureRect);
ShaderManager::instance()->popShader();
glDisable(GL_BLEND);
} else {
prepareRenderStates(cache, data.opacity, data.brightness, data.saturation);
cache->render(textureRect, textureRect);
restoreRenderStates(cache, data.opacity, data.brightness, data.saturation);
}
cache->unbind();
w->setData(LanczosCacheRole, QVariant::fromValue(static_cast<void*>(cache)));
// Delete the offscreen surface after 5 seconds
m_timer.start(5000, this);
return;
}
} // if ( effects->compositingType() == KWin::OpenGLCompositing )
w->sceneWindow()->performPaint(mask, region, data);
} // End of function
void LanczosFilter::timerEvent(QTimerEvent *event)
{
if (event->timerId() == m_timer.timerId()) {
m_timer.stop();
delete m_offscreenTarget;
delete m_offscreenTex;
m_offscreenTarget = 0;
m_offscreenTex = 0;
foreach (EffectWindow * w, effects->stackingOrder()) {
QVariant cachedTextureVariant = w->data(LanczosCacheRole);
if (cachedTextureVariant.isValid()) {
GLTexture *cachedTexture = static_cast< GLTexture*>(cachedTextureVariant.value<void*>());
delete cachedTexture;
cachedTexture = 0;
w->setData(LanczosCacheRole, QVariant());
}
}
}
}
void LanczosFilter::prepareRenderStates(GLTexture* tex, double opacity, double brightness, double saturation)
{
#ifdef KWIN_HAVE_OPENGLES
Q_UNUSED(tex)
Q_UNUSED(opacity)
Q_UNUSED(brightness)
Q_UNUSED(saturation)
#else
const bool alpha = true;
// setup blending of transparent windows
glPushAttrib(GL_ENABLE_BIT);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
if (saturation != 1.0 && tex->saturationSupported()) {
// First we need to get the color from [0; 1] range to [0.5; 1] range
glActiveTexture(GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA);
const float scale_constant[] = { 1.0, 1.0, 1.0, 0.5};
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, scale_constant);
tex->bind();
// Then we take dot product of the result of previous pass and
// saturation_constant. This gives us completely unsaturated
// (greyscale) image
// Note that both operands have to be in range [0.5; 1] since opengl
// automatically substracts 0.5 from them
glActiveTexture(GL_TEXTURE1);
float saturation_constant[] = { 0.5 + 0.5 * 0.30, 0.5 + 0.5 * 0.59, 0.5 + 0.5 * 0.11, saturation };
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_DOT3_RGB);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant);
tex->bind();
// Finally we need to interpolate between the original image and the
// greyscale image to get wanted level of saturation
glActiveTexture(GL_TEXTURE2);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant);
// Also replace alpha by primary color's alpha here
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
// And make primary color contain the wanted opacity
glColor4f(opacity, opacity, opacity, opacity);
tex->bind();
if (alpha || brightness != 1.0f) {
glActiveTexture(GL_TEXTURE3);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
// The color has to be multiplied by both opacity and brightness
float opacityByBrightness = opacity * brightness;
glColor4f(opacityByBrightness, opacityByBrightness, opacityByBrightness, opacity);
if (alpha) {
// Multiply original texture's alpha by our opacity
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PRIMARY_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
} else {
// Alpha will be taken from previous stage
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
}
tex->bind();
}
glActiveTexture(GL_TEXTURE0);
} else if (opacity != 1.0 || brightness != 1.0) {
// the window is additionally configured to have its opacity adjusted,
// do it
float opacityByBrightness = opacity * brightness;
if (alpha) {
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glColor4f(opacityByBrightness, opacityByBrightness, opacityByBrightness,
opacity);
} else {
// Multiply color by brightness and replace alpha by opacity
float constant[] = { opacityByBrightness, opacityByBrightness, opacityByBrightness, opacity };
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_CONSTANT);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constant);
}
}
#endif
}
void LanczosFilter::restoreRenderStates(GLTexture* tex, double opacity, double brightness, double saturation)
{
#ifdef KWIN_HAVE_OPENGLES
Q_UNUSED(tex)
Q_UNUSED(opacity)
Q_UNUSED(brightness)
Q_UNUSED(saturation)
#else
if (opacity != 1.0 || saturation != 1.0 || brightness != 1.0f) {
if (saturation != 1.0 && tex->saturationSupported()) {
glActiveTexture(GL_TEXTURE3);
glDisable(tex->target());
glActiveTexture(GL_TEXTURE2);
glDisable(tex->target());
glActiveTexture(GL_TEXTURE1);
glDisable(tex->target());
glActiveTexture(GL_TEXTURE0);
}
}
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glColor4f(0, 0, 0, 0);
glPopAttrib(); // ENABLE_BIT
#endif
}
/************************************************
* LanczosShader
************************************************/
LanczosShader::LanczosShader(QObject* parent)
: QObject(parent)
, m_shader(0)
, m_arbProgram(0)
{
}
LanczosShader::~LanczosShader()
{
delete m_shader;
#ifndef KWIN_HAVE_OPENGLES
if (m_arbProgram) {
glDeleteProgramsARB(1, &m_arbProgram);
m_arbProgram = 0;
}
#endif
}
void LanczosShader::bind()
{
if (m_shader)
ShaderManager::instance()->pushShader(m_shader);
#ifndef KWIN_HAVE_OPENGLES
else {
glEnable(GL_FRAGMENT_PROGRAM_ARB);
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, m_arbProgram);
}
#endif
}
void LanczosShader::unbind()
{
if (m_shader)
ShaderManager::instance()->popShader();
#ifndef KWIN_HAVE_OPENGLES
else {
int boundObject;
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_BINDING_ARB, &boundObject);
if (boundObject == m_arbProgram) {
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
glDisable(GL_FRAGMENT_PROGRAM_ARB);
}
}
#endif
}
void LanczosShader::setUniforms()
{
if (m_shader) {
glUniform1i(m_uTexUnit, 0);
glUniform2fv(m_uOffsets, 16, (const GLfloat*)m_offsets);
glUniform4fv(m_uKernel, 16, (const GLfloat*)m_kernel);
}
#ifndef KWIN_HAVE_OPENGLES
else {
for (int i = 0; i < 16; ++i) {
glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, i, m_offsets[i].x(), m_offsets[i].y(), 0, 0);
}
for (int i = 0; i < 16; ++i) {
glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, i + 16, m_kernel[i].x(), m_kernel[i].y(), m_kernel[i].z(), m_kernel[i].w());
}
}
#endif
}
bool LanczosShader::init()
{
GLPlatform *gl = GLPlatform::instance();
if (gl->supports(GLSL) &&
ShaderManager::instance()->isValid() &&
GLRenderTarget::supported() &&
!(gl->isRadeon() && gl->chipClass() < R600)) {
m_shader = ShaderManager::instance()->loadFragmentShader(ShaderManager::SimpleShader, ":/resources/lanczos-fragment.glsl");
if (m_shader->isValid()) {
ShaderManager::instance()->pushShader(m_shader);
m_uTexUnit = m_shader->uniformLocation("texUnit");
m_uKernel = m_shader->uniformLocation("kernel");
m_uOffsets = m_shader->uniformLocation("offsets");
ShaderManager::instance()->popShader();
return true;
} else {
kDebug(1212) << "Shader is not valid";
m_shader = 0;
// try ARB shader
}
}
#ifdef KWIN_HAVE_OPENGLES
// no ARB shader in GLES
return false;
#else
// try to create an ARB Shader
if (!hasGLExtension("GL_ARB_fragment_program"))
return false;
QByteArray text;
QTextStream stream(&text);
// Note: This program uses 31 temporaries, 61 ALU instructions, 31 texture
// fetches, 3 texture indirections and 93 instructions.
// The R300 limitations are 32, 64, 32, 4 and 96 respectively.
stream << "!!ARBfp1.0\n";
stream << "TEMP sum;\n";
// Declare 30 temporaries for holding texcoords and TEX results
for (int i = 0; i < 30; i++)
stream << "TEMP temp" << i << ";\n";
// Compute the texture coordinates
for (int i = 0, j = 0; i < 30 / 2; i++) {
stream << "ADD temp" << j++ << ", fragment.texcoord, program.local[" << i + 1 << "];\n";
stream << "SUB temp" << j++ << ", fragment.texcoord, program.local[" << i + 1 << "];\n";
}
// Sample the texture coordinates
stream << "TEX sum, fragment.texcoord, texture[0], 2D;\n";
for (int i = 0; i < 30; i++)
stream << "TEX temp" << i << ", temp" << i << ", texture[0], 2D;\n";
// Process the results
stream << "MUL sum, sum, program.local[16];\n"; // sum = sum * kernel[0]
for (int i = 0, j = 0; i < 30 / 2; i++) {
stream << "MAD sum, temp" << j++ << ", program.local[" << (17 + i) << "], sum;\n";
stream << "MAD sum, temp" << j++ << ", program.local[" << (17 + i) << "], sum;\n";
}
stream << "MOV result.color, sum;\n";
stream << "END\n";
stream.flush();
glEnable(GL_FRAGMENT_PROGRAM_ARB);
glGenProgramsARB(1, &m_arbProgram);
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, m_arbProgram);
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;
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
glDeleteProgramsARB(1, &m_arbProgram);
glDisable(GL_FRAGMENT_PROGRAM_ARB);
m_arbProgram = 0;
return false;
}
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
glDisable(GL_FRAGMENT_PROGRAM_ARB);
kDebug(1212) << "ARB Shader compiled, id: " << m_arbProgram;
return true;
#endif
}
} // namespace