213833fc7f
This fixes the artefacts appearing when only part of the screen is updated. This version also brings ton of optimizations which might well increase performance 2 or 3 times on slower cards: - Windows are not drawn twice anymore. Now they're drawn only to render target and later changed parts of the render target are copied back onto screen. - Shaders have been optimized. Some calculations moved from pixel shader to vertex shader. - For ARGB windows, if window's opacity is 0 then it will stay transparent instead of being replaced by blurred background. - Blur effect should now play nicer with other effects, e.g. shadows. svn path=/trunk/KDE/kdebase/workspace/; revision=748502
374 lines
12 KiB
C++
374 lines
12 KiB
C++
/********************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2007 Rivo Laks <rivolaks@hot.ee>
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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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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
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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#include "blur.h"
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#include <kwinglutils.h>
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#include <QString>
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#include <KStandardDirs>
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#include <kdebug.h>
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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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BlurEffect::BlurEffect() : Effect()
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{
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mSceneTexture = 0;
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mTmpTexture = 0;
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mBlurTexture = 0;
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mSceneTarget = 0;
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mTmpTarget = 0;
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mBlurTarget = 0;
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mBlurShader = 0;
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mWindowShader = 0;
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mBlurRadius = 4;
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mValid = loadData();
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if( !mValid )
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{
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kWarning() << "Loading failed";
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}
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effects->addRepaintFull();
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}
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BlurEffect::~BlurEffect()
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{
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effects->addRepaintFull();
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delete mSceneTexture;
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delete mTmpTexture;
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delete mBlurTexture;
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delete mSceneTarget;
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delete mTmpTarget;
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delete mBlurTarget;
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delete mBlurShader;
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delete mWindowShader;
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}
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bool BlurEffect::loadData()
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{
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// Create texture and render target
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int texw = displayWidth();
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int texh = displayHeight();
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if( !GLTexture::NPOTTextureSupported() )
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{
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kWarning( 1212 ) << "NPOT textures not supported, wasting some memory" ;
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texw = nearestPowerOfTwo(texw);
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texh = nearestPowerOfTwo(texh);
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}
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mSceneTexture = new GLTexture(texw, texh);
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mSceneTexture->setFilter(GL_LINEAR);
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mTmpTexture = new GLTexture(texw, texh);
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mTmpTexture->setFilter(GL_LINEAR);
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mBlurTexture = new GLTexture(texw, texh);
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mSceneTarget = new GLRenderTarget(mSceneTexture);
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if( !mSceneTarget->valid() )
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return false;
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mTmpTarget = new GLRenderTarget(mTmpTexture);
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if( !mTmpTarget->valid() )
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return false;
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mBlurTarget = new GLRenderTarget(mBlurTexture);
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if( !mBlurTarget->valid() )
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return false;
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mBlurShader = loadShader("blur");
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if( !mBlurShader )
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return false;
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mWindowShader = loadShader("blur-render");
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if( !mWindowShader )
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return false;
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mBlurShader->bind();
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mBlurShader->setUniform("inputTex", 0);
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mBlurShader->setUniform("textureWidth", (float)texw);
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mBlurShader->setUniform("textureHeight", (float)texh);
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mBlurShader->unbind();
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mWindowShader->bind();
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mWindowShader->setUniform("windowTex", 0);
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mWindowShader->setUniform("backgroundTex", 4);
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mWindowShader->setUniform("textureWidth", (float)texw);
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mWindowShader->setUniform("textureHeight", (float)texh);
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mWindowShader->unbind();
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return true;
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}
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GLShader* BlurEffect::loadShader(const QString& name)
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{
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QString fragmentshader = KGlobal::dirs()->findResource("data", "kwin/" + name + ".frag");
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QString vertexshader = KGlobal::dirs()->findResource("data", "kwin/" + name + ".vert");
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if(fragmentshader.isEmpty() || vertexshader.isEmpty())
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{
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kError() << "Couldn't locate shader files for '" << name << "'" << endl;
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return false;
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}
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GLShader* shader = new GLShader(vertexshader, fragmentshader);
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if(!shader->isValid())
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{
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kError() << "Shader '" << name << "' failed to load!" << endl;
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delete shader;
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return 0;
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}
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return shader;
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}
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bool BlurEffect::supported()
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{
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return GLRenderTarget::supported() &&
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GLShader::fragmentShaderSupported() &&
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(effects->compositingType() == OpenGLCompositing);
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}
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QRegion BlurEffect::expandedRegion( const QRegion& region ) const
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{
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QRegion expandedregion;
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foreach( QRect r, region.rects() )
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{
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r.adjust( -mBlurRadius, -mBlurRadius, mBlurRadius, mBlurRadius );
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expandedregion += r;
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}
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return expandedregion;
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}
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void BlurEffect::prePaintScreen( ScreenPrePaintData& data, int time )
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{
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mTransparentWindows = 0;
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mScreenDirty = QRegion();
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mBlurDirty = QRegion();
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mBlurMask = 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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// Expand the painted area
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mBlurMask |= expandedRegion( data.paint );
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data.paint |= expandedRegion( mBlurMask );
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effects->prePaintWindow( w, data, time );
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if( w->isPaintingEnabled() && ( data.mask & PAINT_WINDOW_TRANSLUCENT ))
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mTransparentWindows++;
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data.setTranslucent();
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}
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void BlurEffect::paintScreen( int mask, QRegion region, ScreenPaintData& data )
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{
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// TODO: prePaintWindow() gets called _after_ paintScreen(), so we have no
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// way of knowing here whether there will be any translucent windows or
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// not. If we'd know that there's no translucent windows then we could
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// render straight onto screen, saving some time.
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if( mValid /*&& mTransparentWindows*/ )
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{
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// rendering everything onto render target
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effects->pushRenderTarget(mSceneTarget);
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effects->paintScreen( mask, region, data );
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effects->popRenderTarget();
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// Copy changed areas back onto screen
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mScreenDirty &= mBlurMask;
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if( !mScreenDirty.isEmpty() )
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{
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if( mask & PAINT_SCREEN_TRANSFORMED )
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{
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// We don't want any transformations when working with our own
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// textures, so load an identity matrix
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glMatrixMode( GL_MODELVIEW );
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glPushMatrix();
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glLoadIdentity();
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}
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GLTexture* tex = mSceneTexture;
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int pixels = 0;
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tex->bind();
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tex->enableUnnormalizedTexCoords();
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foreach( QRect r, mScreenDirty.rects() )
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{
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r.adjust(0, -1, 0, -1);
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int rx2 = r.x() + r.width();
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int ry2 = r.y() + r.height();
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glBegin(GL_QUADS);
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glTexCoord2f( r.x(), ry2 ); glVertex2f( r.x(), ry2 );
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glTexCoord2f( rx2 , ry2 ); glVertex2f( rx2 , ry2 );
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glTexCoord2f( rx2 , r.y() ); glVertex2f( rx2 , r.y() );
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glTexCoord2f( r.x(), r.y() ); glVertex2f( r.x(), r.y() );
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glEnd();
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pixels += r.width()*r.height();
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}
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tex->disableUnnormalizedTexCoords();
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tex->unbind();
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if( mask & PAINT_SCREEN_TRANSFORMED )
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{
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// Restore the original matrix
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glPopMatrix();
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}
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// kDebug() << "Copied" << mScreenDirty.rects().count() << "rects, pixels:" << pixels;
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}
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}
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else
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{
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effects->paintScreen( mask, region, data );
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}
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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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if( mValid /*&& mTransparentWindows*/ )
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{
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if( mask & PAINT_WINDOW_TRANSLUCENT &&
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(data.opacity != 1.0 || data.contents_opacity != 1.0 || data.decoration_opacity != 1.0 ))
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{
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// Make sure the blur texture is up to date
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if( mask & PAINT_SCREEN_TRANSFORMED )
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{
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// We don't want any transformations when working with our own
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// textures, so load an identity matrix
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glPushMatrix();
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glLoadIdentity();
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}
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// If we're having transformations, we don't know the window's
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// transformed position on the screen and thus have to update the
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// entire screen
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if( mask & ( PAINT_WINDOW_TRANSFORMED | PAINT_SCREEN_TRANSFORMED | PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS ) )
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updateBlurTexture( QRegion(0, 0, displayWidth(), displayHeight()) );
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else
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updateBlurTexture( mBlurDirty );
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mBlurDirty = QRegion();
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if( mask & PAINT_SCREEN_TRANSFORMED )
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// Restore the original matrix
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glPopMatrix();
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// Set custom shader to render the window with
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mWindowShader->bind();
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data.shader = mWindowShader;
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// Put the blur texture to tex unit 4
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glActiveTexture(GL_TEXTURE4);
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mBlurTexture->bind();
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glActiveTexture(GL_TEXTURE0);
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// Paint
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effects->drawWindow( w, mask, region, data );
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// Disable blur texture and shader
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glActiveTexture(GL_TEXTURE4);
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mBlurTexture->unbind();
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glActiveTexture(GL_TEXTURE0);
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mWindowShader->unbind();
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}
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else
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{
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// Opaque window
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// Paint to the rendertarget (which is already being used)
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effects->drawWindow( w, mask, region, data );
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}
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// Mark the window's region as dirty
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mScreenDirty += region;
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mBlurDirty += region & mBlurMask;
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}
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else
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// If there are no translucent windows then paint as usual
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effects->drawWindow( w, mask, region, data );
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}
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void BlurEffect::updateBlurTexture(const QRegion& region)
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{
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QRect bounding = region.boundingRect();
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QVector<QRect> rects = region.rects();
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int totalarea = 0;
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foreach( QRect r, rects )
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totalarea += r.width() * r.height();
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if( (int)(totalarea * 1.33 + 100 ) < bounding.width() * bounding.height() )
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{
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// Use small rects
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updateBlurTexture(rects);
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}
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else
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{
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// Bounding rect is probably cheaper
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QVector<QRect> tmp( 1, bounding );
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updateBlurTexture( tmp );
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}
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}
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void BlurEffect::updateBlurTexture(const QVector<QRect>& rects)
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{
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// Blur
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// First pass (vertical)
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mBlurShader->bind();
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effects->pushRenderTarget(mTmpTarget);
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mBlurShader->setAttribute("xBlur", 0.0f);
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mBlurShader->setAttribute("yBlur", 1.0f);
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mSceneTexture->bind();
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foreach( QRect r, rects )
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{
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// We change x coordinates here because horizontal blur pass (which
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// comes after this one) also uses pixels that are horizontally edging
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// the blurred area. Thus we need to make sure that those pixels are
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// also updated.
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glBegin(GL_QUADS);
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glVertex2f( r.x()-mBlurRadius , r.y() + r.height() );
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glVertex2f( r.x() + r.width()+mBlurRadius, r.y() + r.height() );
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glVertex2f( r.x() + r.width()+mBlurRadius, r.y() );
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glVertex2f( r.x()-mBlurRadius , r.y() );
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glEnd();
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}
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mSceneTexture->unbind();
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effects->popRenderTarget();
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// Second pass (horizontal)
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effects->pushRenderTarget(mBlurTarget);
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mBlurShader->setAttribute("xBlur", 1.0f);
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mBlurShader->setAttribute("yBlur", 0.0f);
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mTmpTexture->bind();
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foreach( QRect r, rects )
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{
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glBegin(GL_QUADS);
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glVertex2f( r.x() , r.y() + r.height() );
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glVertex2f( r.x() + r.width(), r.y() + r.height() );
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glVertex2f( r.x() + r.width(), r.y() );
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glVertex2f( r.x() , r.y() );
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glEnd();
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}
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mTmpTexture->unbind();
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effects->popRenderTarget();
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mBlurShader->unbind();
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}
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} // namespace
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