987bc837d9
Due to changes in build system we have always either OpenGL or OpenGL ES. This allows to remove the KWIN_HAVE_OPENGL_COMPOSITING define. In the effects the define is kept as KWIN_HAVE_OPENGL which can be used in future to build also an XRender only effect system.
95 lines
2.5 KiB
C++
95 lines
2.5 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) 2010 by Fredrik Höglund <fredrik@kde.org>
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Copyright (C) 2010 Martin Gräßlin <kde@martin-graesslin.com>
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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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#ifndef KWIN_LANCZOSFILTER_P_H
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#define KWIN_LANCZOSFILTER_P_H
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#include <QObject>
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#include <QBasicTimer>
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#include <QVector>
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#include <QVector2D>
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#include <QVector4D>
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#include <kwinconfig.h>
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namespace KWin
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{
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class EffectWindowImpl;
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class WindowPaintData;
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class GLTexture;
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class GLRenderTarget;
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class GLShader;
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class LanczosShader;
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class LanczosFilter
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: public QObject
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{
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Q_OBJECT
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public:
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LanczosFilter(QObject* parent = 0);
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~LanczosFilter();
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void performPaint(EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data);
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protected:
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virtual void timerEvent(QTimerEvent*);
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private:
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void init();
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void updateOffscreenSurfaces();
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void prepareRenderStates(GLTexture* tex, double opacity, double brightness, double saturation);
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void restoreRenderStates(GLTexture* tex, double opacity, double brightness, double saturation);
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GLTexture *m_offscreenTex;
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GLRenderTarget *m_offscreenTarget;
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LanczosShader *m_shader;
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QBasicTimer m_timer;
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bool m_inited;
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};
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class LanczosShader
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: public QObject
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{
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Q_OBJECT
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public:
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explicit LanczosShader(QObject* parent = 0);
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virtual ~LanczosShader();
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bool init();
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void bind();
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void unbind();
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void setUniforms();
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void createKernel(float delta, int *kernelSize);
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void createOffsets(int count, float width, Qt::Orientation direction);
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private:
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GLShader *m_shader;
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int m_uTexUnit;
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int m_uOffsets;
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int m_uKernel;
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QVector2D m_offsets[16];
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QVector4D m_kernel[16];
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uint m_arbProgram; // TODO: GLuint
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};
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} // namespace
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#endif // KWIN_LANCZOSFILTER_P_H
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