ef9aeafe0d
This patch adds an optional texture cache to the blur effect such that damaged windows in front of the blurred region dont trigger a repaint of the whole blurred region which pretty often results in a avalanche repaint of nearly the whole screen. REVIEW: 101977
610 lines
20 KiB
C++
610 lines
20 KiB
C++
/*
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* Copyright © 2010 Fredrik Höglund <fredrik@kde.org>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; see the file COPYING. if not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#include "blur.h"
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#include "blurshader.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 <KConfigGroup>
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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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net_wm_blur_region = XInternAtom(display(), "_KDE_NET_WM_BLUR_BEHIND_REGION", False);
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effects->registerPropertyType(net_wm_blur_region, true);
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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->isValid() && target->valid()) {
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XChangeProperty(display(), rootWindow(), net_wm_blur_region, net_wm_blur_region,
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32, PropModeReplace, 0, 0);
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} else {
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XDeleteProperty(display(), rootWindow(), net_wm_blur_region);
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}
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connect(effects, SIGNAL(windowAdded(EffectWindow*)), this, SLOT(slotWindowAdded(EffectWindow*)));
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connect(effects, SIGNAL(windowDeleted(EffectWindow*)), this, SLOT(slotWindowDeleted(EffectWindow*)));
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connect(effects, SIGNAL(propertyNotify(EffectWindow*,long)), this, SLOT(slotPropertyNotify(EffectWindow*,long)));
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}
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BlurEffect::~BlurEffect()
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{
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effects->registerPropertyType(net_wm_blur_region, false);
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XDeleteProperty(display(), rootWindow(), net_wm_blur_region);
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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::reconfigure(ReconfigureFlags flags)
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{
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Q_UNUSED(flags)
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KConfigGroup cg = EffectsHandler::effectConfig("Blur");
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int radius = qBound(2, cg.readEntry("BlurRadius", 12), 14);
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shader->setRadius(radius);
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m_shouldCache = cg.readEntry("CacheTexture", true);
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windows.clear();
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if (!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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}
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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())
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return false;
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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() &&
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(GLSLBlurShader::supported() || ARBBlurShader::supported());
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if (supported) {
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int maxTexSize;
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
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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->hasDecoration() && effects->decorationSupportsBlurBehind()) {
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region = w->shape();
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region -= w->decorationInnerRect();
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region |= appRegion.translated(w->contentsRect().topLeft()) &
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w->contentsRect();
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} else
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region = appRegion.translated(w->contentsRect().topLeft()) &
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w->contentsRect();
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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->hasDecoration() && 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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#ifdef KWIN_HAVE_OPENGLES
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// HACK: with GLES the screen does not get updated correctly.
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// as a workaround we trigger full repaints on GLES
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// we need to find a proper solution or default to blur off on GLES.
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data.mask |= PAINT_SCREEN_TRANSFORMED;
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#endif
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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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// 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 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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// TODO: make m_currentBlur a list of connected regions
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// in case this window has regions to be blurred
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const QRegion blurArea = blurRegion(w).translated(w->pos());
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const QRegion expandedBlur = expand(blurArea);
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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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// blur everything
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if (m_damagedArea.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(blurArea & m_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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if (windows.contains(w)) {
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windows[w].textureValid = false;
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}
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// Normally we would have shrink the clip of the following windows to get a
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// full cached copy of the background of this window. But we do not do a full
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// cache of the background and rely on the KWin behavior that transformed windows
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// are painted with paintGenericScreen.
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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(blurArea) || 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(blurArea & m_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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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->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.xTranslate || data.yTranslate;
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if (scaled || translated || (mask & PAINT_WINDOW_TRANSFORMED))
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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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if (shouldBlur(w, mask, data)) {
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const QRect screen(0, 0, displayWidth(), displayHeight());
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const QRegion shape = region & blurRegion(w).translated(w->pos()) & screen;
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if (!shape.isEmpty()) {
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if (m_shouldCache) {
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doCachedBlur(w, region, data.opacity * data.contents_opacity);
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} else {
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doBlur(shape, screen, data.opacity * data.contents_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->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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#ifndef KWIN_HAVE_OPENGLES
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glMatrixMode(GL_TEXTURE);
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#endif
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pushMatrix();
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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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#ifndef KWIN_HAVE_OPENGLES
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glPushAttrib(GL_COLOR_BUFFER_BIT);
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#endif
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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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popMatrix();
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#ifndef KWIN_HAVE_OPENGLES
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glMatrixMode(GL_MODELVIEW);
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#endif
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if (opacity < 1.0) {
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glDisable(GL_BLEND);
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#ifndef KWIN_HAVE_OPENGLES
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glPopAttrib();
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#endif
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}
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tex.unbind();
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shader->unbind();
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}
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void BlurEffect::doCachedBlur(EffectWindow *w, const QRegion& region, const float opacity)
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{
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const QRect screen(0, 0, displayWidth(), displayHeight());
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const QRegion blurredRegion = blurRegion(w).translated(w->pos()) & screen;
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const QRegion expanded = expand(blurredRegion) & screen;
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const QRect r = expanded.boundingRect();
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// The background texture we get is only partially valid, because we might be
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// painting opaque areas top to bottom such that we accidentally blur these areas.
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// Anyway this behavior is more performant than shrinking the clipping area of the
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// higher windows in order to get a fully valid background texture.
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if (!windows.contains(w)) {
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BlurWindowInfo bwi;
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bwi.blurredBackground = GLTexture(r.width(),r.height());
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bwi.textureValid = false;
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windows[w] = bwi;
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}
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if (windows[w].blurredBackground.size() != r.size()) {
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windows[w].blurredBackground = GLTexture(r.width(),r.height());
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windows[w].textureValid = false;
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}
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GLTexture targetTexture = windows[w].blurredBackground;
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targetTexture.setFilter(GL_LINEAR);
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targetTexture.setWrapMode(GL_CLAMP_TO_EDGE);
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shader->bind();
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QMatrix4x4 textureMatrix;
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QMatrix4x4 modelViewProjectionMatrix;
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#ifndef KWIN_HAVE_OPENGLES
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glMatrixMode(GL_MODELVIEW);
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pushMatrix();
|
|
glLoadIdentity();
|
|
glMatrixMode(GL_TEXTURE);
|
|
pushMatrix();
|
|
glMatrixMode(GL_PROJECTION);
|
|
pushMatrix();
|
|
#endif
|
|
|
|
if (!windows[w].textureValid) {
|
|
// Create a scratch texture and copy the area in the back buffer that we're
|
|
// going to blur into it
|
|
GLTexture scratch(r.width(), r.height());
|
|
scratch.setFilter(GL_LINEAR);
|
|
scratch.setWrapMode(GL_CLAMP_TO_EDGE);
|
|
scratch.bind();
|
|
|
|
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r.x(), displayHeight() - r.y() - r.height(),
|
|
r.width(), r.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 / r.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 / scratch.width(), -1.0 / scratch.height(), 1);
|
|
textureMatrix.translate(-r.x(), -scratch.height() - r.y(), 0);
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
glMatrixMode(GL_TEXTURE);
|
|
loadMatrix(textureMatrix);
|
|
glMatrixMode(GL_PROJECTION);
|
|
#endif
|
|
shader->setTextureMatrix(textureMatrix);
|
|
|
|
drawRegion(expanded);
|
|
|
|
GLRenderTarget::popRenderTarget();
|
|
scratch.unbind();
|
|
windows[w].textureValid = true;
|
|
}
|
|
|
|
// 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) {
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
glPushAttrib(GL_COLOR_BUFFER_BIT);
|
|
#endif
|
|
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);
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
glMatrixMode(GL_TEXTURE);
|
|
loadMatrix(textureMatrix);
|
|
glMatrixMode(GL_PROJECTION);
|
|
#endif
|
|
shader->setTextureMatrix(textureMatrix);
|
|
|
|
drawRegion(blurredRegion & region);
|
|
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
popMatrix();
|
|
glMatrixMode(GL_TEXTURE);
|
|
popMatrix();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
popMatrix();
|
|
#endif
|
|
|
|
if (opacity < 1.0) {
|
|
glDisable(GL_BLEND);
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
glPopAttrib();
|
|
#endif
|
|
}
|
|
|
|
targetTexture.unbind();
|
|
shader->unbind();
|
|
}
|
|
|
|
} // namespace KWin
|
|
|