kwin/effects/blur/blurshader.cpp
Fredrik Höglund b13174e785 Tweak the code in the fragment shader to get the Mesa GLSL compiler to emit
MAD's instead of MUL + ADD.

svn path=/trunk/KDE/kdebase/workspace/; revision=1136438
2010-06-09 20:59:24 +00:00

418 lines
12 KiB
C++

/*
* Copyright © 2010 Fredrik Höglund <fredrik@kde.org>
*
* 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; see the file COPYING. if not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#include "blurshader.h"
#include <QByteArray>
#include <QTextStream>
#include <KDebug>
#include <cmath>
using namespace KWin;
BlurShader::BlurShader()
: mRadius(0), mValid(false)
{
}
BlurShader::~BlurShader()
{
}
BlurShader *BlurShader::create()
{
if (GLShader::vertexShaderSupported() && GLShader::fragmentShaderSupported())
return new GLSLBlurShader();
return new ARBBlurShader();
}
void BlurShader::setRadius(int radius)
{
const int r = qMax(radius, 2);
if (mRadius != r) {
mRadius = r;
reset();
init();
}
}
void BlurShader::setDirection(Qt::Orientation direction)
{
mDirection = direction;
}
float BlurShader::gaussian(float x, float sigma) const
{
return (1.0 / std::sqrt(2.0 * M_PI) * sigma)
* std::exp(-((x * x) / (2.0 * sigma * sigma)));
}
QVector<float> BlurShader::gaussianKernel() const
{
int size = qMin(mRadius | 1, maxKernelSize());
if (!(size & 0x1))
size -= 1;
QVector<float> kernel(size);
const int center = size / 2;
const qreal sigma = (size - 1) / 2.5;
// Generate the gaussian kernel
kernel[center] = gaussian(0, sigma) * .5;
for (int i = 1; i <= center; i++) {
const float val = gaussian(1.5 + (i - 1) * 2.0, sigma);
kernel[center + i] = val;
kernel[center - i] = val;
}
// Normalize the kernel
qreal total = 0;
for (int i = 0; i < size; i++)
total += kernel[i];
for (int i = 0; i < size; i++)
kernel[i] /= total;
return kernel;
}
// ----------------------------------------------------------------------------
GLSLBlurShader::GLSLBlurShader()
: BlurShader(), program(0)
{
}
GLSLBlurShader::~GLSLBlurShader()
{
reset();
}
void GLSLBlurShader::reset()
{
if (program) {
glDeleteProgram(program);
program = 0;
}
setIsValid(false);
}
void GLSLBlurShader::setPixelDistance(float val)
{
if (!isValid())
return;
float pixelSize[2] = { 0.0, 0.0 };
if (direction() == Qt::Horizontal)
pixelSize[0] = val;
else
pixelSize[1] = val;
glUniform2fv(uPixelSize, 1, pixelSize);
}
void GLSLBlurShader::bind()
{
if (!isValid())
return;
glUseProgram(program);
glUniform1i(uTexUnit, 0);
}
void GLSLBlurShader::unbind()
{
glUseProgram(0);
}
int GLSLBlurShader::maxKernelSize() const
{
int value;
glGetIntegerv(GL_MAX_VARYING_FLOATS, &value);
// Note: In theory the driver could pack two vec2's in one vec4,
// but we'll assume it doesn't do that
return value / 4; // Max number of vec4 varyings
}
GLuint GLSLBlurShader::compile(GLenum type, const QByteArray &source)
{
const char *sourceData = source.constData();
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &sourceData, 0);
glCompileShader(shader);
int status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
GLsizei size, length;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &size);
QByteArray log(size, 0);
glGetShaderInfoLog(shader, size, &length, log.data());
kError() << "Failed to compile shader: " << log;
glDeleteShader(shader);
shader = 0;
}
return shader;
}
GLuint GLSLBlurShader::link(GLuint vertexShader, GLuint fragmentShader)
{
GLuint program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
int status;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
GLsizei size, length;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &size);
QByteArray log(size, 0);
glGetProgramInfoLog(program, size, &length, log.data());
kError() << "Failed to link shader: " << log;
glDeleteProgram(program);
program = 0;
}
return program;
}
void GLSLBlurShader::init()
{
QVector<float> kernel = gaussianKernel();
const int size = kernel.size();
const int center = size / 2;
QByteArray vertexSource;
QByteArray fragmentSource;
// Vertex shader
// ===================================================================
QTextStream stream(&vertexSource);
stream << "uniform vec2 pixelSize;\n\n";
for (int i = 0; i < size; i++)
stream << "varying vec2 samplePos" << i << ";\n";
stream << "\n";
stream << "void main(void)\n";
stream << "{\n";
stream << " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n\n";
for (int i = 0; i < center; i++)
stream << " samplePos" << i << " = gl_TexCoord[0].st + pixelSize * vec2("
<< -(1.5 + (center - i - 1) * 2.0) << ");\n";
stream << " samplePos" << center << " = gl_TexCoord[0].st;\n";
for (int i = center + 1; i < size; i++)
stream << " samplePos" << i << " = gl_TexCoord[0].st + pixelSize * vec2("
<< 1.5 + (i - center - 1) * 2.0 << ");\n";
stream << "\n";
stream << " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n";
stream << "}\n";
stream.flush();
// Fragment shader
// ===================================================================
QTextStream stream2(&fragmentSource);
stream2 << "uniform sampler2D texUnit;\n\n";
for (int i = 0; i < size; i++)
stream2 << "varying vec2 samplePos" << i << ";\n";
stream2 << "\n";
for (int i = 0; i <= center; i++)
stream2 << "const vec4 kernel" << i << " = vec4(" << kernel[i] << ");\n";
stream2 << "\n";
stream2 << "void main(void)\n";
stream2 << "{\n";
stream2 << " vec4 sum = texture2D(texUnit, samplePos0) * kernel0;\n";
for (int i = 1; i < size; i++)
stream2 << " sum = sum + texture2D(texUnit, samplePos" << i << ") * kernel"
<< (i > center ? size - i - 1 : i) << ";\n";
stream2 << " gl_FragColor = sum;\n";
stream2 << "}\n";
stream2.flush();
GLuint vertexShader = compile(GL_VERTEX_SHADER, vertexSource);
GLuint fragmentShader = compile(GL_FRAGMENT_SHADER, fragmentSource);
if (vertexShader && fragmentShader)
program = link(vertexShader, fragmentShader);
if (vertexShader)
glDeleteShader(vertexShader);
if (fragmentShader)
glDeleteShader(fragmentShader);
if (program) {
uTexUnit = glGetUniformLocation(program, "texUnit");
uPixelSize = glGetUniformLocation(program, "pixelSize");
}
setIsValid(program != 0);
}
// ----------------------------------------------------------------------------
ARBBlurShader::ARBBlurShader()
: BlurShader(), program(0)
{
}
ARBBlurShader::~ARBBlurShader()
{
reset();
}
void ARBBlurShader::reset()
{
if (program) {
glDeleteProgramsARB(1, &program);
program = 0;
}
setIsValid(false);
}
void ARBBlurShader::setPixelDistance(float val)
{
float firstStep = val * 1.5;
float nextStep = val * 2.0;
if (direction() == Qt::Horizontal) {
glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, firstStep, 0, 0, 0);
glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 1, nextStep, 0, 0, 0);
} else {
glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, 0, firstStep, 0, 0);
glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 1, 0, nextStep, 0, 0);
}
}
void ARBBlurShader::bind()
{
if (!isValid())
return;
glEnable(GL_FRAGMENT_PROGRAM_ARB);
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program);
}
void ARBBlurShader::unbind()
{
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
glDisable(GL_FRAGMENT_PROGRAM_ARB);
}
int ARBBlurShader::maxKernelSize() const
{
int value;
int result;
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_PARAMETERS_ARB, &value);
result = (value - 1) * 2; // We only need to store half the kernel, since it's symmetrical
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_INSTRUCTIONS_ARB, &value);
result = qMin(result, value / 3); // We need 3 instructions / sample
return result;
}
void ARBBlurShader::init()
{
QVector<float> kernel = gaussianKernel();
const int size = kernel.size();
const int center = size / 2;
QByteArray text;
QTextStream stream(&text);
stream << "!!ARBfp1.0\n";
// The kernel values are hardcoded into the program
for (int i = 0; i <= center; i++)
stream << "PARAM kernel" << i << " = " << kernel[i] << ";\n";
stream << "PARAM firstSample = program.local[0];\n"; // Distance from gl_TexCoord[0] to the next sample
stream << "PARAM nextSample = program.local[1];\n"; // Distance to the subsequent sample
stream << "TEMP coord;\n"; // The coordinate we'll be sampling
stream << "TEMP sample;\n"; // The sampled value
stream << "TEMP sum;\n"; // The sum of the weighted samples
// Start by sampling the center coordinate
stream << "TEX sample, fragment.texcoord[0], texture[0], 2D;\n"; // sample = texture2D(tex, gl_TexCoord[0])
stream << "MUL sum, sample, kernel" << center << ";\n"; // sum = sample * kernel[center]
for (int i = 1; i <= center; i++) {
if (i == 1)
stream << "SUB coord, fragment.texcoord[0], firstSample;\n"; // coord = gl_TexCoord[0] - firstSample
else
stream << "SUB coord, coord, nextSample;\n"; // coord -= nextSample
stream << "TEX sample, coord, texture[0], 2D;\n"; // sample = texture2D(tex, coord)
stream << "MAD sum, sample, kernel" << center - i << ", sum;\n"; // sum += sample * kernel[center - i]
}
for (int i = 1; i <= center; i++) {
if (i == 1)
stream << "ADD coord, fragment.texcoord[0], firstSample;\n"; // coord = gl_TexCoord[0] + firstSample
else
stream << "ADD coord, coord, nextSample;\n"; // coord += nextSample
stream << "TEX sample, coord, texture[0], 2D;\n"; // sample = texture2D(tex, coord)
stream << "MAD sum, sample, kernel" << center - i << ", sum;\n"; // sum += sample * kernel[center - i]
}
stream << "MOV result.color, sum;\n"; // gl_FragColor = sum
stream << "END\n";
stream.flush();
glGenProgramsARB(1, &program);
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program);
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;
setIsValid(false);
} else
setIsValid(true);
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
}