kwin/effects/blur/blur.cpp
Philipp Knechtges b6478e1b12 kwin: Optimizing Blur Part III
This patch introduces some kind of damage propagation. In the old version of the blur effect
we had to repaint the whole window if sth behind the blurred area was damaged. The new texture
cache, which was introduced by the last patch, gives us the opportunity to only update parts of
blurred background texture. This means that the damaged area can only propagate with the speed
of the blurring radius per window layer.

REVIEW: 102665
2011-10-02 14:47:03 +02:00

618 lines
21 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 "blur.h"
#include "blurshader.h"
#include <X11/Xatom.h>
#include <QMatrix4x4>
#include <QLinkedList>
#include <KConfigGroup>
#include <KDebug>
namespace KWin
{
KWIN_EFFECT(blur, BlurEffect)
KWIN_EFFECT_SUPPORTED(blur, BlurEffect::supported())
KWIN_EFFECT_ENABLEDBYDEFAULT(blur, BlurEffect::enabledByDefault())
BlurEffect::BlurEffect()
{
shader = BlurShader::create();
// Offscreen texture that's used as the target for the horizontal blur pass
// and the source for the vertical pass.
tex = GLTexture(displayWidth(), displayHeight());
tex.setFilter(GL_LINEAR);
tex.setWrapMode(GL_CLAMP_TO_EDGE);
target = new GLRenderTarget(tex);
net_wm_blur_region = XInternAtom(display(), "_KDE_NET_WM_BLUR_BEHIND_REGION", False);
effects->registerPropertyType(net_wm_blur_region, true);
reconfigure(ReconfigureAll);
// ### Hackish way to announce support.
// Should be included in _NET_SUPPORTED instead.
if (shader->isValid() && target->valid()) {
XChangeProperty(display(), rootWindow(), net_wm_blur_region, net_wm_blur_region,
32, PropModeReplace, 0, 0);
} else {
XDeleteProperty(display(), rootWindow(), net_wm_blur_region);
}
connect(effects, SIGNAL(windowAdded(EffectWindow*)), this, SLOT(slotWindowAdded(EffectWindow*)));
connect(effects, SIGNAL(windowDeleted(EffectWindow*)), this, SLOT(slotWindowDeleted(EffectWindow*)));
connect(effects, SIGNAL(propertyNotify(EffectWindow*,long)), this, SLOT(slotPropertyNotify(EffectWindow*,long)));
}
BlurEffect::~BlurEffect()
{
effects->registerPropertyType(net_wm_blur_region, false);
XDeleteProperty(display(), rootWindow(), net_wm_blur_region);
windows.clear();
delete shader;
delete target;
}
void BlurEffect::reconfigure(ReconfigureFlags flags)
{
Q_UNUSED(flags)
KConfigGroup cg = EffectsHandler::effectConfig("Blur");
int radius = qBound(2, cg.readEntry("BlurRadius", 12), 14);
shader->setRadius(radius);
m_shouldCache = cg.readEntry("CacheTexture", true);
windows.clear();
if (!shader->isValid())
XDeleteProperty(display(), rootWindow(), net_wm_blur_region);
}
void BlurEffect::updateBlurRegion(EffectWindow *w) const
{
QRegion region;
const QByteArray value = w->readProperty(net_wm_blur_region, XA_CARDINAL, 32);
if (value.size() > 0 && !(value.size() % (4 * sizeof(unsigned long)))) {
const unsigned long *cardinals = reinterpret_cast<const unsigned long*>(value.constData());
for (unsigned int i = 0; i < value.size() / sizeof(unsigned long);) {
int x = cardinals[i++];
int y = cardinals[i++];
int w = cardinals[i++];
int h = cardinals[i++];
region += QRect(x, y, w, h);
}
}
if (region.isEmpty() && !value.isNull()) {
// Set the data to a dummy value.
// This is needed to be able to distinguish between the value not
// being set, and being set to an empty region.
w->setData(WindowBlurBehindRole, 1);
} else
w->setData(WindowBlurBehindRole, region);
}
void BlurEffect::slotWindowAdded(EffectWindow *w)
{
updateBlurRegion(w);
}
void BlurEffect::slotWindowDeleted(EffectWindow *w)
{
if (windows.contains(w)) {
windows.remove(w);
}
}
void BlurEffect::slotPropertyNotify(EffectWindow *w, long atom)
{
if (w && atom == net_wm_blur_region)
updateBlurRegion(w);
}
bool BlurEffect::enabledByDefault()
{
GLPlatform *gl = GLPlatform::instance();
if (gl->isIntel())
return false;
return true;
}
bool BlurEffect::supported()
{
bool supported = GLRenderTarget::supported() && GLTexture::NPOTTextureSupported() &&
(GLSLBlurShader::supported() || ARBBlurShader::supported());
if (supported) {
int maxTexSize;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
if (displayWidth() > maxTexSize || displayHeight() > maxTexSize)
supported = false;
}
return supported;
}
QRect BlurEffect::expand(const QRect &rect) const
{
const int radius = shader->radius();
return rect.adjusted(-radius, -radius, radius, radius);
}
QRegion BlurEffect::expand(const QRegion &region) const
{
QRegion expanded;
foreach (const QRect & rect, region.rects()) {
expanded += expand(rect);
}
return expanded;
}
QRegion BlurEffect::blurRegion(const EffectWindow *w) const
{
QRegion region;
const QVariant value = w->data(WindowBlurBehindRole);
if (value.isValid()) {
const QRegion appRegion = qvariant_cast<QRegion>(value);
if (!appRegion.isEmpty()) {
if (w->hasDecoration() && effects->decorationSupportsBlurBehind()) {
region = w->shape();
region -= w->decorationInnerRect();
region |= appRegion.translated(w->contentsRect().topLeft()) &
w->contentsRect();
} else
region = appRegion.translated(w->contentsRect().topLeft()) &
w->contentsRect();
} else {
// An empty region means that the blur effect should be enabled
// for the whole window.
region = w->shape();
}
} else if (w->hasDecoration() && effects->decorationSupportsBlurBehind()) {
// If the client hasn't specified a blur region, we'll only enable
// the effect behind the decoration.
region = w->shape();
region -= w->decorationInnerRect();
}
return region;
}
void BlurEffect::drawRegion(const QRegion &region)
{
const int vertexCount = region.rectCount() * 6;
if (vertices.size() < vertexCount)
vertices.resize(vertexCount);
int i = 0;
foreach (const QRect & r, region.rects()) {
vertices[i++] = QVector2D(r.x() + r.width(), r.y());
vertices[i++] = QVector2D(r.x(), r.y());
vertices[i++] = QVector2D(r.x(), r.y() + r.height());
vertices[i++] = QVector2D(r.x(), r.y() + r.height());
vertices[i++] = QVector2D(r.x() + r.width(), r.y() + r.height());
vertices[i++] = QVector2D(r.x() + r.width(), r.y());
}
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
vbo->reset();
vbo->setData(vertexCount, 2, (float*)vertices.constData(), (float*)vertices.constData());
vbo->render(GL_TRIANGLES);
}
void BlurEffect::prePaintScreen(ScreenPrePaintData &data, int time)
{
m_damagedArea = QRegion();
m_paintedArea = QRegion();
m_currentBlur = QRegion();
#ifdef KWIN_HAVE_OPENGLES
// HACK: with GLES the screen does not get updated correctly.
// as a workaround we trigger full repaints on GLES
// we need to find a proper solution or default to blur off on GLES.
data.mask |= PAINT_SCREEN_TRANSFORMED;
#endif
effects->prePaintScreen(data, time);
}
void BlurEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time)
{
// this effect relies on prePaintWindow being called in the bottom to top order
effects->prePaintWindow(w, data, time);
if (!w->isPaintingEnabled()) {
return;
}
// to blur an area partially we have to shrink the opaque area of a window
QRegion newClip;
const QRegion oldClip = data.clip;
const int radius = shader->radius();
foreach (const QRect& rect, data.clip.rects()) {
newClip |= rect.adjusted(radius,radius,-radius,-radius);
}
data.clip = newClip;
const QRegion oldPaint = data.paint;
// we don't have to blur a region we don't see
m_currentBlur -= newClip;
// if we have to paint a non-opaque part of this window that intersects with the
// currently blurred region we have to redraw the whole region
if ((data.paint-oldClip).intersects(m_currentBlur)) {
data.paint |= m_currentBlur;
}
// TODO: make m_currentBlur a list of connected regions
// in case this window has regions to be blurred
const QRegion blurArea = blurRegion(w).translated(w->pos());
const QRegion expandedBlur = expand(blurArea);
if (m_shouldCache) {
// we are caching the horizontally blurred background texture
// if a window underneath the blurred area is damaged we have to
// blur everything
if (m_damagedArea.intersects(blurArea)) {
const QRegion damagedArea = expand(blurArea & m_damagedArea);
data.paint |= expand(damagedArea);
if (windows.contains(w)) {
windows[w].damagedRegion |= damagedArea;
}
// we keep track of the "damage propagation"
m_damagedArea |= damagedArea;
// we have to check again whether we do not damage a blurred area
// of a window we do not cache
if (expandedBlur.intersects(m_currentBlur)) {
data.paint |= m_currentBlur;
}
// Normally we would have shrink the clip of the following windows to get a
// full cached copy of the background of this window. But we do not do a full
// cache of the background and rely on the KWin behavior that transformed windows
// are painted with paintGenericScreen.
}
} else {
// we are not caching the window
// if this window or an window underneath the blurred area is painted again we have to
// blur everything
if (m_paintedArea.intersects(blurArea) || data.paint.intersects(blurArea)) {
data.paint |= expandedBlur;
// we keep track of the "damage propagation"
m_damagedArea |= expand(blurArea & m_damagedArea);
// we have to check again whether we do not damage a blurred area
// of a window we do not cache
if (expandedBlur.intersects(m_currentBlur)) {
data.paint |= m_currentBlur;
}
}
m_currentBlur |= expandedBlur;
}
// we don't consider damaged areas which are occluded and are not
// explicitly damaged by this window
m_damagedArea -= data.clip;
m_damagedArea |= oldPaint;
// in contrast to m_damagedArea does m_paintedArea keep track of all repainted areas
m_paintedArea -= data.clip;
m_paintedArea |= data.paint;
}
bool BlurEffect::shouldBlur(const EffectWindow *w, int mask, const WindowPaintData &data) const
{
if (!target->valid() || !shader->isValid())
return false;
if (effects->activeFullScreenEffect() && !w->data(WindowForceBlurRole).toBool())
return false;
if (w->isDesktop())
return false;
bool scaled = !qFuzzyCompare(data.xScale, 1.0) && !qFuzzyCompare(data.yScale, 1.0);
bool translated = data.xTranslate || data.yTranslate;
if (scaled || translated || (mask & PAINT_WINDOW_TRANSFORMED))
return false;
bool blurBehindDecos = effects->decorationsHaveAlpha() &&
effects->decorationSupportsBlurBehind();
if (!w->hasAlpha() && !(blurBehindDecos && w->hasDecoration()))
return false;
return true;
}
void BlurEffect::drawWindow(EffectWindow *w, int mask, QRegion region, WindowPaintData &data)
{
const QRect screen(0, 0, displayWidth(), displayHeight());
if (shouldBlur(w, mask, data)) {
const QRegion shape = region & blurRegion(w).translated(w->pos()) & screen;
if (!shape.isEmpty()) {
if (m_shouldCache) {
doCachedBlur(w, region, data.opacity * data.contents_opacity);
} else {
doBlur(shape, screen, data.opacity * data.contents_opacity);
}
}
} else if (windows.contains(w)) {
// in case the window has a texture cache but is not drawn, we have to reset
// the texture cache
windows[w].damagedRegion = expand(blurRegion(w).translated(w->pos())) & screen;
}
// Draw the window over the blurred area
effects->drawWindow(w, mask, region, data);
}
void BlurEffect::paintEffectFrame(EffectFrame *frame, QRegion region, double opacity, double frameOpacity)
{
const QRect screen(0, 0, displayWidth(), displayHeight());
bool valid = target->valid() && shader->isValid();
QRegion shape = frame->geometry().adjusted(-5, -5, 5, 5) & screen;
if (valid && !shape.isEmpty() && region.intersects(shape.boundingRect()) && frame->style() != EffectFrameNone) {
doBlur(shape, screen, opacity * frameOpacity);
}
effects->paintEffectFrame(frame, region, opacity, frameOpacity);
}
void BlurEffect::doBlur(const QRegion& shape, const QRect& screen, const float opacity)
{
const QRegion expanded = expand(shape) & screen;
const QRect r = expanded.boundingRect();
// 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(tex);
GLRenderTarget::pushRenderTarget(target);
shader->bind();
shader->setDirection(Qt::Horizontal);
shader->setPixelDistance(1.0 / r.width());
// Set up the texture matrix to transform from screen coordinates
// to texture coordinates.
#ifndef KWIN_HAVE_OPENGLES
glMatrixMode(GL_TEXTURE);
#endif
pushMatrix();
QMatrix4x4 textureMatrix;
textureMatrix.scale(1.0 / scratch.width(), -1.0 / scratch.height(), 1);
textureMatrix.translate(-r.x(), -scratch.height() - r.y(), 0);
loadMatrix(textureMatrix);
shader->setTextureMatrix(textureMatrix);
drawRegion(expanded);
GLRenderTarget::popRenderTarget();
scratch.unbind();
scratch.discard();
// Now draw the horizontally blurred area back to the backbuffer, while
// blurring it vertically and clipping it to the window shape.
tex.bind();
shader->setDirection(Qt::Vertical);
shader->setPixelDistance(1.0 / tex.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);
}
// Set the up the texture matrix to transform from screen coordinates
// to texture coordinates.
textureMatrix.setToIdentity();
textureMatrix.scale(1.0 / tex.width(), -1.0 / tex.height(), 1);
textureMatrix.translate(0, -tex.height(), 0);
loadMatrix(textureMatrix);
shader->setTextureMatrix(textureMatrix);
drawRegion(shape);
popMatrix();
#ifndef KWIN_HAVE_OPENGLES
glMatrixMode(GL_MODELVIEW);
#endif
if (opacity < 1.0) {
glDisable(GL_BLEND);
#ifndef KWIN_HAVE_OPENGLES
glPopAttrib();
#endif
}
tex.unbind();
shader->unbind();
}
void BlurEffect::doCachedBlur(EffectWindow *w, const QRegion& region, const float opacity)
{
const QRect screen(0, 0, displayWidth(), displayHeight());
const QRegion blurredRegion = blurRegion(w).translated(w->pos()) & screen;
const QRegion expanded = expand(blurredRegion) & screen;
const QRect r = expanded.boundingRect();
// The background texture we get is only partially valid, because we might be
// painting opaque areas top to bottom such that we accidentally blur these areas.
// Anyway this behavior is more performant than shrinking the clipping area of the
// higher windows in order to get a fully valid background texture.
if (!windows.contains(w)) {
BlurWindowInfo bwi;
bwi.blurredBackground = GLTexture(r.width(),r.height());
bwi.damagedRegion = expanded;
windows[w] = bwi;
}
if (windows[w].blurredBackground.size() != r.size()) {
windows[w].blurredBackground = GLTexture(r.width(),r.height());
windows[w].damagedRegion = expanded;
}
GLTexture targetTexture = windows[w].blurredBackground;
targetTexture.setFilter(GL_LINEAR);
targetTexture.setWrapMode(GL_CLAMP_TO_EDGE);
shader->bind();
QMatrix4x4 textureMatrix;
QMatrix4x4 modelViewProjectionMatrix;
#ifndef KWIN_HAVE_OPENGLES
glMatrixMode(GL_MODELVIEW);
pushMatrix();
glLoadIdentity();
glMatrixMode(GL_TEXTURE);
pushMatrix();
glMatrixMode(GL_PROJECTION);
pushMatrix();
#endif
const QRegion updateBackground = windows[w].damagedRegion & region;
if (!updateBackground.isEmpty()) {
const QRect updateRect = (expand(updateBackground) & expanded).boundingRect();
// Create a scratch texture and copy the area in the back buffer that we're
// going to blur into it
GLTexture scratch(updateRect.width(), updateRect.height());
scratch.setFilter(GL_LINEAR);
scratch.setWrapMode(GL_CLAMP_TO_EDGE);
scratch.bind();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, updateRect.x(), displayHeight() - updateRect.y() - updateRect.height(),
updateRect.width(), updateRect.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 / updateRect.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(-updateRect.x(), -scratch.height() - updateRect.y(), 0);
#ifndef KWIN_HAVE_OPENGLES
glMatrixMode(GL_TEXTURE);
loadMatrix(textureMatrix);
glMatrixMode(GL_PROJECTION);
#endif
shader->setTextureMatrix(textureMatrix);
drawRegion(updateBackground & screen);
GLRenderTarget::popRenderTarget();
scratch.unbind();
windows[w].damagedRegion -= updateBackground;
}
// 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