kwin/effects/blur/blur.cpp
Martin Gräßlin 05cd97c746 Enable Blur by default for SandyBridge
REVIEW: 103852
2012-02-04 11:25:16 +01:00

631 lines
21 KiB
C++

/*
* Copyright © 2010 Fredrik Höglund <fredrik@kde.org>
* Copyright © 2011 Philipp Knechtges <philipp-dev@knechtges.com>
*
* 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)));
connect(effects, SIGNAL(screenGeometryChanged(QSize)), this, SLOT(slotScreenGeometryChanged()));
}
BlurEffect::~BlurEffect()
{
effects->registerPropertyType(net_wm_blur_region, false);
XDeleteProperty(display(), rootWindow(), net_wm_blur_region);
windows.clear();
delete shader;
delete target;
}
void BlurEffect::slotScreenGeometryChanged()
{
effects->reloadEffect(this);
}
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);
if (windows.contains(w)) {
const QRect screen(0, 0, displayWidth(), displayHeight());
windows[w].damagedRegion = expand(blurRegion(w).translated(w->pos())) & screen;
}
}
}
bool BlurEffect::enabledByDefault()
{
GLPlatform *gl = GLPlatform::instance();
if (gl->isIntel() && gl->chipClass() < SandyBridge)
return false;
if (gl->driver() == Driver_Catalyst) {
// fglrx supports only ARB shaders and those tend to crash KWin (see Bug #270818 and #286795)
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->decorationInnerRect();
} 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();
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 (which is not cached) we have to redraw the whole region
if ((data.paint-oldClip).intersects(m_currentBlur)) {
data.paint |= m_currentBlur;
}
// 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
// update the cached texture
QRegion damagedCache;
if (windows.contains(w) && !windows[w].dropCache) {
damagedCache = expand(expandedBlur & m_damagedArea) & expandedBlur;
} else {
damagedCache = expandedBlur;
}
if (!damagedCache.isEmpty()) {
// This is the area of the blurry window which really can change.
const QRegion damagedArea = damagedCache & blurArea;
// In order to be able to recalculate this area we have to make sure the
// background area is painted before.
data.paint |= expand(damagedArea);
if (windows.contains(w)) {
// In case we already have a texture cache mark the dirty regions invalid.
windows[w].damagedRegion |= damagedCache;
windows[w].dropCache = false;
}
// 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;
}
}
} 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(expandedBlur) || data.paint.intersects(blurArea)) {
data.paint |= expandedBlur;
// we keep track of the "damage propagation"
m_damagedArea |= expand(expandedBlur & m_damagedArea) & blurArea;
// 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)) && !w->data(WindowForceBlurRole).toBool()))
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)) {
QRegion shape = region & blurRegion(w).translated(w->pos()) & screen;
const bool translated = data.xTranslate || data.yTranslate;
// let's do the evil parts - someone wants to blur behind a transformed window
if (translated) {
shape = shape.translated(data.xTranslate, data.yTranslate);
shape = shape & region;
}
if (!shape.isEmpty()) {
if (m_shouldCache && !translated) {
doCachedBlur(w, region, data.opacity * data.contents_opacity);
} else {
doBlur(shape, screen, data.opacity * data.contents_opacity);
}
}
}
// 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.
if (!windows.contains(w)) {
BlurWindowInfo bwi;
bwi.blurredBackground = GLTexture(r.width(),r.height());
bwi.damagedRegion = expanded;
bwi.dropCache = false;
windows[w] = bwi;
}
if (windows[w].blurredBackground.size() != r.size()) {
windows[w].blurredBackground = GLTexture(r.width(),r.height());
windows[w].damagedRegion = expanded;
windows[w].dropCache = false;
}
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
// We only update that part of the background texture that is visible and marked as dirty.
const QRegion updateBackground = windows[w].damagedRegion & region;
if (!updateBackground.isEmpty()) {
const QRect updateRect = (expand(updateBackground) & expanded).boundingRect();
// First we have to copy the background from the frontbuffer
// into a scratch texture (in this case "tex").
tex.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 / tex.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 / tex.width(), -1.0 / tex.height(), 1);
textureMatrix.translate(-updateRect.x(), -updateRect.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();
tex.unbind();
// mark the updated region as valid
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