3e689ff201
This provides a significant performance improvement especially for Present Windows. Whenever a lanczos resampling is done the resulted texture is cached, till the window is damaged or a texture of different size is required. This means that for a taskbar thumbnail the resampling only occurs once unless the window is damaged and for present windows it only occurs when the windows are resized and then only after the windows have already been moved. Highlighting windows does not cause a resampling any more. See review request http://svn.reviewboard.kde.org/r/5708/ svn path=/trunk/KDE/kdebase/workspace/; revision=1191874
516 lines
20 KiB
C++
516 lines
20 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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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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#include "lanczosfilter.h"
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#include "effects.h"
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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#include <kwinglutils.h>
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#endif
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#include <kwineffects.h>
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#include <KDE/KGlobalSettings>
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#include <qmath.h>
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#include <cmath>
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namespace KWin
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{
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LanczosFilter::LanczosFilter( QObject* parent )
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: QObject( parent )
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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, m_offscreenTex( 0 )
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, m_offscreenTarget( 0 )
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, m_shader( 0 )
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#endif
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, m_inited( false)
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{
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}
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LanczosFilter::~LanczosFilter()
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{
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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delete m_offscreenTarget;
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delete m_offscreenTex;
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delete m_shader;
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#endif
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}
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void LanczosFilter::init()
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{
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if (m_inited)
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return;
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m_inited = true;
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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// check the blacklist
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KSharedConfigPtr config = KSharedConfig::openConfig( "kwinrc" );
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KConfigGroup blacklist = config->group( "Blacklist" ).group( "Lanczos" );
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if( effects->checkDriverBlacklist( blacklist ) )
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{
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kDebug() << "Lanczos Filter disabled by driver blacklist";
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return;
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}
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if ( GLShader::fragmentShaderSupported() &&
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GLShader::vertexShaderSupported() &&
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GLRenderTarget::supported() )
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{
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m_shader = new GLShader(":/resources/lanczos-vertex.glsl", ":/resources/lanczos-fragment.glsl");
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if (m_shader->isValid())
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{
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m_shader->bind();
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m_uTexUnit = m_shader->uniformLocation("texUnit");
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m_uKernel = m_shader->uniformLocation("kernel");
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m_uOffsets = m_shader->uniformLocation("offsets");
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m_shader->unbind();
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}
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else
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{
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kDebug(1212) << "Shader is not valid";
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m_shader = 0;
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}
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}
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#endif
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}
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void LanczosFilter::updateOffscreenSurfaces()
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{
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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int w = displayWidth();
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int h = displayHeight();
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if ( !GLTexture::NPOTTextureSupported() )
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{
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w = nearestPowerOfTwo( w );
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h = nearestPowerOfTwo( h );
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}
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if ( !m_offscreenTex || m_offscreenTex->width() != w || m_offscreenTex->height() != h )
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{
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if ( m_offscreenTex )
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{
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delete m_offscreenTex;
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delete m_offscreenTarget;
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}
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m_offscreenTex = new GLTexture( w, h );
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m_offscreenTex->setFilter( GL_LINEAR );
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m_offscreenTex->setWrapMode( GL_CLAMP_TO_EDGE );
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m_offscreenTarget = new GLRenderTarget( m_offscreenTex );
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}
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#endif
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}
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static float sinc( float x )
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{
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return std::sin( x * M_PI ) / ( x * M_PI );
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}
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static float lanczos( float x, float a )
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{
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if ( qFuzzyCompare( x + 1.0, 1.0 ) )
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return 1.0;
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if ( qAbs( x ) >= a )
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return 0.0;
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return sinc( x ) * sinc( x / a );
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}
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void LanczosFilter::createKernel( float delta, int *size )
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{
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const float a = 2.0;
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// The two outermost samples always fall at points where the lanczos
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// function returns 0, so we'll skip them.
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const int sampleCount = qBound( 3, qCeil(delta * a) * 2 + 1 - 2, 49 );
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const int center = sampleCount / 2;
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const int kernelSize = center + 1;
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const float factor = 1.0 / delta;
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QVector<float> values( kernelSize );
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float sum = 0;
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for ( int i = 0; i < kernelSize; i++ ) {
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const float val = lanczos( i * factor, a );
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sum += i > 0 ? val * 2 : val;
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values[i] = val;
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}
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memset(m_kernel, 0, 25 * sizeof(QVector4D));
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// Normalize the kernel
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for ( int i = 0; i < kernelSize; i++ ) {
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const float val = values[i] / sum;
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m_kernel[i] = QVector4D( val, val, val, val );
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}
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*size = kernelSize;
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}
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void LanczosFilter::createOffsets( int count, float width, Qt::Orientation direction )
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{
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memset(m_offsets, 0, 25 * sizeof(QVector2D));
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for ( int i = 0; i < count; i++ ) {
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m_offsets[i] = ( direction == Qt::Horizontal ) ?
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QVector2D( i / width, 0 ) : QVector2D( 0, i / width );
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}
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}
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void LanczosFilter::performPaint( EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data )
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{
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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if( effects->compositingType() == KWin::OpenGLCompositing &&
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KGlobalSettings::graphicEffectsLevel() & KGlobalSettings::SimpleAnimationEffects )
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{
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if (!m_inited)
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init();
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const QRect screenRect = Workspace::self()->clientArea( ScreenArea, w->screen(), w->desktop() );
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// window geometry may not be bigger than screen geometry to fit into the FBO
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if ( m_shader && w->width() <= screenRect.width() && w->height() <= screenRect.height() )
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{
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double left = 0;
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double top = 0;
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double right = w->width();
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double bottom = w->height();
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foreach( const WindowQuad& quad, data.quads )
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{
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// we need this loop to include the decoration padding
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left = qMin(left, quad.left());
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top = qMin(top, quad.top());
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right = qMax(right, quad.right());
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bottom = qMax(bottom, quad.bottom());
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}
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double width = right - left;
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double height = bottom - top;
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if( width > screenRect.width() || height > screenRect.height() )
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{
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// window with padding does not fit into the framebuffer
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// so cut of the shadow
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left = 0;
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top = 0;
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width = w->width();
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height = w->height();
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}
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int tx = data.xTranslate + w->x() + left*data.xScale;
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int ty = data.yTranslate + w->y() + top*data.yScale;
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int tw = width*data.xScale;
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int th = height*data.yScale;
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const QRect textureRect(tx, ty, tw, th);
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int sw = width;
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int sh = height;
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GLTexture *cachedTexture = static_cast< GLTexture*>(w->data( LanczosCacheRole ).value<void*>());
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if( cachedTexture )
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{
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if( cachedTexture->width() == tw && cachedTexture->height() == th )
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{
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cachedTexture->bind();
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prepareRenderStates( cachedTexture, data.opacity, data.brightness, data.saturation );
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cachedTexture->render( textureRect, textureRect );
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restoreRenderStates( cachedTexture, data.opacity, data.brightness, data.saturation );
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cachedTexture->unbind();
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m_timer.start( 5000, this );
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return;
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}
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else
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{
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// offscreen texture not matching - delete
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delete cachedTexture;
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cachedTexture = 0;
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w->setData( LanczosCacheRole, QVariant() );
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}
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}
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WindowPaintData thumbData = data;
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thumbData.xScale = 1.0;
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thumbData.yScale = 1.0;
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thumbData.xTranslate = -w->x() - left;
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thumbData.yTranslate = -w->y() - top;
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thumbData.brightness = 1.0;
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thumbData.opacity = 1.0;
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thumbData.saturation = 1.0;
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// Bind the offscreen FBO and draw the window on it unscaled
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updateOffscreenSurfaces();
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effects->pushRenderTarget( m_offscreenTarget );
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glClear( GL_COLOR_BUFFER_BIT );
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w->sceneWindow()->performPaint( mask, QRegion(0, 0, sw, sh), thumbData );
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// Create a scratch texture and copy the rendered window into it
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GLTexture tex( sw, sh );
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tex.setFilter( GL_LINEAR );
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tex.setWrapMode( GL_CLAMP_TO_EDGE );
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tex.bind();
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glCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, m_offscreenTex->height() - sh, sw, sh );
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// Set up the shader for horizontal scaling
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float dx = sw / float(tw);
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int kernelSize;
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createKernel( dx, &kernelSize );
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createOffsets( kernelSize, sw, Qt::Horizontal );
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m_shader->bind();
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glUniform1i( m_uTexUnit, 0 );
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glUniform2fv( m_uOffsets, 25, (const GLfloat*)m_offsets );
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glUniform4fv( m_uKernel, 25, (const GLfloat*)m_kernel );
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// Draw the window back into the FBO, this time scaled horizontally
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glClear( GL_COLOR_BUFFER_BIT );
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glBegin( GL_QUADS );
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glTexCoord2f( 0, 0 ); glVertex2i( 0, 0 ); // Top left
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glTexCoord2f( 1, 0 ); glVertex2i( tw, 0 ); // Top right
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glTexCoord2f( 1, 1 ); glVertex2i( tw, sh ); // Bottom right
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glTexCoord2f( 0, 1 ); glVertex2i( 0, sh ); // Bottom left
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glEnd();
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// At this point we don't need the scratch texture anymore
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tex.unbind();
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tex.discard();
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// create scratch texture for second rendering pass
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GLTexture tex2( tw, sh );
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tex2.setFilter( GL_LINEAR );
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tex2.setWrapMode( GL_CLAMP_TO_EDGE );
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tex2.bind();
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glCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, m_offscreenTex->height() - sh, tw, sh );
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// Set up the shader for vertical scaling
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float dy = sh / float(th);
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createKernel( dy, &kernelSize );
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createOffsets( kernelSize, m_offscreenTex->height(), Qt::Vertical );
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glUniform2fv( m_uOffsets, 25, (const GLfloat*)m_offsets );
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glUniform4fv( m_uKernel, 25, (const GLfloat*)m_kernel );
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// Now draw the horizontally scaled window in the FBO at the right
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// coordinates on the screen, while scaling it vertically and blending it.
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glClear( GL_COLOR_BUFFER_BIT );
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glBegin( GL_QUADS );
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glTexCoord2f( 0, 0 ); glVertex2i( 0, 0 ); // Top left
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glTexCoord2f( 1, 0 ); glVertex2i( tw, 0 ); // Top right
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glTexCoord2f( 1, 1 ); glVertex2i( tw, th ); // Bottom right
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glTexCoord2f( 0, 1 ); glVertex2i( 0, th ); // Bottom left
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glEnd();
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tex2.unbind();
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tex2.discard();
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m_shader->unbind();
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// create cache texture
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GLTexture *cache = new GLTexture( tw, th );
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cache->setFilter( GL_LINEAR );
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cache->setWrapMode( GL_CLAMP_TO_EDGE );
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cache->bind();
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glCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, m_offscreenTex->height() - th, tw, th );
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effects->popRenderTarget();
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prepareRenderStates( cache, data.opacity, data.brightness, data.saturation );
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cache->render( textureRect, textureRect );
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restoreRenderStates( cache, data.opacity, data.brightness, data.saturation );
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cache->unbind();
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w->setData( LanczosCacheRole, QVariant::fromValue( static_cast<void*>( cache )));
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// Delete the offscreen surface after 5 seconds
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m_timer.start( 5000, this );
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return;
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}
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} // if ( effects->compositingType() == KWin::OpenGLCompositing )
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#endif
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w->sceneWindow()->performPaint( mask, region, data );
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} // End of function
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void LanczosFilter::timerEvent( QTimerEvent *event )
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{
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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if (event->timerId() == m_timer.timerId())
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{
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m_timer.stop();
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delete m_offscreenTarget;
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delete m_offscreenTex;
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m_offscreenTarget = 0;
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m_offscreenTex = 0;
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foreach( EffectWindow* w, effects->stackingOrder() )
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{
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QVariant cachedTextureVariant = w->data( LanczosCacheRole );
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if( cachedTextureVariant.isValid() )
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{
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GLTexture *cachedTexture = static_cast< GLTexture*>(cachedTextureVariant.value<void*>());
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delete cachedTexture;
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cachedTexture = 0;
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w->setData( LanczosCacheRole, QVariant() );
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}
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}
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}
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#endif
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}
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void LanczosFilter::prepareRenderStates( GLTexture* tex, double opacity, double brightness, double saturation )
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{
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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const bool alpha = true;
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// setup blending of transparent windows
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glPushAttrib( GL_ENABLE_BIT );
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glEnable( GL_BLEND );
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glBlendFunc( GL_ONE, GL_ONE_MINUS_SRC_ALPHA );
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if( saturation != 1.0 && tex->saturationSupported())
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{
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// First we need to get the color from [0; 1] range to [0.5; 1] range
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glActiveTexture( GL_TEXTURE0 );
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
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glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA );
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const float scale_constant[] = { 1.0, 1.0, 1.0, 0.5};
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glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, scale_constant );
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tex->bind();
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// Then we take dot product of the result of previous pass and
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// saturation_constant. This gives us completely unsaturated
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// (greyscale) image
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// Note that both operands have to be in range [0.5; 1] since opengl
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// automatically substracts 0.5 from them
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glActiveTexture( GL_TEXTURE1 );
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float saturation_constant[] = { 0.5 + 0.5*0.30, 0.5 + 0.5*0.59, 0.5 + 0.5*0.11, saturation };
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
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glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_DOT3_RGB );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
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glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant );
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tex->bind();
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// Finally we need to interpolate between the original image and the
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// greyscale image to get wanted level of saturation
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glActiveTexture( GL_TEXTURE2 );
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
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glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0 );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA );
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glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant );
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// Also replace alpha by primary color's alpha here
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glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
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// And make primary color contain the wanted opacity
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glColor4f( opacity, opacity, opacity, opacity );
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tex->bind();
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if( alpha || brightness != 1.0f )
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{
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glActiveTexture( GL_TEXTURE3 );
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
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glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
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// The color has to be multiplied by both opacity and brightness
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float opacityByBrightness = opacity * brightness;
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glColor4f( opacityByBrightness, opacityByBrightness, opacityByBrightness, opacity );
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if( alpha )
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{
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// Multiply original texture's alpha by our opacity
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glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE0 );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PRIMARY_COLOR );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA );
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}
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else
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{
|
|
// Alpha will be taken from previous stage
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA );
|
|
}
|
|
tex->bind();
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE0 );
|
|
}
|
|
else if( opacity != 1.0 || brightness != 1.0 )
|
|
{
|
|
// the window is additionally configured to have its opacity adjusted,
|
|
// do it
|
|
float opacityByBrightness = opacity * brightness;
|
|
if( alpha)
|
|
{
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
|
|
glColor4f( opacityByBrightness, opacityByBrightness, opacityByBrightness,
|
|
opacity);
|
|
}
|
|
else
|
|
{
|
|
// Multiply color by brightness and replace alpha by opacity
|
|
float constant[] = { opacityByBrightness, opacityByBrightness, opacityByBrightness, opacity };
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE );
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_CONSTANT );
|
|
glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constant );
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void LanczosFilter::restoreRenderStates( GLTexture* tex, double opacity, double brightness, double saturation )
|
|
{
|
|
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
|
|
if( opacity != 1.0 || saturation != 1.0 || brightness != 1.0f )
|
|
{
|
|
if( saturation != 1.0 && tex->saturationSupported())
|
|
{
|
|
glActiveTexture(GL_TEXTURE3);
|
|
glDisable( tex->target());
|
|
glActiveTexture(GL_TEXTURE2);
|
|
glDisable( tex->target());
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glDisable( tex->target());
|
|
glActiveTexture(GL_TEXTURE0);
|
|
}
|
|
}
|
|
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
|
|
glColor4f( 0, 0, 0, 0 );
|
|
|
|
glPopAttrib(); // ENABLE_BIT
|
|
#endif
|
|
}
|
|
|
|
} // namespace
|
|
|