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
138 lines
3 KiB
C++
138 lines
3 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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#ifndef BLURSHADER_H
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#define BLURSHADER_H
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#include <kwinglutils.h>
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class QMatrix4x4;
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namespace KWin
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{
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class BlurShader
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{
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public:
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BlurShader();
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virtual ~BlurShader();
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static BlurShader *create();
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bool isValid() const {
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return mValid;
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}
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// Sets the radius in pixels
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void setRadius(int radius);
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int radius() const {
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return mRadius;
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}
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// Sets the blur direction
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void setDirection(Qt::Orientation direction);
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Qt::Orientation direction() const {
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return mDirection;
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}
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// Sets the distance between two pixels
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virtual void setPixelDistance(float val) = 0;
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virtual void setTextureMatrix(const QMatrix4x4 &matrix) = 0;
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virtual void setModelViewProjectionMatrix(const QMatrix4x4 &matrix) = 0;
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virtual void bind() = 0;
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virtual void unbind() = 0;
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protected:
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float gaussian(float x, float sigma) const;
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QVector<float> gaussianKernel() const;
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void setIsValid(bool value) {
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mValid = value;
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}
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virtual void init() = 0;
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virtual void reset() = 0;
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virtual int maxKernelSize() const = 0;
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private:
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int mRadius;
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Qt::Orientation mDirection;
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bool mValid;
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};
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// ----------------------------------------------------------------------------
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class GLSLBlurShader : public BlurShader
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{
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public:
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GLSLBlurShader();
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~GLSLBlurShader();
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void setPixelDistance(float val);
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void bind();
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void unbind();
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void setTextureMatrix(const QMatrix4x4 &matrix);
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void setModelViewProjectionMatrix(const QMatrix4x4 &matrix);
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static bool supported();
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protected:
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void init();
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void reset();
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int maxKernelSize() const;
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private:
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GLShader *shader;
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};
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// ----------------------------------------------------------------------------
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class ARBBlurShader : public BlurShader
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{
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public:
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ARBBlurShader();
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~ARBBlurShader();
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void setPixelDistance(float val);
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void bind();
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void unbind();
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void setTextureMatrix(const QMatrix4x4 &) {}
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void setModelViewProjectionMatrix(const QMatrix4x4 &matrix) {}
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static bool supported();
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protected:
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void init();
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void reset();
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int maxKernelSize() const;
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private:
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GLuint program;
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};
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} // namespace KWin
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#endif
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