f135206781
Too many crash reports in the fglrx driver when using ARB shaders. It's a pity to disable functionality for all fglrx users, but it's better than crash reports. Blur effect can still be enabled manually and Lanczos can still be enabled through the environment variable. REVIEW: 103556 CCBUG: 270818 CCBUG: 286795
678 lines
26 KiB
C++
678 lines
26 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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Copyright (C) 2010 Martin Gräßlin <kde@martin-graesslin.com>
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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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#include <kwinglutils.h>
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#include <kwinglplatform.h>
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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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, m_offscreenTex(0)
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, m_offscreenTarget(0)
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, m_shader(0)
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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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delete m_offscreenTarget;
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delete m_offscreenTex;
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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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const bool force = (qstrcmp(qgetenv("KWIN_FORCE_LANCZOS"), "1") == 0);
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if (force) {
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kWarning(1212) << "Lanczos Filter forced on by environment variable";
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}
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KSharedConfigPtr config = KSharedConfig::openConfig("kwinrc");
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if (!force && config->group("Compositing").readEntry("GLTextureFilter", 2) != 2)
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return; // disabled by config
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// The lanczos filter is reported to be broken with the Intel driver and Mesa 7.10
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GLPlatform *gl = GLPlatform::instance();
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if (!force && gl->driver() == Driver_Intel && gl->mesaVersion() >= kVersionNumber(7, 10))
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return;
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// With fglrx the ARB Shader crashes KWin (see Bug #270818 and #286795) and GLSL Shaders are not functional
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if (!force && gl->driver() == Driver_Catalyst) {
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return;
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}
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m_shader = new LanczosShader(this);
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if (!m_shader->init()) {
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delete m_shader;
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m_shader = 0;
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}
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}
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void LanczosFilter::updateOffscreenSurfaces()
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{
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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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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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if (m_offscreenTex) {
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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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}
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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 LanczosShader::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, 29);
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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, 16 * 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 LanczosShader::createOffsets(int count, float width, Qt::Orientation direction)
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{
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memset(m_offsets, 0, 16 * 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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if (effects->compositingType() == KWin::OpenGLCompositing && (data.xScale < 0.9 || data.yScale < 0.9) &&
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KGlobalSettings::graphicEffectsLevel() & KGlobalSettings::SimpleAnimationEffects) {
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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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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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// 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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// 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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if (cachedTexture->width() == tw && cachedTexture->height() == th) {
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cachedTexture->bind();
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if (ShaderManager::instance()->isValid()) {
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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const float rgb = data.brightness * data.opacity;
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const float a = data.opacity;
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GLShader *shader = ShaderManager::instance()->pushShader(ShaderManager::SimpleShader);
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shader->setUniform(GLShader::Offset, QVector2D(0, 0));
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shader->setUniform(GLShader::ModulationConstant, QVector4D(rgb, rgb, rgb, a));
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shader->setUniform(GLShader::Saturation, data.saturation);
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shader->setUniform(GLShader::AlphaToOne, 0);
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cachedTexture->render(textureRect, textureRect);
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ShaderManager::instance()->popShader();
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glDisable(GL_BLEND);
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} else {
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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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}
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cachedTexture->unbind();
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m_timer.start(5000, this);
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return;
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} else {
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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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GLRenderTarget::pushRenderTarget(m_offscreenTarget);
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glClearColor(0.0, 0.0, 0.0, 0.0);
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glClear(GL_COLOR_BUFFER_BIT);
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w->sceneWindow()->performPaint(mask, infiniteRegion(), 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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m_shader->createKernel(dx, &kernelSize);
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m_shader->createOffsets(kernelSize, sw, Qt::Horizontal);
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m_shader->bind();
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m_shader->setUniforms();
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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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QVector<float> verts;
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QVector<float> texCoords;
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verts.reserve(12);
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texCoords.reserve(12);
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texCoords << 1.0 << 0.0; verts << tw << 0.0; // Top right
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texCoords << 0.0 << 0.0; verts << 0.0 << 0.0; // Top left
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texCoords << 0.0 << 1.0; verts << 0.0 << sh; // Bottom left
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texCoords << 0.0 << 1.0; verts << 0.0 << sh; // Bottom left
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texCoords << 1.0 << 1.0; verts << tw << sh; // Bottom right
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texCoords << 1.0 << 0.0; verts << tw << 0.0; // Top right
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GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
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vbo->reset();
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vbo->setData(6, 2, verts.constData(), texCoords.constData());
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vbo->render(GL_TRIANGLES);
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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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m_shader->createKernel(dy, &kernelSize);
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m_shader->createOffsets(kernelSize, m_offscreenTex->height(), Qt::Vertical);
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m_shader->setUniforms();
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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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verts.clear();
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verts << tw << 0.0; // Top right
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verts << 0.0 << 0.0; // Top left
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verts << 0.0 << th; // Bottom left
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verts << 0.0 << th; // Bottom left
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verts << tw << th; // Bottom right
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verts << tw << 0.0; // Top right
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vbo->setData(6, 2, verts.constData(), texCoords.constData());
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vbo->render(GL_TRIANGLES);
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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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GLRenderTarget::popRenderTarget();
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if (ShaderManager::instance()->isValid()) {
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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const float rgb = data.brightness * data.opacity;
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const float a = data.opacity;
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GLShader *shader = ShaderManager::instance()->pushShader(ShaderManager::SimpleShader);
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shader->setUniform(GLShader::Offset, QVector2D(0, 0));
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shader->setUniform(GLShader::ModulationConstant, QVector4D(rgb, rgb, rgb, a));
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shader->setUniform(GLShader::Saturation, data.saturation);
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shader->setUniform(GLShader::AlphaToOne, 0);
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cache->render(textureRect, textureRect);
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ShaderManager::instance()->popShader();
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glDisable(GL_BLEND);
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} else {
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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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}
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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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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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if (event->timerId() == m_timer.timerId()) {
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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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QVariant cachedTextureVariant = w->data(LanczosCacheRole);
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if (cachedTextureVariant.isValid()) {
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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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}
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void LanczosFilter::prepareRenderStates(GLTexture* tex, double opacity, double brightness, double saturation)
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{
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#ifndef KWIN_HAVE_OPENGLES
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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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// 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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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);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PRIMARY_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
|
|
// The color has to be multiplied by both opacity and brightness
|
|
float opacityByBrightness = opacity * brightness;
|
|
glColor4f(opacityByBrightness, opacityByBrightness, opacityByBrightness, opacity);
|
|
if (alpha) {
|
|
// Multiply original texture's alpha by our opacity
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE0);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PRIMARY_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA);
|
|
} else {
|
|
// 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)
|
|
{
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
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
|
|
}
|
|
|
|
/************************************************
|
|
* LanczosShader
|
|
************************************************/
|
|
LanczosShader::LanczosShader(QObject* parent)
|
|
: QObject(parent)
|
|
, m_shader(0)
|
|
, m_arbProgram(0)
|
|
{
|
|
}
|
|
|
|
LanczosShader::~LanczosShader()
|
|
{
|
|
delete m_shader;
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
if (m_arbProgram) {
|
|
glDeleteProgramsARB(1, &m_arbProgram);
|
|
m_arbProgram = 0;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void LanczosShader::bind()
|
|
{
|
|
if (m_shader)
|
|
ShaderManager::instance()->pushShader(m_shader);
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
else {
|
|
glEnable(GL_FRAGMENT_PROGRAM_ARB);
|
|
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, m_arbProgram);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void LanczosShader::unbind()
|
|
{
|
|
if (m_shader)
|
|
ShaderManager::instance()->popShader();
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
else {
|
|
int boundObject;
|
|
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_BINDING_ARB, &boundObject);
|
|
if (boundObject == m_arbProgram) {
|
|
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
|
|
glDisable(GL_FRAGMENT_PROGRAM_ARB);
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
void LanczosShader::setUniforms()
|
|
{
|
|
if (m_shader) {
|
|
glUniform1i(m_uTexUnit, 0);
|
|
glUniform2fv(m_uOffsets, 16, (const GLfloat*)m_offsets);
|
|
glUniform4fv(m_uKernel, 16, (const GLfloat*)m_kernel);
|
|
}
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
else {
|
|
for (int i = 0; i < 16; ++i) {
|
|
glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, i, m_offsets[i].x(), m_offsets[i].y(), 0, 0);
|
|
}
|
|
for (int i = 0; i < 16; ++i) {
|
|
glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, i + 16, m_kernel[i].x(), m_kernel[i].y(), m_kernel[i].z(), m_kernel[i].w());
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
bool LanczosShader::init()
|
|
{
|
|
GLPlatform *gl = GLPlatform::instance();
|
|
if (gl->supports(GLSL) &&
|
|
ShaderManager::instance()->isValid() &&
|
|
GLRenderTarget::supported() &&
|
|
!(gl->isRadeon() && gl->chipClass() < R600)) {
|
|
m_shader = ShaderManager::instance()->loadFragmentShader(ShaderManager::SimpleShader, ":/resources/lanczos-fragment.glsl");
|
|
if (m_shader->isValid()) {
|
|
ShaderManager::instance()->pushShader(m_shader);
|
|
m_uTexUnit = m_shader->uniformLocation("texUnit");
|
|
m_uKernel = m_shader->uniformLocation("kernel");
|
|
m_uOffsets = m_shader->uniformLocation("offsets");
|
|
ShaderManager::instance()->popShader();
|
|
return true;
|
|
} else {
|
|
kDebug(1212) << "Shader is not valid";
|
|
m_shader = 0;
|
|
// try ARB shader
|
|
}
|
|
}
|
|
|
|
#ifdef KWIN_HAVE_OPENGLES
|
|
// no ARB shader in GLES
|
|
return false;
|
|
#else
|
|
// try to create an ARB Shader
|
|
if (!hasGLExtension("GL_ARB_fragment_program"))
|
|
return false;
|
|
|
|
QByteArray text;
|
|
QTextStream stream(&text);
|
|
|
|
// Note: This program uses 31 temporaries, 61 ALU instructions, 31 texture
|
|
// fetches, 3 texture indirections and 93 instructions.
|
|
// The R300 limitations are 32, 64, 32, 4 and 96 respectively.
|
|
stream << "!!ARBfp1.0\n";
|
|
stream << "TEMP sum;\n";
|
|
|
|
// Declare 30 temporaries for holding texcoords and TEX results
|
|
for (int i = 0; i < 30; i++)
|
|
stream << "TEMP temp" << i << ";\n";
|
|
|
|
// Compute the texture coordinates
|
|
for (int i = 0, j = 0; i < 30 / 2; i++) {
|
|
stream << "ADD temp" << j++ << ", fragment.texcoord, program.local[" << i + 1 << "];\n";
|
|
stream << "SUB temp" << j++ << ", fragment.texcoord, program.local[" << i + 1 << "];\n";
|
|
}
|
|
|
|
// Sample the texture coordinates
|
|
stream << "TEX sum, fragment.texcoord, texture[0], 2D;\n";
|
|
for (int i = 0; i < 30; i++)
|
|
stream << "TEX temp" << i << ", temp" << i << ", texture[0], 2D;\n";
|
|
|
|
// Process the results
|
|
stream << "MUL sum, sum, program.local[16];\n"; // sum = sum * kernel[0]
|
|
for (int i = 0, j = 0; i < 30 / 2; i++) {
|
|
stream << "MAD sum, temp" << j++ << ", program.local[" << (17 + i) << "], sum;\n";
|
|
stream << "MAD sum, temp" << j++ << ", program.local[" << (17 + i) << "], sum;\n";
|
|
}
|
|
|
|
stream << "MOV result.color, sum;\n";
|
|
stream << "END\n";
|
|
stream.flush();
|
|
|
|
glEnable(GL_FRAGMENT_PROGRAM_ARB);
|
|
glGenProgramsARB(1, &m_arbProgram);
|
|
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, m_arbProgram);
|
|
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;
|
|
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
|
|
glDeleteProgramsARB(1, &m_arbProgram);
|
|
glDisable(GL_FRAGMENT_PROGRAM_ARB);
|
|
m_arbProgram = 0;
|
|
return false;
|
|
}
|
|
|
|
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
|
|
glDisable(GL_FRAGMENT_PROGRAM_ARB);
|
|
kDebug(1212) << "ARB Shader compiled, id: " << m_arbProgram;
|
|
return true;
|
|
#endif
|
|
}
|
|
|
|
} // namespace
|
|
|