c2a4f81927
The ShaderBinder class can be used for the case that a block of code should be executed with a given Shader being bound. This is useful for all the cases where there is a if-block for OpenGL2 execution with a Shader being pushed in the first line to the ShaderManager and popped in the last line of the block. With the helper this can be simplified to: ShaderBinder binder(myCustomShader); or ShaderBinder binder(ShaderManager::GenericShader); The ctor of ShaderBinder pushes the given Shader to the stack and once the helper goes out of scope it will be popped again from the stack. In addition the helper can take care of OpenGL 1 compositing, that is it just does nothing. So it can also be used where there is a shared OpenGL1 and OpenGL2 code path where the Shader should only be pushed in OpenGL2. This basically removes all the checks for the compositing type before pushing/popping a Shader to the stack. REVIEW: 106521
706 lines
27 KiB
C++
706 lines
27 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 "options.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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if (!force && options->glSmoothScale() != 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) && gl->chipClass() < SandyBridge)
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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->isOpenGLCompositing() && (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.xTranslation() + w->x() + left * data.xScale();
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int ty = data.yTranslation() + 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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const bool hardwareClipping = !(QRegion(textureRect)-region).isEmpty();
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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 (hardwareClipping) {
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glEnable(GL_SCISSOR_TEST);
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}
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if (effects->compositingType() == OpenGL2Compositing) {
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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 qreal rgb = data.brightness() * data.opacity();
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const qreal a = data.opacity();
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ShaderBinder binder(ShaderManager::SimpleShader);
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GLShader *shader = binder.shader();
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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(region, textureRect, hardwareClipping);
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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(region, textureRect, hardwareClipping);
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restoreRenderStates(cachedTexture, data.opacity(), data.brightness(), data.saturation());
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}
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if (hardwareClipping) {
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glDisable(GL_SCISSOR_TEST);
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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.setXScale(1.0);
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thumbData.setYScale(1.0);
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thumbData.setXTranslation(-w->x() - left);
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thumbData.setYTranslation(-w->y() - top);
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thumbData.setBrightness(1.0);
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thumbData.setOpacity(1.0);
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thumbData.setSaturation(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 (hardwareClipping) {
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glEnable(GL_SCISSOR_TEST);
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}
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if (effects->compositingType() == OpenGL2Compositing) {
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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 qreal rgb = data.brightness() * data.opacity();
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const qreal a = data.opacity();
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ShaderBinder binder(ShaderManager::SimpleShader);
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GLShader *shader = binder.shader();
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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(region, textureRect, hardwareClipping);
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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(region, textureRect, hardwareClipping);
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restoreRenderStates(cache, data.opacity(), data.brightness(), data.saturation());
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}
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if (hardwareClipping) {
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glDisable(GL_SCISSOR_TEST);
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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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#ifdef KWIN_HAVE_OPENGLES
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Q_UNUSED(tex)
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Q_UNUSED(opacity)
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Q_UNUSED(brightness)
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Q_UNUSED(saturation)
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#else
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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);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA);
|
|
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant);
|
|
// Also replace alpha by primary color's alpha here
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
|
|
// And make primary color contain the wanted opacity
|
|
glColor4f(opacity, opacity, opacity, opacity);
|
|
tex->bind();
|
|
|
|
if (alpha || brightness != 1.0f) {
|
|
glActiveTexture(GL_TEXTURE3);
|
|
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_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)
|
|
{
|
|
#ifdef KWIN_HAVE_OPENGLES
|
|
Q_UNUSED(tex)
|
|
Q_UNUSED(opacity)
|
|
Q_UNUSED(brightness)
|
|
Q_UNUSED(saturation)
|
|
#else
|
|
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_uTexUnit(0)
|
|
, m_uOffsets(0)
|
|
, m_uKernel(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 == (int)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) &&
|
|
effects->compositingType() == OpenGL2Compositing &&
|
|
GLRenderTarget::supported() &&
|
|
!(gl->isRadeon() && gl->chipClass() < R600)) {
|
|
m_shader = ShaderManager::instance()->loadFragmentShader(ShaderManager::SimpleShader, ":/resources/lanczos-fragment.glsl");
|
|
if (m_shader->isValid()) {
|
|
ShaderBinder binder(m_shader);
|
|
m_uTexUnit = m_shader->uniformLocation("texUnit");
|
|
m_uKernel = m_shader->uniformLocation("kernel");
|
|
m_uOffsets = m_shader->uniformLocation("offsets");
|
|
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;
|
|
|
|
// We allow Lanczos for SandyBridge or later, but only GLSL shaders are supported, see BUG 301729
|
|
if (gl->isIntel())
|
|
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
|
|
|