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413 lines
14 KiB
413 lines
14 KiB
/******************************************************************** |
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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 <mgraesslin@kde.org> |
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>. |
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*********************************************************************/ |
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#include "lanczosfilter.h" |
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#include "client.h" |
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#include "deleted.h" |
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#include "effects.h" |
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#include "screens.h" |
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#include "unmanaged.h" |
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#include "options.h" |
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#include "workspace.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 <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_inited(false) |
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, m_shader(0) |
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, m_uTexUnit(0) |
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, m_uOffsets(0) |
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, m_uKernel(0) |
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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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qCWarning(KWIN_CORE) << "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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if (!GLRenderTarget::supported()) |
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return; |
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GLPlatform *gl = GLPlatform::instance(); |
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if (!force) { |
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// The lanczos filter is reported to be broken with the Intel driver prior SandyBridge |
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if (gl->driver() == Driver_Intel && gl->chipClass() < SandyBridge) |
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return; |
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// Broken on Intel chips with Mesa 9.1 - BUG 313613 |
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if (gl->driver() == Driver_Intel && gl->mesaVersion() >= kVersionNumber(9, 1) && gl->mesaVersion() < kVersionNumber(9, 2)) |
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return; |
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// also radeon before R600 has trouble |
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if (gl->isRadeon() && gl->chipClass() < R600) |
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return; |
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} |
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m_shader.reset(ShaderManager::instance()->loadFragmentShader(ShaderManager::SimpleShader, |
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gl->glslVersion() >= kVersionNumber(1, 40) ? |
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QStringLiteral(":/resources/shaders/1.40/lanczos-fragment.glsl") : |
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QStringLiteral(":/resources/shaders/1.10/lanczos-fragment.glsl"))); |
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if (m_shader->isValid()) { |
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ShaderBinder binder(m_shader.data()); |
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m_uTexUnit = m_shader->uniformLocation("texUnit"); |
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m_uKernel = m_shader->uniformLocation("kernel"); |
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m_uOffsets = m_shader->uniformLocation("offsets"); |
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} else { |
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qCDebug(KWIN_CORE) << "Shader is not valid"; |
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m_shader.reset(); |
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} |
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} |
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void LanczosFilter::updateOffscreenSurfaces() |
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{ |
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const QSize &s = screens()->size(); |
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int w = s.width(); |
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int h = s.height(); |
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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(GL_RGBA8, 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 LanczosFilter::createKernel(float delta, int *size) |
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{ |
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const float a = 2.0; |
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// The two outermost samples always fall at points where the lanczos |
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// function returns 0, so we'll skip them. |
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const int sampleCount = qBound(3, qCeil(delta * a) * 2 + 1 - 2, 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 LanczosFilter::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 (data.xScale() < 0.9 || data.yScale() < 0.9) { |
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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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QRect winGeo(w->expandedGeometry()); |
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if (m_shader && winGeo.width() <= screenRect.width() && winGeo.height() <= screenRect.height()) { |
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winGeo.translate(-w->geometry().topLeft()); |
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double left = winGeo.left(); |
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double top = winGeo.top(); |
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double width = winGeo.right() - left; |
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double height = winGeo.bottom() - top; |
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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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glEnable(GL_BLEND); |
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glBlendFunc(GL_ONE, 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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cachedTexture->render(region, textureRect, hardwareClipping); |
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glDisable(GL_BLEND); |
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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(GL_RGBA8, sw, sh); |
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tex.setFilter(GL_LINEAR); |
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tex.setWrapMode(GL_CLAMP_TO_EDGE); |
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tex.bind(); |
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, m_offscreenTex->height() - sh, sw, sh); |
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// Set up the shader for horizontal scaling |
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float dx = sw / float(tw); |
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int kernelSize; |
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createKernel(dx, &kernelSize); |
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createOffsets(kernelSize, sw, Qt::Horizontal); |
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ShaderManager::instance()->pushShader(m_shader.data()); |
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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(GL_RGBA8, tw, sh); |
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tex2.setFilter(GL_LINEAR); |
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tex2.setWrapMode(GL_CLAMP_TO_EDGE); |
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tex2.bind(); |
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, m_offscreenTex->height() - sh, tw, sh); |
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// Set up the shader for vertical scaling |
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float dy = sh / float(th); |
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createKernel(dy, &kernelSize); |
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createOffsets(kernelSize, m_offscreenTex->height(), Qt::Vertical); |
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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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ShaderManager::instance()->popShader(); |
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// create cache texture |
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GLTexture *cache = new GLTexture(GL_RGBA8, 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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glEnable(GL_BLEND); |
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glBlendFunc(GL_ONE, 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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cache->render(region, textureRect, hardwareClipping); |
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glDisable(GL_BLEND); |
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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 (Client *c, Workspace::self()->clientList()) { |
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discardCacheTexture(c->effectWindow()); |
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} |
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foreach (Client *c, Workspace::self()->desktopList()) { |
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discardCacheTexture(c->effectWindow()); |
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} |
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foreach (Unmanaged *u, Workspace::self()->unmanagedList()) { |
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discardCacheTexture(u->effectWindow()); |
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} |
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foreach (Deleted *d, Workspace::self()->deletedList()) { |
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discardCacheTexture(d->effectWindow()); |
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} |
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} |
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} |
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void LanczosFilter::discardCacheTexture(EffectWindow *w) |
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{ |
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QVariant cachedTextureVariant = w->data(LanczosCacheRole); |
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if (cachedTextureVariant.isValid()) { |
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delete static_cast< GLTexture*>(cachedTextureVariant.value<void*>()); |
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w->setData(LanczosCacheRole, QVariant()); |
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} |
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} |
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void LanczosFilter::setUniforms() |
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{ |
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glUniform1i(m_uTexUnit, 0); |
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glUniform2fv(m_uOffsets, 16, (const GLfloat*)m_offsets); |
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glUniform4fv(m_uKernel, 16, (const GLfloat*)m_kernel); |
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} |
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} // namespace |
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