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485 lines
13 KiB
485 lines
13 KiB
/* |
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* Copyright © 2010 Fredrik Höglund <fredrik@kde.org> |
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* |
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* This program is free software; you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation; either version 2 of the License, or |
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* (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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* General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program; see the file COPYING. if not, write to |
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, |
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* Boston, MA 02110-1301, USA. |
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*/ |
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#include "blurshader.h" |
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#include <kwineffects.h> |
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#include <kwinglplatform.h> |
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#include <QByteArray> |
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#include <QMatrix4x4> |
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#include <QTextStream> |
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#include <QVector2D> |
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#include <KDebug> |
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#include <cmath> |
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using namespace KWin; |
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BlurShader::BlurShader() |
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: mRadius(0), mValid(false) |
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{ |
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} |
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BlurShader::~BlurShader() |
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{ |
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} |
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BlurShader *BlurShader::create() |
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{ |
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if (GLSLBlurShader::supported()) |
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return new GLSLBlurShader(); |
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return new ARBBlurShader(); |
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} |
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void BlurShader::setRadius(int radius) |
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{ |
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const int r = qMax(radius, 2); |
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if (mRadius != r) { |
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mRadius = r; |
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reset(); |
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init(); |
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} |
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} |
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void BlurShader::setDirection(Qt::Orientation direction) |
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{ |
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mDirection = direction; |
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} |
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float BlurShader::gaussian(float x, float sigma) const |
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{ |
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return (1.0 / std::sqrt(2.0 * M_PI) * sigma) |
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* std::exp(-((x * x) / (2.0 * sigma * sigma))); |
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} |
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QVector<float> BlurShader::gaussianKernel() const |
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{ |
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int size = qMin(mRadius | 1, maxKernelSize()); |
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if (!(size & 0x1)) |
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size -= 1; |
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QVector<float> kernel(size); |
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const int center = size / 2; |
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const qreal sigma = (size - 1) / 2.5; |
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// Generate the gaussian kernel |
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kernel[center] = gaussian(0, sigma) * .5; |
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for (int i = 1; i <= center; i++) { |
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const float val = gaussian(1.5 + (i - 1) * 2.0, sigma); |
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kernel[center + i] = val; |
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kernel[center - i] = val; |
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} |
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// Normalize the kernel |
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qreal total = 0; |
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for (int i = 0; i < size; i++) |
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total += kernel[i]; |
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for (int i = 0; i < size; i++) |
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kernel[i] /= total; |
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return kernel; |
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} |
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// ---------------------------------------------------------------------------- |
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GLSLBlurShader::GLSLBlurShader() |
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: BlurShader(), shader(NULL) |
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{ |
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} |
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GLSLBlurShader::~GLSLBlurShader() |
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{ |
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reset(); |
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} |
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void GLSLBlurShader::reset() |
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{ |
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delete shader; |
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shader = NULL; |
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setIsValid(false); |
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} |
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bool GLSLBlurShader::supported() |
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{ |
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if (!GLPlatform::instance()->supports(GLSL)) |
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return false; |
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if (!ShaderManager::instance()->isValid()) |
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return false; |
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(void) glGetError(); // Clear the error state |
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#ifndef KWIN_HAVE_OPENGLES |
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// These are the minimum values the implementation is required to support |
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int value = 0; |
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glGetIntegerv(GL_MAX_VARYING_FLOATS, &value); |
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if (value < 32) |
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return false; |
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glGetIntegerv(GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, &value); |
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if (value < 64) |
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return false; |
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glGetIntegerv(GL_MAX_VERTEX_UNIFORM_COMPONENTS, &value); |
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if (value < 512) |
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return false; |
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#endif |
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if (glGetError() != GL_NO_ERROR) |
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return false; |
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return true; |
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} |
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void GLSLBlurShader::setPixelDistance(float val) |
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{ |
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if (!isValid()) |
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return; |
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QVector2D pixelSize(0.0, 0.0); |
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if (direction() == Qt::Horizontal) |
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pixelSize.setX(val); |
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else |
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pixelSize.setY(val); |
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shader->setUniform("pixelSize", pixelSize); |
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} |
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void GLSLBlurShader::setTextureMatrix(const QMatrix4x4 &matrix) |
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{ |
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if (!isValid()) { |
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return; |
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} |
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shader->setUniform("u_textureMatrix", matrix); |
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} |
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void GLSLBlurShader::setModelViewProjectionMatrix(const QMatrix4x4 &matrix) |
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{ |
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if (!isValid()) { |
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return; |
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} |
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shader->setUniform("u_modelViewProjectionMatrix", matrix); |
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} |
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void GLSLBlurShader::bind() |
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{ |
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if (!isValid()) |
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return; |
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ShaderManager::instance()->pushShader(shader); |
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} |
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void GLSLBlurShader::unbind() |
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{ |
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ShaderManager::instance()->popShader(); |
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} |
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int GLSLBlurShader::maxKernelSize() const |
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{ |
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#ifdef KWIN_HAVE_OPENGLES |
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// GL_MAX_VARYING_FLOATS not available in GLES |
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// querying for GL_MAX_VARYING_VECTORS crashes on nouveau |
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// using the minimum value of 8 |
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return 8 * 2; |
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#else |
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int value; |
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glGetIntegerv(GL_MAX_VARYING_FLOATS, &value); |
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// Maximum number of vec4 varyings * 2 |
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// The code generator will pack two vec2's into each vec4. |
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return value / 2; |
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#endif |
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} |
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void GLSLBlurShader::init() |
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{ |
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QVector<float> kernel = gaussianKernel(); |
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const int size = kernel.size(); |
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const int center = size / 2; |
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QByteArray vertexSource; |
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QByteArray fragmentSource; |
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// Vertex shader |
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// =================================================================== |
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QTextStream stream(&vertexSource); |
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stream << "uniform mat4 u_modelViewProjectionMatrix;\n"; |
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stream << "uniform mat4 u_textureMatrix;\n"; |
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stream << "uniform vec2 pixelSize;\n\n"; |
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stream << "attribute vec4 vertex;\n"; |
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stream << "attribute vec4 texCoord;\n\n"; |
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stream << "varying vec4 samplePos[" << std::ceil(size / 2.0) << "];\n"; |
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stream << "\n"; |
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stream << "void main(void)\n"; |
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stream << "{\n"; |
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stream << " vec4 center = vec4(u_textureMatrix * texCoord).stst;\n"; |
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stream << " vec4 ps = pixelSize.stst;\n\n"; |
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for (int i = 0; i < size; i += 2) { |
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float offset1, offset2; |
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if (i < center) { |
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offset1 = -(1.5 + (center - i - 1) * 2.0); |
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offset2 = (i + 1) == center ? 0 : offset1 + 2; |
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} else if (i > center) { |
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offset1 = 1.5 + (i - center - 1) * 2.0; |
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offset2 = (i + 1) == size ? 0 : offset1 + 2; |
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} else { |
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offset1 = 0; |
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offset2 = 1.5; |
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} |
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stream << " samplePos[" << i / 2 << "] = center + ps * vec4(" |
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<< offset1 << ", " << offset1 << ", " << offset2 << ", " << offset2 << ");\n"; |
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} |
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stream << "\n"; |
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stream << " gl_Position = u_modelViewProjectionMatrix * vertex;\n"; |
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stream << "}\n"; |
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stream.flush(); |
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// Fragment shader |
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// =================================================================== |
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QTextStream stream2(&fragmentSource); |
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stream2 << "uniform sampler2D texUnit;\n"; |
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stream2 << "varying vec4 samplePos[" << std::ceil(size / 2.0) << "];\n\n"; |
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for (int i = 0; i <= center; i++) |
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stream2 << "const vec4 kernel" << i << " = vec4(" << kernel[i] << ");\n"; |
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stream2 << "\n"; |
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stream2 << "void main(void)\n"; |
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stream2 << "{\n"; |
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stream2 << " vec4 sum = texture2D(texUnit, samplePos[0].st) * kernel0;\n"; |
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for (int i = 1; i < size; i++) |
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stream2 << " sum = sum + texture2D(texUnit, samplePos[" << i / 2 << ((i % 2) ? "].pq)" : "].st)") |
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<< " * kernel" << (i > center ? size - i - 1 : i) << ";\n"; |
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stream2 << " gl_FragColor = sum;\n"; |
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stream2 << "}\n"; |
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stream2.flush(); |
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shader = ShaderManager::instance()->loadShaderFromCode(vertexSource, fragmentSource); |
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if (shader->isValid()) { |
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QMatrix4x4 modelViewProjection; |
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modelViewProjection.ortho(0, displayWidth(), displayHeight(), 0, 0, 65535); |
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ShaderManager::instance()->pushShader(shader); |
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shader->setUniform("texUnit", 0); |
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shader->setUniform("u_textureMatrix", QMatrix4x4()); |
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shader->setUniform("u_modelViewProjectionMatrix", modelViewProjection); |
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ShaderManager::instance()->popShader(); |
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} |
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setIsValid(shader->isValid()); |
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} |
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// ---------------------------------------------------------------------------- |
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ARBBlurShader::ARBBlurShader() |
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: BlurShader(), program(0) |
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{ |
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} |
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ARBBlurShader::~ARBBlurShader() |
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{ |
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reset(); |
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} |
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void ARBBlurShader::reset() |
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{ |
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#ifndef KWIN_HAVE_OPENGLES |
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if (program) { |
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glDeleteProgramsARB(1, &program); |
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program = 0; |
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} |
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setIsValid(false); |
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#endif |
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} |
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bool ARBBlurShader::supported() |
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{ |
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#ifdef KWIN_HAVE_OPENGLES |
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return false; |
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#else |
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if (!hasGLExtension("GL_ARB_fragment_program")) |
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return false; |
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(void) glGetError(); // Clear the error state |
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// These are the minimum values the implementation is required to support |
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int value = 0; |
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glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_PARAMETERS_ARB, &value); |
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if (value < 24) |
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return false; |
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glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_TEMPORARIES_ARB, &value); |
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if (value < 16) |
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return false; |
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glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_INSTRUCTIONS_ARB, &value); |
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if (value < 72) |
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return false; |
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glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_TEX_INSTRUCTIONS_ARB, &value); |
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if (value < 24) |
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return false; |
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glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_TEX_INDIRECTIONS_ARB, &value); |
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if (value < 4) |
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return false; |
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if (glGetError() != GL_NO_ERROR) |
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return false; |
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return true; |
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#endif |
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} |
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void ARBBlurShader::setPixelDistance(float val) |
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{ |
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#ifdef KWIN_HAVE_OPENGLES |
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Q_UNUSED(val) |
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#else |
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float firstStep = val * 1.5; |
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float nextStep = val * 2.0; |
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if (direction() == Qt::Horizontal) { |
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glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, firstStep, 0, 0, 0); |
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glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 1, nextStep, 0, 0, 0); |
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} else { |
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glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, 0, firstStep, 0, 0); |
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glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 1, 0, nextStep, 0, 0); |
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} |
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#endif |
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} |
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void ARBBlurShader::bind() |
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{ |
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#ifndef KWIN_HAVE_OPENGLES |
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if (!isValid()) |
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return; |
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glEnable(GL_FRAGMENT_PROGRAM_ARB); |
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program); |
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#endif |
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} |
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void ARBBlurShader::unbind() |
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{ |
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#ifndef KWIN_HAVE_OPENGLES |
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int boundObject; |
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glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_BINDING_ARB, &boundObject); |
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if (boundObject == program) { |
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0); |
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glDisable(GL_FRAGMENT_PROGRAM_ARB); |
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} |
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#endif |
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} |
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int ARBBlurShader::maxKernelSize() const |
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{ |
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#ifdef KWIN_HAVE_OPENGLES |
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return 0; |
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#else |
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int value; |
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int result; |
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glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_PARAMETERS_ARB, &value); |
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result = (value - 1) * 2; // We only need to store half the kernel, since it's symmetrical |
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glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_INSTRUCTIONS_ARB, &value); |
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result = qMin(result, value / 3); // We need 3 instructions / sample |
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return result; |
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#endif |
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} |
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void ARBBlurShader::init() |
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{ |
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#ifndef KWIN_HAVE_OPENGLES |
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QVector<float> kernel = gaussianKernel(); |
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const int size = kernel.size(); |
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const int center = size / 2; |
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QByteArray text; |
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QTextStream stream(&text); |
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stream << "!!ARBfp1.0\n"; |
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// The kernel values are hardcoded into the program |
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for (int i = 0; i <= center; i++) |
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stream << "PARAM kernel" << i << " = " << kernel[center + i] << ";\n"; |
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stream << "PARAM firstSample = program.local[0];\n"; // Distance from gl_TexCoord[0] to the next sample |
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stream << "PARAM nextSample = program.local[1];\n"; // Distance to the subsequent sample |
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// Temporary variables to hold coordinates and texture samples |
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for (int i = 0; i < size; i++) |
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stream << "TEMP temp" << i << ";\n"; |
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// Compute the texture coordinates |
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stream << "ADD temp1, fragment.texcoord[0], firstSample;\n"; // temp1 = gl_TexCoord[0] + firstSample |
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stream << "SUB temp2, fragment.texcoord[0], firstSample;\n"; // temp2 = gl_TexCoord[0] - firstSample |
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for (int i = 1, j = 3; i < center; i++, j += 2) { |
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stream << "ADD temp" << j + 0 << ", temp" << j - 2 << ", nextSample;\n"; |
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stream << "SUB temp" << j + 1 << ", temp" << j - 1 << ", nextSample;\n"; |
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} |
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// Sample the texture coordinates |
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stream << "TEX temp0, fragment.texcoord[0], texture[0], 2D;\n"; |
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for (int i = 1; i < size; i++) |
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stream << "TEX temp" << i << ", temp" << i << ", texture[0], 2D;\n"; |
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// Multiply the samples with the kernel values and compute the sum |
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stream << "MUL temp0, temp0, kernel0;\n"; |
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for (int i = 0, j = 1; i < center; i++) { |
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stream << "MAD temp0, temp" << j++ << ", kernel" << i + 1 << ", temp0;\n"; |
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stream << "MAD temp0, temp" << j++ << ", kernel" << i + 1 << ", temp0;\n"; |
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} |
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stream << "MOV result.color, temp0;\n"; // gl_FragColor = temp0 |
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stream << "END\n"; |
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stream.flush(); |
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glGenProgramsARB(1, &program); |
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, program); |
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glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, text.length(), text.constData()); |
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if (glGetError()) { |
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const char *error = (const char*)glGetString(GL_PROGRAM_ERROR_STRING_ARB); |
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kError() << "Failed to compile fragment program:" << error; |
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setIsValid(false); |
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} else |
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setIsValid(true); |
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0); |
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#endif |
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} |
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