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645 lines
24 KiB
645 lines
24 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 <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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#ifdef KWIN_HAVE_OPENGL_COMPOSITING |
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#include <kwinglutils.h> |
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#endif |
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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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#ifdef KWIN_HAVE_OPENGL_COMPOSITING |
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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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#endif |
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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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#ifdef KWIN_HAVE_OPENGL_COMPOSITING |
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delete m_offscreenTarget; |
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delete m_offscreenTex; |
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#endif |
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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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#ifdef KWIN_HAVE_OPENGL_COMPOSITING |
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KSharedConfigPtr config = KSharedConfig::openConfig( "kwinrc" ); |
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if ( config->group( "Compositing" ).readEntry( "GLTextureFilter", 2 ) != 2 ) |
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return; // disabled by config |
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// check the blacklist |
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KConfigGroup blacklist = config->group( "Blacklist" ).group( "Lanczos" ); |
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if( effects->checkDriverBlacklist( blacklist ) ) |
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{ |
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kDebug() << "Lanczos Filter disabled by driver blacklist"; |
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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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{ |
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delete m_shader; |
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m_shader = 0; |
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} |
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#endif |
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} |
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void LanczosFilter::updateOffscreenSurfaces() |
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{ |
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING |
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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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{ |
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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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{ |
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if ( m_offscreenTex ) |
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{ |
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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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#endif |
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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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#ifdef KWIN_HAVE_OPENGL_COMPOSITING |
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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, 49 ); |
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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, 25 * 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, 25 * 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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#endif |
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void LanczosFilter::performPaint( EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data ) |
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{ |
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING |
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if( effects->compositingType() == KWin::OpenGLCompositing && |
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KGlobalSettings::graphicEffectsLevel() & KGlobalSettings::SimpleAnimationEffects ) |
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{ |
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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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{ |
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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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{ |
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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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{ |
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// window with padding does not fit into the framebuffer |
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// so cut of the shadow |
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left = 0; |
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top = 0; |
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width = w->width(); |
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height = w->height(); |
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} |
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int tx = data.xTranslate + w->x() + left*data.xScale; |
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int ty = data.yTranslate + w->y() + top*data.yScale; |
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int tw = width*data.xScale; |
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int th = height*data.yScale; |
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const QRect textureRect(tx, ty, tw, th); |
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int sw = width; |
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int sh = height; |
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GLTexture *cachedTexture = static_cast< GLTexture*>(w->data( LanczosCacheRole ).value<void*>()); |
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if( cachedTexture ) |
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{ |
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if( cachedTexture->width() == tw && cachedTexture->height() == th ) |
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{ |
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cachedTexture->bind(); |
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data.opacity *= 0.99; |
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prepareRenderStates( cachedTexture, data.opacity, data.brightness, data.saturation ); |
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cachedTexture->render( textureRect, textureRect ); |
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restoreRenderStates( cachedTexture, data.opacity, data.brightness, data.saturation ); |
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cachedTexture->unbind(); |
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m_timer.start( 5000, this ); |
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return; |
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} |
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else |
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{ |
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// offscreen texture not matching - delete |
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delete cachedTexture; |
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cachedTexture = 0; |
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w->setData( LanczosCacheRole, QVariant() ); |
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} |
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} |
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WindowPaintData thumbData = data; |
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thumbData.xScale = 1.0; |
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thumbData.yScale = 1.0; |
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thumbData.xTranslate = -w->x() - left; |
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thumbData.yTranslate = -w->y() - top; |
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thumbData.brightness = 1.0; |
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thumbData.opacity = 1.0; |
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thumbData.saturation = 1.0; |
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// Bind the offscreen FBO and draw the window on it unscaled |
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updateOffscreenSurfaces(); |
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effects->pushRenderTarget( m_offscreenTarget ); |
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glClear( GL_COLOR_BUFFER_BIT ); |
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w->sceneWindow()->performPaint( mask, QRegion(0, 0, sw, sh), 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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glBegin( GL_QUADS ); |
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glTexCoord2f( 0, 0 ); glVertex2i( 0, 0 ); // Top left |
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glTexCoord2f( 1, 0 ); glVertex2i( tw, 0 ); // Top right |
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glTexCoord2f( 1, 1 ); glVertex2i( tw, sh ); // Bottom right |
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glTexCoord2f( 0, 1 ); glVertex2i( 0, sh ); // Bottom left |
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glEnd(); |
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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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glBegin( GL_QUADS ); |
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glTexCoord2f( 0, 0 ); glVertex2i( 0, 0 ); // Top left |
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glTexCoord2f( 1, 0 ); glVertex2i( tw, 0 ); // Top right |
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glTexCoord2f( 1, 1 ); glVertex2i( tw, th ); // Bottom right |
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glTexCoord2f( 0, 1 ); glVertex2i( 0, th ); // Bottom left |
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glEnd(); |
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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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effects->popRenderTarget(); |
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prepareRenderStates( cache, data.opacity, data.brightness, data.saturation ); |
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cache->render( textureRect, textureRect ); |
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restoreRenderStates( cache, data.opacity, data.brightness, data.saturation ); |
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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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#endif |
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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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#ifdef KWIN_HAVE_OPENGL_COMPOSITING |
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if (event->timerId() == m_timer.timerId()) |
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{ |
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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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{ |
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QVariant cachedTextureVariant = w->data( LanczosCacheRole ); |
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if( cachedTextureVariant.isValid() ) |
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{ |
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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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#endif |
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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_OPENGL_COMPOSITING |
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const bool alpha = false; // true; WORKAROUND - "true" causes issues with at least nvidia chips and translucent windows "overbrightning" |
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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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{ |
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// First we need to get the color from [0; 1] range to [0.5; 1] range |
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glActiveTexture( GL_TEXTURE0 ); |
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE ); |
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glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE ); |
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE ); |
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR ); |
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT ); |
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR ); |
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT ); |
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA ); |
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const float scale_constant[] = { 1.0, 1.0, 1.0, 0.5}; |
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glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, scale_constant ); |
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tex->bind(); |
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// Then we take dot product of the result of previous pass and |
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// saturation_constant. This gives us completely unsaturated |
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// (greyscale) image |
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// Note that both operands have to be in range [0.5; 1] since opengl |
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// automatically substracts 0.5 from them |
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glActiveTexture( GL_TEXTURE1 ); |
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float saturation_constant[] = { 0.5 + 0.5*0.30, 0.5 + 0.5*0.59, 0.5 + 0.5*0.11, saturation }; |
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE ); |
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glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_DOT3_RGB ); |
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS ); |
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR ); |
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_CONSTANT ); |
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR ); |
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glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant ); |
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tex->bind(); |
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// Finally we need to interpolate between the original image and the |
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// greyscale image to get wanted level of saturation |
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glActiveTexture( GL_TEXTURE2 ); |
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE ); |
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glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_INTERPOLATE ); |
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_TEXTURE0 ); |
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB, GL_SRC_COLOR ); |
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB, GL_PREVIOUS ); |
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR ); |
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE2_RGB, GL_CONSTANT ); |
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB, GL_SRC_ALPHA ); |
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glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, saturation_constant ); |
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// Also replace alpha by primary color's alpha here |
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glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE ); |
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PRIMARY_COLOR ); |
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA ); |
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// And make primary color contain the wanted opacity |
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glColor4f( opacity, opacity, opacity, opacity ); |
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tex->bind(); |
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if( alpha || brightness != 1.0f ) |
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{ |
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glActiveTexture( GL_TEXTURE3 ); |
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE ); |
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glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE ); |
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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_PRIMARY_COLOR ); |
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB, GL_SRC_COLOR ); |
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// The color has to be multiplied by both opacity and brightness |
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float opacityByBrightness = opacity * brightness; |
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glColor4f( opacityByBrightness, opacityByBrightness, opacityByBrightness, opacity ); |
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if( alpha ) |
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{ |
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// Multiply original texture's alpha by our opacity |
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glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE ); |
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_TEXTURE0 ); |
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA ); |
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_ALPHA, GL_PRIMARY_COLOR ); |
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_ALPHA, GL_SRC_ALPHA ); |
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} |
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else |
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{ |
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// Alpha will be taken from previous stage |
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glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE ); |
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS ); |
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA ); |
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} |
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tex->bind(); |
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} |
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glActiveTexture(GL_TEXTURE0 ); |
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} |
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else if( opacity != 1.0 || brightness != 1.0 ) |
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{ |
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// the window is additionally configured to have its opacity adjusted, |
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// do it |
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float opacityByBrightness = opacity * brightness; |
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if( alpha) |
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{ |
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); |
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glColor4f( opacityByBrightness, opacityByBrightness, opacityByBrightness, |
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opacity); |
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} |
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else |
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{ |
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// Multiply color by brightness and replace alpha by opacity |
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float constant[] = { opacityByBrightness, opacityByBrightness, opacityByBrightness, opacity }; |
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE ); |
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glTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE ); |
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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_COMBINE_ALPHA, GL_REPLACE ); |
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_CONSTANT ); |
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glTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constant ); |
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} |
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} |
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#endif |
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} |
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|
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void LanczosFilter::restoreRenderStates( GLTexture* tex, double opacity, double brightness, double saturation ) |
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{ |
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING |
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if( opacity != 1.0 || saturation != 1.0 || brightness != 1.0f ) |
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{ |
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if( saturation != 1.0 && tex->saturationSupported()) |
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{ |
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glActiveTexture(GL_TEXTURE3); |
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glDisable( tex->target()); |
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glActiveTexture(GL_TEXTURE2); |
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glDisable( tex->target()); |
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glActiveTexture(GL_TEXTURE1); |
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glDisable( tex->target()); |
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glActiveTexture(GL_TEXTURE0); |
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} |
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} |
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glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ); |
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glColor4f( 0, 0, 0, 0 ); |
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|
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glPopAttrib(); // ENABLE_BIT |
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#endif |
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} |
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|
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/************************************************ |
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* LanczosShader |
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************************************************/ |
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING |
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LanczosShader::LanczosShader( QObject* parent ) |
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: QObject( parent ) |
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, m_shader( 0 ) |
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, m_arbProgram( 0 ) |
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{ |
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} |
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LanczosShader::~LanczosShader() |
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{ |
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delete m_shader; |
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if( m_arbProgram ) |
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{ |
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glDeleteProgramsARB(1, &m_arbProgram); |
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m_arbProgram = 0; |
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} |
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} |
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void LanczosShader::bind() |
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{ |
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if( m_shader ) |
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m_shader->bind(); |
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else |
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{ |
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glEnable(GL_FRAGMENT_PROGRAM_ARB); |
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, m_arbProgram); |
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} |
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} |
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void LanczosShader::unbind() |
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{ |
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if( m_shader ) |
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m_shader->unbind(); |
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else |
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{ |
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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 == m_arbProgram ) |
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{ |
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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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} |
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} |
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void LanczosShader::setUniforms() |
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{ |
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if( m_shader ) |
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{ |
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glUniform1i( m_uTexUnit, 0 ); |
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glUniform2fv( m_uOffsets, 25, (const GLfloat*)m_offsets ); |
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glUniform4fv( m_uKernel, 25, (const GLfloat*)m_kernel ); |
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} |
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else |
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{ |
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for( int i=0; i<25; ++i ) |
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{ |
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glProgramLocalParameter4fARB( GL_FRAGMENT_PROGRAM_ARB, i, m_offsets[i].x(), m_offsets[i].y(), 0, 0 ); |
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} |
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for( int i=0; i<25; ++i ) |
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{ |
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glProgramLocalParameter4fARB( GL_FRAGMENT_PROGRAM_ARB, i+25, m_kernel[i].x(), m_kernel[i].y(), m_kernel[i].z(), m_kernel[i].w() ); |
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} |
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} |
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} |
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bool LanczosShader::init() |
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{ |
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if ( GLShader::fragmentShaderSupported() && |
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GLShader::vertexShaderSupported() && |
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GLRenderTarget::supported() ) |
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{ |
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m_shader = new GLShader(":/resources/lanczos-vertex.glsl", ":/resources/lanczos-fragment.glsl"); |
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if (m_shader->isValid()) |
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{ |
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m_shader->bind(); |
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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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m_shader->unbind(); |
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return true; |
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} |
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else |
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{ |
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kDebug(1212) << "Shader is not valid"; |
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m_shader = 0; |
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// try ARB shader |
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} |
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} |
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// try to create an ARB Shader |
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if( !hasGLExtension("GL_ARB_fragment_program") ) |
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return false; |
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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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stream << "TEMP coord;\n"; // temporary variable to store texcoord |
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stream << "TEMP color;\n"; // temporary variable to store fetched texture colors |
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stream << "TEMP sum;\n"; // variable to render the final result |
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stream << "TEX sum, fragment.texcoord, texture[0], 2D;\n"; // sum = texture2D(texUnit, gl_TexCoord[0].st) |
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stream << "MUL sum, sum, program.local[25];\n"; // sum = sum * kernel[0] |
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for( int i=1; i<25; ++i ) |
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{ |
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stream << "ADD coord, fragment.texcoord, program.local[" << i << "];\n"; // coord = gl_TexCoord[0] + offset[i] |
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stream << "TEX color, coord, texture[0], 2D;\n"; // color = texture2D(texUnit, coord) |
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stream << "MAD sum, color, program.local[" << (25+i) << "], sum;\n"; // sum += color * kernel[i] |
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stream << "SUB coord, fragment.texcoord, program.local[" << i << "];\n"; // coord = gl_TexCoord[0] - offset[i] |
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stream << "TEX color, coord, texture[0], 2D;\n"; // color = texture2D(texUnit, coord) |
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stream << "MAD sum, color, program.local[" << (25+i) << "], sum;\n"; // sum += color * kernel[i] |
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} |
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stream << "MOV result.color, sum;\n"; // gl_FragColor = sum |
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stream << "END\n"; |
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stream.flush(); |
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glEnable(GL_FRAGMENT_PROGRAM_ARB); |
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glGenProgramsARB(1, &m_arbProgram); |
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, m_arbProgram); |
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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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{ |
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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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return false; |
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} |
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0); |
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glDisable(GL_FRAGMENT_PROGRAM_ARB); |
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kDebug( 1212 ) << "ARB Shader compiled, id: " << m_arbProgram; |
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return true; |
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} |
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#endif |
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} // namespace |
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