gnome-shell/src/shell-blur-effect.c

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/* shell-blur-effect.c
*
* Copyright 2019 Georges Basile Stavracas Neto <georges.stavracas@gmail.com>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* SPDX-License-Identifier: GPL-3.0-or-later
*/
#include "shell-blur-effect.h"
#include "shell-enum-types.h"
/**
* SECTION:shell-blur-effect
* @short_description: Blur effect for actors
*
* #ShellBlurEffect is a blur implementation based on Clutter. It also has
* an optional brightness property.
*
* # Modes
*
* #ShellBlurEffect can work in @SHELL_BLUR_MODE_BACKGROUND and @SHELL_BLUR_MODE_ACTOR
* modes. The actor mode blurs the actor itself, and all of its children. The
* background mode blurs the pixels beneath the actor, but not the actor itself.
*
* @SHELL_BLUR_MODE_BACKGROUND can be computationally expensive, since the contents
* beneath the actor cannot be cached, so beware of the performance implications
* of using this blur mode.
*/
static const gchar *brightness_glsl_declarations =
"uniform float brightness; \n";
static const gchar *brightness_glsl =
" cogl_color_out.rgb *= brightness; \n";
#define MIN_DOWNSCALE_SIZE 256.f
#define MAX_SIGMA 6.f
typedef enum
{
ACTOR_PAINTED = 1 << 0,
BLUR_APPLIED = 1 << 1,
} CacheFlags;
typedef struct
{
CoglFramebuffer *framebuffer;
CoglPipeline *pipeline;
CoglTexture *texture;
} FramebufferData;
struct _ShellBlurEffect
{
ClutterEffect parent_instance;
ClutterActor *actor;
unsigned int tex_width;
unsigned int tex_height;
/* The cached contents */
FramebufferData actor_fb;
CacheFlags cache_flags;
FramebufferData background_fb;
FramebufferData brightness_fb;
int brightness_uniform;
ShellBlurMode mode;
float downscale_factor;
float brightness;
int sigma;
};
G_DEFINE_TYPE (ShellBlurEffect, shell_blur_effect, CLUTTER_TYPE_EFFECT)
enum {
PROP_0,
PROP_SIGMA,
PROP_BRIGHTNESS,
PROP_MODE,
N_PROPS
};
static GParamSpec *properties [N_PROPS] = { NULL, };
static CoglPipeline*
create_base_pipeline (void)
{
static CoglPipeline *base_pipeline = NULL;
if (G_UNLIKELY (base_pipeline == NULL))
{
CoglContext *ctx =
clutter_backend_get_cogl_context (clutter_get_default_backend ());
base_pipeline = cogl_pipeline_new (ctx);
cogl_pipeline_set_layer_null_texture (base_pipeline, 0);
cogl_pipeline_set_layer_filters (base_pipeline,
0,
COGL_PIPELINE_FILTER_LINEAR,
COGL_PIPELINE_FILTER_LINEAR);
cogl_pipeline_set_layer_wrap_mode (base_pipeline,
0,
COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE);
}
return cogl_pipeline_copy (base_pipeline);
}
static CoglPipeline*
create_brightness_pipeline (void)
{
static CoglPipeline *brightness_pipeline = NULL;
if (G_UNLIKELY (brightness_pipeline == NULL))
{
CoglSnippet *snippet;
brightness_pipeline = create_base_pipeline ();
snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_FRAGMENT,
brightness_glsl_declarations,
brightness_glsl);
cogl_pipeline_add_snippet (brightness_pipeline, snippet);
cogl_object_unref (snippet);
}
return cogl_pipeline_copy (brightness_pipeline);
}
static void
update_brightness (ShellBlurEffect *self,
uint8_t paint_opacity)
{
cogl_pipeline_set_color4ub (self->brightness_fb.pipeline,
paint_opacity,
paint_opacity,
paint_opacity,
paint_opacity);
if (self->brightness_uniform > -1)
{
cogl_pipeline_set_uniform_1f (self->brightness_fb.pipeline,
self->brightness_uniform,
self->brightness);
}
}
static void
setup_projection_matrix (CoglFramebuffer *framebuffer,
float width,
float height)
{
graphene_matrix_t projection;
graphene_matrix_init_translate (&projection,
&GRAPHENE_POINT3D_INIT (-width / 2.0,
-height / 2.0,
0.f));
graphene_matrix_scale (&projection, 2.0 / width, -2.0 / height, 1.f);
cogl_framebuffer_set_projection_matrix (framebuffer, &projection);
}
static gboolean
update_fbo (FramebufferData *data,
unsigned int width,
unsigned int height,
float downscale_factor)
{
CoglContext *ctx =
clutter_backend_get_cogl_context (clutter_get_default_backend ());
g_clear_pointer (&data->texture, cogl_object_unref);
g_clear_object (&data->framebuffer);
float new_width = floorf (width / downscale_factor);
float new_height = floorf (height / downscale_factor);
data->texture = cogl_texture_2d_new_with_size (ctx, new_width, new_height);
if (!data->texture)
return FALSE;
cogl_pipeline_set_layer_texture (data->pipeline, 0, data->texture);
data->framebuffer =
COGL_FRAMEBUFFER (cogl_offscreen_new_with_texture (data->texture));
if (!data->framebuffer)
{
g_warning ("%s: Unable to create an Offscreen buffer", G_STRLOC);
return FALSE;
}
setup_projection_matrix (data->framebuffer, new_width, new_height);
return TRUE;
}
static gboolean
update_actor_fbo (ShellBlurEffect *self,
unsigned int width,
unsigned int height,
float downscale_factor)
{
if (self->tex_width == width &&
self->tex_height == height &&
self->downscale_factor == downscale_factor &&
self->actor_fb.framebuffer)
{
return TRUE;
}
self->cache_flags &= ~ACTOR_PAINTED;
return update_fbo (&self->actor_fb, width, height, downscale_factor);
}
static gboolean
update_brightness_fbo (ShellBlurEffect *self,
unsigned int width,
unsigned int height,
float downscale_factor)
{
if (self->tex_width == width &&
self->tex_height == height &&
self->downscale_factor == downscale_factor &&
self->brightness_fb.framebuffer)
{
return TRUE;
}
return update_fbo (&self->brightness_fb,
width, height,
downscale_factor);
}
static gboolean
update_background_fbo (ShellBlurEffect *self,
unsigned int width,
unsigned int height)
{
if (self->tex_width == width &&
self->tex_height == height &&
self->background_fb.framebuffer)
{
return TRUE;
}
return update_fbo (&self->background_fb, width, height, 1.0);
}
static void
clear_framebuffer_data (FramebufferData *fb_data)
{
g_clear_pointer (&fb_data->texture, cogl_object_unref);
g_clear_object (&fb_data->framebuffer);
}
static float
calculate_downscale_factor (float width,
float height,
float sigma)
{
float downscale_factor = 1.0;
float scaled_width = width;
float scaled_height = height;
float scaled_sigma = sigma;
/* This is the algorithm used by Firefox; keep downscaling until either the
* blur radius is lower than the threshold, or the downscaled texture is too
* small.
*/
while (scaled_sigma > MAX_SIGMA &&
scaled_width > MIN_DOWNSCALE_SIZE &&
scaled_height > MIN_DOWNSCALE_SIZE)
{
downscale_factor *= 2.f;
scaled_width = width / downscale_factor;
scaled_height = height / downscale_factor;
scaled_sigma = sigma / downscale_factor;
}
return downscale_factor;
}
static void
shell_blur_effect_set_actor (ClutterActorMeta *meta,
ClutterActor *actor)
{
ShellBlurEffect *self = SHELL_BLUR_EFFECT (meta);
ClutterActorMetaClass *meta_class;
meta_class = CLUTTER_ACTOR_META_CLASS (shell_blur_effect_parent_class);
meta_class->set_actor (meta, actor);
/* clear out the previous state */
clear_framebuffer_data (&self->actor_fb);
clear_framebuffer_data (&self->background_fb);
clear_framebuffer_data (&self->brightness_fb);
/* we keep a back pointer here, to avoid going through the ActorMeta */
self->actor = clutter_actor_meta_get_actor (meta);
}
static void
update_actor_box (ShellBlurEffect *self,
ClutterPaintContext *paint_context,
ClutterActorBox *source_actor_box)
{
ClutterStageView *stage_view;
float box_scale_factor = 1.0f;
float origin_x, origin_y;
float width, height;
cairo_rectangle_int_t stage_view_layout;
switch (self->mode)
{
case SHELL_BLUR_MODE_ACTOR:
clutter_actor_get_allocation_box (self->actor, source_actor_box);
break;
case SHELL_BLUR_MODE_BACKGROUND:
stage_view = clutter_paint_context_get_stage_view (paint_context);
box_scale_factor = clutter_stage_view_get_scale (stage_view);
clutter_stage_view_get_layout (stage_view, &stage_view_layout);
clutter_actor_get_transformed_position (self->actor, &origin_x, &origin_y);
clutter_actor_get_transformed_size (self->actor, &width, &height);
origin_x -= stage_view_layout.x;
origin_y -= stage_view_layout.y;
clutter_actor_box_set_origin (source_actor_box, origin_x, origin_y);
clutter_actor_box_set_size (source_actor_box, width, height);
clutter_actor_box_scale (source_actor_box, box_scale_factor);
break;
}
clutter_actor_box_clamp_to_pixel (source_actor_box);
}
static void
add_blurred_pipeline (ShellBlurEffect *self,
ClutterPaintNode *node,
uint8_t paint_opacity)
{
g_autoptr (ClutterPaintNode) pipeline_node = NULL;
float width, height;
/* Use the untransformed actor size here, since the framebuffer itself already
* has the actor transform matrix applied.
*/
clutter_actor_get_size (self->actor, &width, &height);
update_brightness (self, paint_opacity);
pipeline_node = clutter_pipeline_node_new (self->brightness_fb.pipeline);
clutter_paint_node_set_static_name (pipeline_node, "ShellBlurEffect (final)");
clutter_paint_node_add_child (node, pipeline_node);
clutter_paint_node_add_rectangle (pipeline_node,
&(ClutterActorBox) {
0.f, 0.f,
width,
height,
});
}
static ClutterPaintNode *
create_blur_nodes (ShellBlurEffect *self,
ClutterPaintNode *node,
uint8_t paint_opacity)
{
g_autoptr (ClutterPaintNode) brightness_node = NULL;
g_autoptr (ClutterPaintNode) blur_node = NULL;
float width;
float height;
clutter_actor_get_size (self->actor, &width, &height);
update_brightness (self, paint_opacity);
brightness_node = clutter_layer_node_new_to_framebuffer (self->brightness_fb.framebuffer,
self->brightness_fb.pipeline);
clutter_paint_node_set_static_name (brightness_node, "ShellBlurEffect (brightness)");
clutter_paint_node_add_child (node, brightness_node);
clutter_paint_node_add_rectangle (brightness_node,
&(ClutterActorBox) {
0.f, 0.f,
width, height,
});
blur_node = clutter_blur_node_new (self->tex_width / self->downscale_factor,
self->tex_height / self->downscale_factor,
self->sigma / self->downscale_factor);
clutter_paint_node_set_static_name (blur_node, "ShellBlurEffect (blur)");
clutter_paint_node_add_child (brightness_node, blur_node);
clutter_paint_node_add_rectangle (blur_node,
&(ClutterActorBox) {
0.f, 0.f,
cogl_texture_get_width (self->brightness_fb.texture),
cogl_texture_get_height (self->brightness_fb.texture),
});
self->cache_flags |= BLUR_APPLIED;
return g_steal_pointer (&blur_node);
}
static void
paint_background (ShellBlurEffect *self,
ClutterPaintNode *node,
ClutterPaintContext *paint_context,
ClutterActorBox *source_actor_box)
{
g_autoptr (ClutterPaintNode) background_node = NULL;
g_autoptr (ClutterPaintNode) blit_node = NULL;
CoglFramebuffer *src;
float transformed_x;
float transformed_y;
float transformed_width;
float transformed_height;
clutter_actor_box_get_origin (source_actor_box,
&transformed_x,
&transformed_y);
clutter_actor_box_get_size (source_actor_box,
&transformed_width,
&transformed_height);
/* Background layer node */
background_node =
clutter_layer_node_new_to_framebuffer (self->background_fb.framebuffer,
self->background_fb.pipeline);
clutter_paint_node_set_static_name (background_node, "ShellBlurEffect (background)");
clutter_paint_node_add_child (node, background_node);
clutter_paint_node_add_rectangle (background_node,
&(ClutterActorBox) {
0.f, 0.f,
self->tex_width / self->downscale_factor,
self->tex_height / self->downscale_factor,
});
/* Blit node */
src = clutter_paint_context_get_framebuffer (paint_context);
blit_node = clutter_blit_node_new (src);
clutter_paint_node_set_static_name (blit_node, "ShellBlurEffect (blit)");
clutter_paint_node_add_child (background_node, blit_node);
clutter_blit_node_add_blit_rectangle (CLUTTER_BLIT_NODE (blit_node),
transformed_x,
transformed_y,
0, 0,
transformed_width,
transformed_height);
}
static gboolean
update_framebuffers (ShellBlurEffect *self,
ClutterPaintContext *paint_context,
ClutterActorBox *source_actor_box)
{
gboolean updated = FALSE;
float downscale_factor;
float height = -1;
float width = -1;
clutter_actor_box_get_size (source_actor_box, &width, &height);
downscale_factor = calculate_downscale_factor (width, height, self->sigma);
updated = update_actor_fbo (self, width, height, downscale_factor) &&
update_brightness_fbo (self, width, height, downscale_factor);
if (self->mode == SHELL_BLUR_MODE_BACKGROUND)
updated = updated && update_background_fbo (self, width, height);
self->tex_width = width;
self->tex_height = height;
self->downscale_factor = downscale_factor;
return updated;
}
static void
add_actor_node (ShellBlurEffect *self,
ClutterPaintNode *node,
int opacity)
{
g_autoptr (ClutterPaintNode) actor_node = NULL;
actor_node = clutter_actor_node_new (self->actor, opacity);
clutter_paint_node_add_child (node, actor_node);
}
static void
paint_actor_offscreen (ShellBlurEffect *self,
ClutterPaintNode *node,
ClutterEffectPaintFlags flags)
{
gboolean actor_dirty;
actor_dirty = (flags & CLUTTER_EFFECT_PAINT_ACTOR_DIRTY) != 0;
/* The actor offscreen framebuffer is updated already */
if (actor_dirty || !(self->cache_flags & ACTOR_PAINTED))
{
g_autoptr (ClutterPaintNode) transform_node = NULL;
g_autoptr (ClutterPaintNode) layer_node = NULL;
graphene_matrix_t transform;
/* Layer node */
layer_node = clutter_layer_node_new_to_framebuffer (self->actor_fb.framebuffer,
self->actor_fb.pipeline);
clutter_paint_node_set_static_name (layer_node, "ShellBlurEffect (actor offscreen)");
clutter_paint_node_add_child (node, layer_node);
clutter_paint_node_add_rectangle (layer_node,
&(ClutterActorBox) {
0.f, 0.f,
self->tex_width / self->downscale_factor,
self->tex_height / self->downscale_factor,
});
/* Transform node */
graphene_matrix_init_scale (&transform,
1.f / self->downscale_factor,
1.f / self->downscale_factor,
1.f);
transform_node = clutter_transform_node_new (&transform);
clutter_paint_node_set_static_name (transform_node, "ShellBlurEffect (downscale)");
clutter_paint_node_add_child (layer_node, transform_node);
/* Actor node */
add_actor_node (self, transform_node, 255);
self->cache_flags |= ACTOR_PAINTED;
}
else
{
g_autoptr (ClutterPaintNode) pipeline_node = NULL;
pipeline_node = clutter_pipeline_node_new (self->actor_fb.pipeline);
clutter_paint_node_set_static_name (pipeline_node,
"ShellBlurEffect (actor texture)");
clutter_paint_node_add_child (node, pipeline_node);
clutter_paint_node_add_rectangle (pipeline_node,
&(ClutterActorBox) {
0.f, 0.f,
self->tex_width / self->downscale_factor,
self->tex_height / self->downscale_factor,
});
}
}
static gboolean
needs_repaint (ShellBlurEffect *self,
ClutterEffectPaintFlags flags)
{
gboolean actor_cached;
gboolean blur_cached;
gboolean actor_dirty;
actor_dirty = (flags & CLUTTER_EFFECT_PAINT_ACTOR_DIRTY) != 0;
blur_cached = (self->cache_flags & BLUR_APPLIED) != 0;
actor_cached = (self->cache_flags & ACTOR_PAINTED) != 0;
switch (self->mode)
{
case SHELL_BLUR_MODE_ACTOR:
return actor_dirty || !blur_cached || !actor_cached;
case SHELL_BLUR_MODE_BACKGROUND:
return TRUE;
}
return TRUE;
}
static void
shell_blur_effect_paint_node (ClutterEffect *effect,
ClutterPaintNode *node,
ClutterPaintContext *paint_context,
ClutterEffectPaintFlags flags)
{
ShellBlurEffect *self = SHELL_BLUR_EFFECT (effect);
uint8_t paint_opacity;
g_assert (self->actor != NULL);
if (self->sigma > 0)
{
g_autoptr (ClutterPaintNode) blur_node = NULL;
switch (self->mode)
{
case SHELL_BLUR_MODE_ACTOR:
paint_opacity = clutter_actor_get_paint_opacity (self->actor);
break;
case SHELL_BLUR_MODE_BACKGROUND:
paint_opacity = 255;
break;
}
if (needs_repaint (self, flags))
{
ClutterActorBox source_actor_box;
update_actor_box (self, paint_context, &source_actor_box);
/* Failing to create or update the offscreen framebuffers prevents
* the entire effect to be applied.
*/
if (!update_framebuffers (self, paint_context, &source_actor_box))
goto fail;
blur_node = create_blur_nodes (self, node, paint_opacity);
switch (self->mode)
{
case SHELL_BLUR_MODE_ACTOR:
paint_actor_offscreen (self, blur_node, flags);
break;
case SHELL_BLUR_MODE_BACKGROUND:
paint_background (self, blur_node, paint_context, &source_actor_box);
break;
}
}
else
{
/* Use the cached pipeline if no repaint is needed */
add_blurred_pipeline (self, node, paint_opacity);
}
/* Background blur needs to paint the actor after painting the blurred
* background.
*/
switch (self->mode)
{
case SHELL_BLUR_MODE_ACTOR:
break;
case SHELL_BLUR_MODE_BACKGROUND:
add_actor_node (self, node, -1);
break;
}
return;
}
fail:
/* When no blur is applied, or the offscreen framebuffers
* couldn't be created, fallback to simply painting the actor.
*/
add_actor_node (self, node, -1);
}
static void
shell_blur_effect_finalize (GObject *object)
{
ShellBlurEffect *self = (ShellBlurEffect *)object;
clear_framebuffer_data (&self->actor_fb);
clear_framebuffer_data (&self->background_fb);
clear_framebuffer_data (&self->brightness_fb);
g_clear_pointer (&self->actor_fb.pipeline, cogl_object_unref);
g_clear_pointer (&self->background_fb.pipeline, cogl_object_unref);
g_clear_pointer (&self->brightness_fb.pipeline, cogl_object_unref);
G_OBJECT_CLASS (shell_blur_effect_parent_class)->finalize (object);
}
static void
shell_blur_effect_get_property (GObject *object,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
ShellBlurEffect *self = SHELL_BLUR_EFFECT (object);
switch (prop_id)
{
case PROP_SIGMA:
g_value_set_int (value, self->sigma);
break;
case PROP_BRIGHTNESS:
g_value_set_float (value, self->brightness);
break;
case PROP_MODE:
g_value_set_enum (value, self->mode);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
}
}
static void
shell_blur_effect_set_property (GObject *object,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ShellBlurEffect *self = SHELL_BLUR_EFFECT (object);
switch (prop_id)
{
case PROP_SIGMA:
shell_blur_effect_set_sigma (self, g_value_get_int (value));
break;
case PROP_BRIGHTNESS:
shell_blur_effect_set_brightness (self, g_value_get_float (value));
break;
case PROP_MODE:
shell_blur_effect_set_mode (self, g_value_get_enum (value));
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
}
}
static void
shell_blur_effect_class_init (ShellBlurEffectClass *klass)
{
GObjectClass *object_class = G_OBJECT_CLASS (klass);
ClutterActorMetaClass *meta_class = CLUTTER_ACTOR_META_CLASS (klass);
ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass);
object_class->finalize = shell_blur_effect_finalize;
object_class->get_property = shell_blur_effect_get_property;
object_class->set_property = shell_blur_effect_set_property;
meta_class->set_actor = shell_blur_effect_set_actor;
effect_class->paint_node = shell_blur_effect_paint_node;
properties[PROP_SIGMA] =
g_param_spec_int ("sigma",
"Sigma",
"Sigma",
0, G_MAXINT, 0,
G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS);
properties[PROP_BRIGHTNESS] =
g_param_spec_float ("brightness",
"Brightness",
"Brightness",
0.f, 1.f, 1.f,
G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS);
properties[PROP_MODE] =
g_param_spec_enum ("mode",
"Blur mode",
"Blur mode",
SHELL_TYPE_BLUR_MODE,
SHELL_BLUR_MODE_ACTOR,
G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS);
g_object_class_install_properties (object_class, N_PROPS, properties);
}
static void
shell_blur_effect_init (ShellBlurEffect *self)
{
self->mode = SHELL_BLUR_MODE_ACTOR;
self->sigma = 0;
self->brightness = 1.f;
self->actor_fb.pipeline = create_base_pipeline ();
self->background_fb.pipeline = create_base_pipeline ();
self->brightness_fb.pipeline = create_brightness_pipeline ();
self->brightness_uniform =
cogl_pipeline_get_uniform_location (self->brightness_fb.pipeline, "brightness");
}
ShellBlurEffect *
shell_blur_effect_new (void)
{
return g_object_new (SHELL_TYPE_BLUR_EFFECT, NULL);
}
int
shell_blur_effect_get_sigma (ShellBlurEffect *self)
{
g_return_val_if_fail (SHELL_IS_BLUR_EFFECT (self), -1);
return self->sigma;
}
void
shell_blur_effect_set_sigma (ShellBlurEffect *self,
int sigma)
{
g_return_if_fail (SHELL_IS_BLUR_EFFECT (self));
if (self->sigma == sigma)
return;
self->sigma = sigma;
self->cache_flags &= ~BLUR_APPLIED;
if (self->actor)
clutter_effect_queue_repaint (CLUTTER_EFFECT (self));
g_object_notify_by_pspec (G_OBJECT (self), properties[PROP_SIGMA]);
}
float
shell_blur_effect_get_brightness (ShellBlurEffect *self)
{
g_return_val_if_fail (SHELL_IS_BLUR_EFFECT (self), FALSE);
return self->brightness;
}
void
shell_blur_effect_set_brightness (ShellBlurEffect *self,
float brightness)
{
g_return_if_fail (SHELL_IS_BLUR_EFFECT (self));
if (self->brightness == brightness)
return;
self->brightness = brightness;
self->cache_flags &= ~BLUR_APPLIED;
if (self->actor)
clutter_effect_queue_repaint (CLUTTER_EFFECT (self));
g_object_notify_by_pspec (G_OBJECT (self), properties[PROP_BRIGHTNESS]);
}
ShellBlurMode
shell_blur_effect_get_mode (ShellBlurEffect *self)
{
g_return_val_if_fail (SHELL_IS_BLUR_EFFECT (self), -1);
return self->mode;
}
void
shell_blur_effect_set_mode (ShellBlurEffect *self,
ShellBlurMode mode)
{
g_return_if_fail (SHELL_IS_BLUR_EFFECT (self));
if (self->mode == mode)
return;
self->mode = mode;
self->cache_flags &= ~BLUR_APPLIED;
switch (mode)
{
case SHELL_BLUR_MODE_ACTOR:
clear_framebuffer_data (&self->background_fb);
break;
case SHELL_BLUR_MODE_BACKGROUND:
default:
/* Do nothing */
break;
}
if (self->actor)
clutter_effect_queue_repaint (CLUTTER_EFFECT (self));
g_object_notify_by_pspec (G_OBJECT (self), properties[PROP_MODE]);
}