blur-effect: Port to paint nodes
Port the blur effect to the new ClutterEffect.paint_node() vfunc. Update the function names to match what they do, e.g. "apply_blur()" now creates the blur subtree and thus was appropriately renamed to "create_blur_nodes()". There are 3 subtrees that can be generated by the blur effect: 1. Actor mode (full subtree; no cache) Root | | Layer (brightness) | Layer (horizontal blur) | Layer (vertical blur) | Layer (actor) | Transform (downscale) | Actor 2. Actor mode (partial subtree; cached contents) Root | Pipeline (final result) 3. Background mode Root |----------------------- | | Layer (brightness) Actor | Layer (horizontal blur) | Layer (vertical blur) | Layer (background) | Blit Part-of: <https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/1339>
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78d6b13c29
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71807a4f10
@ -163,7 +163,6 @@ struct _ShellBlurEffect
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ClutterEffect parent_instance;
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ClutterActor *actor;
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int old_opacity_override;
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BlurData blur[2];
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@ -483,21 +482,6 @@ calculate_downscale_factor (float width,
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return downscale_factor;
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}
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static void
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clear_framebuffer (CoglFramebuffer *framebuffer)
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{
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static CoglColor transparent;
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static gboolean initialized = FALSE;
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if (!initialized)
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{
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cogl_color_init_from_4ub (&transparent, 0, 0, 0, 0);
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initialized = TRUE;
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}
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cogl_framebuffer_clear (framebuffer, COGL_BUFFER_BIT_COLOR, &transparent);
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}
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static void
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shell_blur_effect_set_actor (ClutterActorMeta *meta,
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ClutterActor *actor)
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@ -558,100 +542,123 @@ update_actor_box (ShellBlurEffect *self,
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}
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static void
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paint_texture (ShellBlurEffect *self,
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ClutterPaintContext *paint_context)
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add_blurred_pipeline (ShellBlurEffect *self,
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ClutterPaintNode *node)
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{
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CoglFramebuffer *framebuffer;
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g_autoptr (ClutterPaintNode) pipeline_node = NULL;
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float width, height;
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framebuffer = clutter_paint_context_get_framebuffer (paint_context);
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/* Use the untransformed actor size here, since the framebuffer itself already
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* has the actor transform matrix applied.
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*/
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clutter_actor_get_size (self->actor, &width, &height);
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update_brightness_uniform (self);
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cogl_framebuffer_draw_rectangle (framebuffer,
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self->brightness_fb.pipeline,
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0, 0,
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width,
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height);
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pipeline_node = clutter_pipeline_node_new (self->brightness_fb.pipeline);
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clutter_paint_node_set_static_name (pipeline_node, "ShellBlurEffect (final)");
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clutter_paint_node_add_child (node, pipeline_node);
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clutter_paint_node_add_rectangle (pipeline_node,
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&(ClutterActorBox) {
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0.f, 0.f,
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width,
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height,
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});
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}
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static void
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apply_blur (ShellBlurEffect *self,
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ClutterPaintContext *paint_context,
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FramebufferData *from,
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uint8_t paint_opacity)
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static ClutterPaintNode *
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create_blur_nodes (ShellBlurEffect *self,
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ClutterPaintNode *node,
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uint8_t paint_opacity)
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{
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g_autoptr (ClutterPaintNode) brightness_node = NULL;
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g_autoptr (ClutterPaintNode) hblur_node = NULL;
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g_autoptr (ClutterPaintNode) vblur_node = NULL;
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BlurData *vblur;
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BlurData *hblur;
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float width;
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float height;
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vblur = &self->blur[VERTICAL];
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hblur = &self->blur[HORIZONTAL];
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/* Copy the actor contents into the vblur framebuffer */
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clear_framebuffer (vblur->data.framebuffer);
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cogl_framebuffer_draw_rectangle (vblur->data.framebuffer,
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from->pipeline,
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0, 0,
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cogl_texture_get_width (vblur->data.texture),
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cogl_texture_get_height (vblur->data.texture));
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clutter_actor_get_size (self->actor, &width, &height);
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/* Pass 1:
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*
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* Draw the actor contents (which is in the vblur framebuffer
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* at this point) into the hblur framebuffer. This will run the
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* vertical blur fragment shader, and will output a vertically
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* blurred image.
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*/
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update_blur_uniforms (self, vblur);
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update_brightness_uniform (self);
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clear_framebuffer (hblur->data.framebuffer);
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cogl_framebuffer_draw_rectangle (hblur->data.framebuffer,
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vblur->data.pipeline,
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0, 0,
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cogl_texture_get_width (hblur->data.texture),
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cogl_texture_get_height (hblur->data.texture));
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/* Pass 2:
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*
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* Now the opposite; draw the vertically blurred image using the
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* horizontal blur pipeline into the brightness framebuffer.
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*/
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update_blur_uniforms (self, hblur);
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cogl_pipeline_set_color4ub (hblur->data.pipeline,
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cogl_pipeline_set_color4ub (self->brightness_fb.pipeline,
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paint_opacity,
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paint_opacity,
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paint_opacity,
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paint_opacity);
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clear_framebuffer (self->brightness_fb.framebuffer);
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cogl_framebuffer_draw_rectangle (self->brightness_fb.framebuffer,
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hblur->data.pipeline,
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0, 0,
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cogl_texture_get_width (self->brightness_fb.texture),
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cogl_texture_get_height (self->brightness_fb.texture));
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brightness_node = clutter_layer_node_new_to_framebuffer (self->brightness_fb.framebuffer,
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self->brightness_fb.pipeline);
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clutter_paint_node_set_static_name (brightness_node, "ShellBlurEffect (brightness)");
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clutter_paint_node_add_child (node, brightness_node);
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clutter_paint_node_add_rectangle (brightness_node,
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&(ClutterActorBox) {
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0.f, 0.f,
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width, height,
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});
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/* Horizontal pass:
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*
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* This layer node contains the vertically blurred image; draw the it using the
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* horizontal blur pipeline.
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*/
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update_blur_uniforms (self, hblur);
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hblur_node = clutter_layer_node_new_to_framebuffer (hblur->data.framebuffer,
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hblur->data.pipeline);
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clutter_paint_node_set_static_name (hblur_node, "ShellBlurEffect (horizontal pass)");
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clutter_paint_node_add_child (brightness_node, hblur_node);
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clutter_paint_node_add_rectangle (hblur_node,
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&(ClutterActorBox) {
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0.f, 0.f,
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cogl_texture_get_width (self->brightness_fb.texture),
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cogl_texture_get_height (self->brightness_fb.texture),
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});
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/* Vertical pass:
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*
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* Draw the actor contents into the vblur framebuffer using the vertical
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* blur pipeline, which will output a vertically blurred image that will
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* be used by the parent node (hblur_node).
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*/
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update_blur_uniforms (self, vblur);
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vblur_node = clutter_layer_node_new_to_framebuffer (vblur->data.framebuffer,
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vblur->data.pipeline);
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clutter_paint_node_set_static_name (vblur_node, "ShellBlurEffect (vertical pass)");
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clutter_paint_node_add_child (hblur_node, vblur_node);
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clutter_paint_node_add_rectangle (vblur_node,
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&(ClutterActorBox) {
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0.f, 0.f,
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cogl_texture_get_width (hblur->data.texture),
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cogl_texture_get_height (hblur->data.texture)
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});
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self->cache_flags |= BLUR_APPLIED;
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return g_steal_pointer (&vblur_node);
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}
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static gboolean
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static void
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paint_background (ShellBlurEffect *self,
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ClutterPaintNode *node,
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ClutterPaintContext *paint_context,
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ClutterActorBox *source_actor_box)
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{
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g_autoptr (GError) error = NULL;
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CoglFramebuffer *framebuffer;
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g_autoptr (ClutterPaintNode) background_node = NULL;
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g_autoptr (ClutterPaintNode) blit_node = NULL;
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CoglFramebuffer *src;
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float transformed_x;
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float transformed_y;
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float transformed_width;
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float transformed_height;
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framebuffer = clutter_paint_context_get_framebuffer (paint_context);
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clutter_actor_box_get_origin (source_actor_box,
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&transformed_x,
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&transformed_y);
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@ -659,23 +666,30 @@ paint_background (ShellBlurEffect *self,
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&transformed_width,
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&transformed_height);
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clear_framebuffer (self->background_fb.framebuffer);
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cogl_blit_framebuffer (framebuffer,
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self->background_fb.framebuffer,
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transformed_x,
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transformed_y,
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0, 0,
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transformed_width,
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transformed_height,
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&error);
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/* Background layer node */
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background_node =
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clutter_layer_node_new_to_framebuffer (self->background_fb.framebuffer,
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self->background_fb.pipeline);
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clutter_paint_node_set_static_name (background_node, "ShellBlurEffect (background)");
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clutter_paint_node_add_child (node, background_node);
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clutter_paint_node_add_rectangle (background_node,
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&(ClutterActorBox) {
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0.f, 0.f,
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self->tex_width / self->downscale_factor,
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self->tex_height / self->downscale_factor,
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});
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if (error)
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{
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g_warning ("Error blitting overlay framebuffer: %s", error->message);
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return FALSE;
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}
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return TRUE;
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/* Blit node */
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src = clutter_paint_context_get_framebuffer (paint_context);
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blit_node = clutter_blit_node_new (src);
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clutter_paint_node_set_static_name (blit_node, "ShellBlurEffect (blit)");
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clutter_paint_node_add_child (background_node, blit_node);
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clutter_blit_node_add_blit_rectangle (CLUTTER_BLIT_NODE (blit_node),
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transformed_x,
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transformed_y,
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0, 0,
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transformed_width,
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transformed_height);
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}
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static gboolean
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@ -708,9 +722,20 @@ update_framebuffers (ShellBlurEffect *self,
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return updated;
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}
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static void
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add_actor_node (ShellBlurEffect *self,
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ClutterPaintNode *node,
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int opacity)
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{
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g_autoptr (ClutterPaintNode) actor_node = NULL;
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actor_node = clutter_actor_node_new (self->actor, opacity);
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clutter_paint_node_add_child (node, actor_node);
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}
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static void
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paint_actor_offscreen (ShellBlurEffect *self,
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ClutterPaintContext *paint_context,
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ClutterPaintNode *node,
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ClutterEffectPaintFlags flags)
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{
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gboolean actor_dirty;
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@ -718,32 +743,53 @@ paint_actor_offscreen (ShellBlurEffect *self,
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actor_dirty = (flags & CLUTTER_EFFECT_PAINT_ACTOR_DIRTY) != 0;
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/* The actor offscreen framebuffer is updated already */
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if (!actor_dirty && (self->cache_flags & ACTOR_PAINTED))
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return;
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if (actor_dirty || !(self->cache_flags & ACTOR_PAINTED))
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{
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g_autoptr (ClutterPaintNode) transform_node = NULL;
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g_autoptr (ClutterPaintNode) layer_node = NULL;
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graphene_matrix_t transform;
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self->old_opacity_override = clutter_actor_get_opacity_override (self->actor);
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clutter_actor_set_opacity_override (self->actor, 0xff);
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/* Layer node */
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layer_node = clutter_layer_node_new_to_framebuffer (self->actor_fb.framebuffer,
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self->actor_fb.pipeline);
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clutter_paint_node_set_static_name (layer_node, "ShellBlurEffect (actor offscreen)");
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clutter_paint_node_add_child (node, layer_node);
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clutter_paint_node_add_rectangle (layer_node,
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&(ClutterActorBox) {
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0.f, 0.f,
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self->tex_width / self->downscale_factor,
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self->tex_height / self->downscale_factor,
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});
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/* Draw the actor contents into the actor offscreen framebuffer */
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clear_framebuffer (self->actor_fb.framebuffer);
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/* Transform node */
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graphene_matrix_init_scale (&transform,
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1.f / self->downscale_factor,
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1.f / self->downscale_factor,
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1.f);
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transform_node = clutter_transform_node_new (&transform);
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clutter_paint_node_set_static_name (transform_node, "ShellBlurEffect (downscale)");
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clutter_paint_node_add_child (layer_node, transform_node);
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cogl_framebuffer_push_matrix (self->actor_fb.framebuffer);
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cogl_framebuffer_scale (self->actor_fb.framebuffer,
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1.f / self->downscale_factor,
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1.f / self->downscale_factor,
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1.f);
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/* Actor node */
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add_actor_node (self, transform_node, 255);
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clutter_paint_context_push_framebuffer (paint_context,
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self->actor_fb.framebuffer);
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self->cache_flags |= ACTOR_PAINTED;
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}
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else
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{
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g_autoptr (ClutterPaintNode) pipeline_node = NULL;
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clutter_actor_continue_paint (self->actor, paint_context);
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cogl_framebuffer_pop_matrix (self->actor_fb.framebuffer);
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clutter_paint_context_pop_framebuffer (paint_context);
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clutter_actor_set_opacity_override (self->actor, self->old_opacity_override);
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self->cache_flags |= ACTOR_PAINTED;
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pipeline_node = clutter_pipeline_node_new (self->actor_fb.pipeline);
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clutter_paint_node_set_static_name (pipeline_node,
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"ShellBlurEffect (actor texture)");
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clutter_paint_node_add_child (node, pipeline_node);
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clutter_paint_node_add_rectangle (pipeline_node,
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&(ClutterActorBox) {
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0.f, 0.f,
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self->tex_width / self->downscale_factor,
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self->tex_height / self->downscale_factor,
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});
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}
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}
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static gboolean
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@ -771,9 +817,10 @@ needs_repaint (ShellBlurEffect *self,
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}
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static void
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shell_blur_effect_paint (ClutterEffect *effect,
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ClutterPaintContext *paint_context,
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ClutterEffectPaintFlags flags)
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shell_blur_effect_paint_node (ClutterEffect *effect,
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ClutterPaintNode *node,
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ClutterPaintContext *paint_context,
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ClutterEffectPaintFlags flags)
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{
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ShellBlurEffect *self = SHELL_BLUR_EFFECT (effect);
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uint8_t paint_opacity;
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@ -782,6 +829,8 @@ shell_blur_effect_paint (ClutterEffect *effect,
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if (self->sigma > 0)
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{
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g_autoptr (ClutterPaintNode) blur_node = NULL;
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if (needs_repaint (self, flags))
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{
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ClutterActorBox source_actor_box;
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@ -799,20 +848,21 @@ shell_blur_effect_paint (ClutterEffect *effect,
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case SHELL_BLUR_MODE_ACTOR:
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paint_opacity = clutter_actor_get_paint_opacity (self->actor);
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paint_actor_offscreen (self, paint_context, flags);
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apply_blur (self, paint_context, &self->actor_fb, paint_opacity);
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blur_node = create_blur_nodes (self, node, paint_opacity);
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paint_actor_offscreen (self, blur_node, flags);
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break;
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case SHELL_BLUR_MODE_BACKGROUND:
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if (!paint_background (self, paint_context, &source_actor_box))
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goto fail;
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apply_blur (self, paint_context, &self->background_fb, 255);
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blur_node = create_blur_nodes (self, node, 255);
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paint_background (self, blur_node, paint_context, &source_actor_box);
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break;
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}
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}
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paint_texture (self, paint_context);
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else
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{
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/* Use the cached pipeline if no repaint is needed */
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add_blurred_pipeline (self, node);
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}
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/* Background blur needs to paint the actor after painting the blurred
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* background.
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@ -823,7 +873,7 @@ shell_blur_effect_paint (ClutterEffect *effect,
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break;
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case SHELL_BLUR_MODE_BACKGROUND:
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clutter_actor_continue_paint (self->actor, paint_context);
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add_actor_node (self, node, -1);
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break;
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}
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@ -834,7 +884,7 @@ fail:
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/* When no blur is applied, or the offscreen framebuffers
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* couldn't be created, fallback to simply painting the actor.
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*/
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clutter_actor_continue_paint (self->actor, paint_context);
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add_actor_node (self, node, -1);
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}
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static void
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@ -924,7 +974,7 @@ shell_blur_effect_class_init (ShellBlurEffectClass *klass)
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meta_class->set_actor = shell_blur_effect_set_actor;
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effect_class->paint = shell_blur_effect_paint;
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effect_class->paint_node = shell_blur_effect_paint_node;
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properties[PROP_SIGMA] =
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g_param_spec_int ("sigma",
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