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>
This commit is contained in:
Georges Basile Stavracas Neto 2020-06-29 15:35:02 -03:00 committed by Marge Bot
parent 78d6b13c29
commit 71807a4f10

View File

@ -163,7 +163,6 @@ struct _ShellBlurEffect
ClutterEffect parent_instance;
ClutterActor *actor;
int old_opacity_override;
BlurData blur[2];
@ -483,21 +482,6 @@ calculate_downscale_factor (float width,
return downscale_factor;
}
static void
clear_framebuffer (CoglFramebuffer *framebuffer)
{
static CoglColor transparent;
static gboolean initialized = FALSE;
if (!initialized)
{
cogl_color_init_from_4ub (&transparent, 0, 0, 0, 0);
initialized = TRUE;
}
cogl_framebuffer_clear (framebuffer, COGL_BUFFER_BIT_COLOR, &transparent);
}
static void
shell_blur_effect_set_actor (ClutterActorMeta *meta,
ClutterActor *actor)
@ -558,100 +542,123 @@ update_actor_box (ShellBlurEffect *self,
}
static void
paint_texture (ShellBlurEffect *self,
ClutterPaintContext *paint_context)
add_blurred_pipeline (ShellBlurEffect *self,
ClutterPaintNode *node)
{
CoglFramebuffer *framebuffer;
g_autoptr (ClutterPaintNode) pipeline_node = NULL;
float width, height;
framebuffer = clutter_paint_context_get_framebuffer (paint_context);
/* 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_uniform (self);
cogl_framebuffer_draw_rectangle (framebuffer,
self->brightness_fb.pipeline,
0, 0,
width,
height);
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 void
apply_blur (ShellBlurEffect *self,
ClutterPaintContext *paint_context,
FramebufferData *from,
uint8_t paint_opacity)
static ClutterPaintNode *
create_blur_nodes (ShellBlurEffect *self,
ClutterPaintNode *node,
uint8_t paint_opacity)
{
g_autoptr (ClutterPaintNode) brightness_node = NULL;
g_autoptr (ClutterPaintNode) hblur_node = NULL;
g_autoptr (ClutterPaintNode) vblur_node = NULL;
BlurData *vblur;
BlurData *hblur;
float width;
float height;
vblur = &self->blur[VERTICAL];
hblur = &self->blur[HORIZONTAL];
/* Copy the actor contents into the vblur framebuffer */
clear_framebuffer (vblur->data.framebuffer);
cogl_framebuffer_draw_rectangle (vblur->data.framebuffer,
from->pipeline,
0, 0,
cogl_texture_get_width (vblur->data.texture),
cogl_texture_get_height (vblur->data.texture));
clutter_actor_get_size (self->actor, &width, &height);
/* Pass 1:
*
* Draw the actor contents (which is in the vblur framebuffer
* at this point) into the hblur framebuffer. This will run the
* vertical blur fragment shader, and will output a vertically
* blurred image.
*/
update_blur_uniforms (self, vblur);
update_brightness_uniform (self);
clear_framebuffer (hblur->data.framebuffer);
cogl_framebuffer_draw_rectangle (hblur->data.framebuffer,
vblur->data.pipeline,
0, 0,
cogl_texture_get_width (hblur->data.texture),
cogl_texture_get_height (hblur->data.texture));
/* Pass 2:
*
* Now the opposite; draw the vertically blurred image using the
* horizontal blur pipeline into the brightness framebuffer.
*/
update_blur_uniforms (self, hblur);
cogl_pipeline_set_color4ub (hblur->data.pipeline,
cogl_pipeline_set_color4ub (self->brightness_fb.pipeline,
paint_opacity,
paint_opacity,
paint_opacity,
paint_opacity);
clear_framebuffer (self->brightness_fb.framebuffer);
cogl_framebuffer_draw_rectangle (self->brightness_fb.framebuffer,
hblur->data.pipeline,
0, 0,
cogl_texture_get_width (self->brightness_fb.texture),
cogl_texture_get_height (self->brightness_fb.texture));
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,
});
/* Horizontal pass:
*
* This layer node contains the vertically blurred image; draw the it using the
* horizontal blur pipeline.
*/
update_blur_uniforms (self, hblur);
hblur_node = clutter_layer_node_new_to_framebuffer (hblur->data.framebuffer,
hblur->data.pipeline);
clutter_paint_node_set_static_name (hblur_node, "ShellBlurEffect (horizontal pass)");
clutter_paint_node_add_child (brightness_node, hblur_node);
clutter_paint_node_add_rectangle (hblur_node,
&(ClutterActorBox) {
0.f, 0.f,
cogl_texture_get_width (self->brightness_fb.texture),
cogl_texture_get_height (self->brightness_fb.texture),
});
/* Vertical pass:
*
* Draw the actor contents into the vblur framebuffer using the vertical
* blur pipeline, which will output a vertically blurred image that will
* be used by the parent node (hblur_node).
*/
update_blur_uniforms (self, vblur);
vblur_node = clutter_layer_node_new_to_framebuffer (vblur->data.framebuffer,
vblur->data.pipeline);
clutter_paint_node_set_static_name (vblur_node, "ShellBlurEffect (vertical pass)");
clutter_paint_node_add_child (hblur_node, vblur_node);
clutter_paint_node_add_rectangle (vblur_node,
&(ClutterActorBox) {
0.f, 0.f,
cogl_texture_get_width (hblur->data.texture),
cogl_texture_get_height (hblur->data.texture)
});
self->cache_flags |= BLUR_APPLIED;
return g_steal_pointer (&vblur_node);
}
static gboolean
static void
paint_background (ShellBlurEffect *self,
ClutterPaintNode *node,
ClutterPaintContext *paint_context,
ClutterActorBox *source_actor_box)
{
g_autoptr (GError) error = NULL;
CoglFramebuffer *framebuffer;
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;
framebuffer = clutter_paint_context_get_framebuffer (paint_context);
clutter_actor_box_get_origin (source_actor_box,
&transformed_x,
&transformed_y);
@ -659,23 +666,30 @@ paint_background (ShellBlurEffect *self,
&transformed_width,
&transformed_height);
clear_framebuffer (self->background_fb.framebuffer);
cogl_blit_framebuffer (framebuffer,
self->background_fb.framebuffer,
transformed_x,
transformed_y,
0, 0,
transformed_width,
transformed_height,
&error);
/* 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,
});
if (error)
{
g_warning ("Error blitting overlay framebuffer: %s", error->message);
return FALSE;
}
return TRUE;
/* 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
@ -708,9 +722,20 @@ update_framebuffers (ShellBlurEffect *self,
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,
ClutterPaintContext *paint_context,
ClutterPaintNode *node,
ClutterEffectPaintFlags flags)
{
gboolean actor_dirty;
@ -718,32 +743,53 @@ paint_actor_offscreen (ShellBlurEffect *self,
actor_dirty = (flags & CLUTTER_EFFECT_PAINT_ACTOR_DIRTY) != 0;
/* The actor offscreen framebuffer is updated already */
if (!actor_dirty && (self->cache_flags & ACTOR_PAINTED))
return;
if (actor_dirty || !(self->cache_flags & ACTOR_PAINTED))
{
g_autoptr (ClutterPaintNode) transform_node = NULL;
g_autoptr (ClutterPaintNode) layer_node = NULL;
graphene_matrix_t transform;
self->old_opacity_override = clutter_actor_get_opacity_override (self->actor);
clutter_actor_set_opacity_override (self->actor, 0xff);
/* 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,
});
/* Draw the actor contents into the actor offscreen framebuffer */
clear_framebuffer (self->actor_fb.framebuffer);
/* 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);
cogl_framebuffer_push_matrix (self->actor_fb.framebuffer);
cogl_framebuffer_scale (self->actor_fb.framebuffer,
1.f / self->downscale_factor,
1.f / self->downscale_factor,
1.f);
/* Actor node */
add_actor_node (self, transform_node, 255);
clutter_paint_context_push_framebuffer (paint_context,
self->actor_fb.framebuffer);
self->cache_flags |= ACTOR_PAINTED;
}
else
{
g_autoptr (ClutterPaintNode) pipeline_node = NULL;
clutter_actor_continue_paint (self->actor, paint_context);
cogl_framebuffer_pop_matrix (self->actor_fb.framebuffer);
clutter_paint_context_pop_framebuffer (paint_context);
clutter_actor_set_opacity_override (self->actor, self->old_opacity_override);
self->cache_flags |= ACTOR_PAINTED;
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
@ -771,9 +817,10 @@ needs_repaint (ShellBlurEffect *self,
}
static void
shell_blur_effect_paint (ClutterEffect *effect,
ClutterPaintContext *paint_context,
ClutterEffectPaintFlags flags)
shell_blur_effect_paint_node (ClutterEffect *effect,
ClutterPaintNode *node,
ClutterPaintContext *paint_context,
ClutterEffectPaintFlags flags)
{
ShellBlurEffect *self = SHELL_BLUR_EFFECT (effect);
uint8_t paint_opacity;
@ -782,6 +829,8 @@ shell_blur_effect_paint (ClutterEffect *effect,
if (self->sigma > 0)
{
g_autoptr (ClutterPaintNode) blur_node = NULL;
if (needs_repaint (self, flags))
{
ClutterActorBox source_actor_box;
@ -799,20 +848,21 @@ shell_blur_effect_paint (ClutterEffect *effect,
case SHELL_BLUR_MODE_ACTOR:
paint_opacity = clutter_actor_get_paint_opacity (self->actor);
paint_actor_offscreen (self, paint_context, flags);
apply_blur (self, paint_context, &self->actor_fb, paint_opacity);
blur_node = create_blur_nodes (self, node, paint_opacity);
paint_actor_offscreen (self, blur_node, flags);
break;
case SHELL_BLUR_MODE_BACKGROUND:
if (!paint_background (self, paint_context, &source_actor_box))
goto fail;
apply_blur (self, paint_context, &self->background_fb, 255);
blur_node = create_blur_nodes (self, node, 255);
paint_background (self, blur_node, paint_context, &source_actor_box);
break;
}
}
paint_texture (self, paint_context);
else
{
/* Use the cached pipeline if no repaint is needed */
add_blurred_pipeline (self, node);
}
/* Background blur needs to paint the actor after painting the blurred
* background.
@ -823,7 +873,7 @@ shell_blur_effect_paint (ClutterEffect *effect,
break;
case SHELL_BLUR_MODE_BACKGROUND:
clutter_actor_continue_paint (self->actor, paint_context);
add_actor_node (self, node, -1);
break;
}
@ -834,7 +884,7 @@ fail:
/* When no blur is applied, or the offscreen framebuffers
* couldn't be created, fallback to simply painting the actor.
*/
clutter_actor_continue_paint (self->actor, paint_context);
add_actor_node (self, node, -1);
}
static void
@ -924,7 +974,7 @@ shell_blur_effect_class_init (ShellBlurEffectClass *klass)
meta_class->set_actor = shell_blur_effect_set_actor;
effect_class->paint = shell_blur_effect_paint;
effect_class->paint_node = shell_blur_effect_paint_node;
properties[PROP_SIGMA] =
g_param_spec_int ("sigma",