st: Use blur node to render shadow pipeline
It is generally faster than downloading the texture, blurring with the CPU, and uploading the blurred texture. Notice that 'n_values' is calculated differently from the blur_pixels() function; that's because it needs to match Clutter's blur shader interpretation of sigma [1]. [1] https://gitlab.gnome.org/GNOME/mutter/-/blob/master/clutter/clutter/clutter-blur.c#L89 Part-of: <https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/1539>
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@ -382,46 +382,74 @@ _st_create_shadow_pipeline (StShadow *shadow_spec,
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{
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ClutterBackend *backend = clutter_get_default_backend ();
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CoglContext *ctx = clutter_backend_get_cogl_context (backend);
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GError *error = NULL;
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static CoglPipeline *shadow_pipeline_template = NULL;
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g_autoptr (ClutterPaintNode) texture_node = NULL;
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g_autoptr (ClutterPaintNode) blur_node = NULL;
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g_autoptr (CoglOffscreen) offscreen = NULL;
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g_autoptr (GError) error = NULL;
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ClutterPaintContext *paint_context;
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CoglFramebuffer *fb;
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CoglPipeline *pipeline;
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CoglTexture *texture;
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guchar *pixels_in, *pixels_out;
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gint width_in, height_in, rowstride_in;
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gint width_out, height_out, rowstride_out;
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double sigma;
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int src_height, dst_height;
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int src_width, dst_width;
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int n_values;
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int half;
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static CoglPipeline *shadow_pipeline_template = NULL;
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g_return_val_if_fail (shadow_spec != NULL, NULL);
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g_return_val_if_fail (src_texture != NULL, NULL);
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width_in = cogl_texture_get_width (src_texture);
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height_in = cogl_texture_get_height (src_texture);
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rowstride_in = (width_in + 3) & ~3;
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sigma = shadow_spec->blur / 2.f;
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n_values = ceil (3 * sigma);
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half = n_values / 2;
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pixels_in = g_malloc0 (rowstride_in * height_in);
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src_width = cogl_texture_get_width (src_texture);
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src_height = cogl_texture_get_height (src_texture);
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dst_width = src_width + 2 * half;
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dst_height = src_height + 2 * half;
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cogl_texture_get_data (src_texture, COGL_PIXEL_FORMAT_A_8,
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rowstride_in, pixels_in);
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texture = cogl_texture_2d_new_with_size (ctx, dst_width, dst_height);
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if (!texture)
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return NULL;
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pixels_out = blur_pixels (pixels_in, width_in, height_in, rowstride_in,
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shadow_spec->blur * resource_scale,
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&width_out, &height_out, &rowstride_out);
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g_free (pixels_in);
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texture = COGL_TEXTURE (cogl_texture_2d_new_from_data (ctx, width_out, height_out,
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COGL_PIXEL_FORMAT_A_8,
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rowstride_out,
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pixels_out,
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&error));
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if (error)
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offscreen = cogl_offscreen_new_with_texture (texture);
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fb = COGL_FRAMEBUFFER (offscreen);
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if (!cogl_framebuffer_allocate (fb, &error))
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{
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g_warning ("Failed to allocate texture: %s", error->message);
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g_error_free (error);
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cogl_clear_object (&texture);
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return NULL;
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}
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g_free (pixels_out);
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cogl_framebuffer_clear4f (fb, COGL_BUFFER_BIT_COLOR, 0.f, 0.f, 0.f, 0.f);
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cogl_framebuffer_orthographic (fb, 0, 0, dst_width, dst_height, 0, 1.0);
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cogl_framebuffer_scale (fb, resource_scale, resource_scale, 1);
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/* Blur */
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blur_node = clutter_blur_node_new (dst_width, dst_height, sigma);
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clutter_paint_node_add_rectangle (blur_node,
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&(ClutterActorBox) {
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0.f, 0.f,
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dst_width, dst_height,
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});
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/* Texture */
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texture_node = clutter_texture_node_new (src_texture,
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0,
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CLUTTER_SCALING_FILTER_NEAREST,
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CLUTTER_SCALING_FILTER_NEAREST);
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clutter_paint_node_add_child (blur_node, texture_node);
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clutter_paint_node_add_rectangle (texture_node,
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&(ClutterActorBox) {
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half, half,
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src_width, src_height,
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});
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paint_context =
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clutter_paint_context_new_for_framebuffer (fb, NULL, CLUTTER_PAINT_FLAG_NONE);
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clutter_paint_node_paint (blur_node, paint_context);
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clutter_paint_context_destroy (paint_context);
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if (G_UNLIKELY (shadow_pipeline_template == NULL))
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{
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@ -438,8 +466,7 @@ _st_create_shadow_pipeline (StShadow *shadow_spec,
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pipeline = cogl_pipeline_copy (shadow_pipeline_template);
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cogl_pipeline_set_layer_texture (pipeline, 0, texture);
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if (texture)
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cogl_object_unref (texture);
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cogl_clear_object (&texture);
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return pipeline;
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}
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