gnome-shell/src/shell-blur-effect.c
Georges Basile Stavracas Neto 248eb7419e Introduce ShellBlurEffect
This is a moderately fast two-pass gaussian blur implementation.
It downscales the framebuffer dynamically before applying the
gaussian shader, which cuts down rendering time quite considerably.

The blur shader takes 2 uniforms as input: the blur radius; and
whether to blur vertically or horizontally.

The blur radius is treated as an integer in C land to simplify
calculations. The vertical parameter is treated as an integer by
the shader simply due to Cogl not having proper boolean support
in snippets.

At last, brightness is also added to avoid needing to use an extra
effect to achieve that. Brightness is applied in a different pipeline
than blur, so we can control it more tightly.

ShellBlurEffect also implements a "background" mode, where the contents
beneath the actor are blurred, but not the actor itself. This mode is
performance-heavy.

Related: https://gitlab.gnome.org/GNOME/gnome-shell/issues/1848

https://gitlab.gnome.org/GNOME/gnome-shell/merge_requests/864
2020-01-08 15:59:15 -03:00

1099 lines
33 KiB
C

/* 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 moderately fast gaussian blur implementation. It also has
* an optional brighness 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.
*
* # Optimizations
*
* There are a number of optimizations in place to make this blur implementation
* real-time.
*
* ## Multipass
*
* It is implemented in 2 passes: vertical and horizontal.
*
* ## Downscaling
*
* #ShellBlurEffect uses dynamic downscaling to speed up blurring. Downscaling
* happens in factors of 2 (the image is downscaled either by 2, 4, 8, 16, …) and
* depends on the blur radius, the actor size, among others.
*
* The actor is drawn into a downscaled framebuffer; the blur passes are applied
* on the downscaled actor contents; and finally, the blurred contents are drawn
* upscaled again.
*
* ## Hardware Interpolation
*
* This blur implementation cuts down the number of sampling operations by
* exploiting the hardware interpolation that is performed when sampling between
* pixel boundaries. This technique is described at:
*
* http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
*
*/
static const gchar *gaussian_blur_glsl_declarations =
"uniform float blur_radius; \n"
"uniform float pixel_step; \n"
"uniform int vertical; \n"
" \n"
"float gaussian (float sigma, float x) { \n"
" return exp ( - (x * x) / (2.0 * sigma * sigma)); \n"
"} \n"
" \n";
static const gchar *gaussian_blur_glsl =
" float total = 0.0; \n"
" int horizontal = 1 - vertical; \n"
" \n"
" vec4 ret = vec4 (0); \n"
" vec2 uv = vec2 (cogl_tex_coord.st); \n"
" \n"
" float half_radius = blur_radius / 2.0; \n"
" int n_steps = int (ceil (half_radius)) + 1; \n"
" \n"
" for (int i = 0; i < n_steps; i++) { \n"
" float i0 = min (float (2 * i), blur_radius); \n"
" float i1 = min (i0 + 1.0, blur_radius); \n"
" \n"
" float step0 = i0 * pixel_step; \n"
" float step1 = i1 * pixel_step; \n"
" \n"
" float weight0 = gaussian (half_radius, i0); \n"
" float weight1 = gaussian (half_radius, i1); \n"
" float weight = weight0 + weight1; \n"
" \n"
" float foffset = (step0 * weight0 + step1 * weight1) / weight; \n"
" vec2 offset = vec2(foffset * float(horizontal), \n"
" foffset * float(vertical)); \n"
" \n"
" vec4 c = texture2D(cogl_sampler, uv + offset); \n"
" total += weight; \n"
" ret += c * weight; \n"
" \n"
" c = texture2D(cogl_sampler, uv - offset); \n"
" total += weight; \n"
" ret += c * weight; \n"
" } \n"
" \n"
" cogl_texel = vec4 (ret / total); \n";
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_BLUR_RADIUS 10.f
typedef enum
{
VERTICAL,
HORIZONTAL,
} BlurType;
typedef enum
{
ACTOR_PAINTED = 1 << 0,
BLUR_APPLIED = 1 << 1,
} CacheFlags;
typedef struct
{
CoglFramebuffer *framebuffer;
CoglPipeline *pipeline;
CoglTexture *texture;
} FramebufferData;
typedef struct
{
FramebufferData data;
BlurType type;
int blur_radius_uniform;
int pixel_step_uniform;
int vertical_uniform;
} BlurData;
struct _ShellBlurEffect
{
ClutterEffect parent_instance;
ClutterActor *actor;
uint8_t old_opacity_override;
BlurData blur[2];
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 blur_radius;
};
G_DEFINE_TYPE (ShellBlurEffect, shell_blur_effect, CLUTTER_TYPE_EFFECT)
enum {
PROP_0,
PROP_BLUR_RADIUS,
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_blur_pipeline (void)
{
static CoglPipeline *blur_pipeline = NULL;
if (G_UNLIKELY (blur_pipeline == NULL))
{
CoglSnippet *snippet;
blur_pipeline = create_base_pipeline ();
snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_TEXTURE_LOOKUP,
gaussian_blur_glsl_declarations,
NULL);
cogl_snippet_set_replace (snippet, gaussian_blur_glsl);
cogl_pipeline_add_layer_snippet (blur_pipeline, 0, snippet);
cogl_object_unref (snippet);
}
return cogl_pipeline_copy (blur_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
setup_blur (BlurData *blur,
BlurType type)
{
blur->type = type;
blur->data.pipeline = create_blur_pipeline ();
blur->blur_radius_uniform =
cogl_pipeline_get_uniform_location (blur->data.pipeline, "blur_radius");
blur->pixel_step_uniform =
cogl_pipeline_get_uniform_location (blur->data.pipeline, "pixel_step");
blur->vertical_uniform =
cogl_pipeline_get_uniform_location (blur->data.pipeline, "vertical");
}
static void
update_blur_uniforms (ShellBlurEffect *self,
BlurData *blur)
{
gboolean is_vertical = blur->type == VERTICAL;
if (blur->pixel_step_uniform > -1)
{
float pixel_step;
if (is_vertical)
pixel_step = 1.f / cogl_texture_get_height (blur->data.texture);
else
pixel_step = 1.f / cogl_texture_get_width (blur->data.texture);
cogl_pipeline_set_uniform_1f (blur->data.pipeline,
blur->pixel_step_uniform,
pixel_step);
}
if (blur->blur_radius_uniform > -1)
{
cogl_pipeline_set_uniform_1f (blur->data.pipeline,
blur->blur_radius_uniform,
self->blur_radius / self->downscale_factor);
}
if (blur->vertical_uniform > -1)
{
cogl_pipeline_set_uniform_1i (blur->data.pipeline,
blur->vertical_uniform,
is_vertical);
}
}
static void
update_brightness_uniform (ShellBlurEffect *self)
{
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,
float downscale_factor)
{
CoglMatrix projection;
float downscaled_width = width / downscale_factor;
float downscaled_height = height / downscale_factor;
cogl_matrix_init_identity (&projection);
cogl_matrix_scale (&projection,
2.0 / downscaled_width,
-2.0 / downscaled_height,
1.f);
cogl_matrix_translate (&projection,
-downscaled_width / 2.0,
-downscaled_height / 2.0,
0);
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_pointer (&data->framebuffer, cogl_object_unref);
data->texture =
cogl_texture_2d_new_with_size (ctx,
width / downscale_factor,
height / downscale_factor);
if (!data->texture)
return FALSE;
cogl_pipeline_set_layer_texture (data->pipeline, 0, data->texture);
data->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, width, height, downscale_factor);
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_blur_fbo (ShellBlurEffect *self,
BlurData *blur,
unsigned int width,
unsigned int height,
float downscale_factor)
{
if (self->tex_width == width &&
self->tex_height == height &&
self->downscale_factor == downscale_factor &&
blur->data.framebuffer)
{
return TRUE;
}
return update_fbo (&blur->data,
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_pointer (&fb_data->framebuffer, cogl_object_unref);
}
static float
calculate_downscale_factor (float width,
float height,
float blur_radius)
{
float downscale_factor = 1.0;
float scaled_width = width;
float scaled_height = height;
float scaled_radius = blur_radius;
/* 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_radius > MAX_BLUR_RADIUS &&
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_radius = blur_radius / downscale_factor;
}
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)
{
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->brightness_fb);
clear_framebuffer_data (&self->blur[VERTICAL].data);
clear_framebuffer_data (&self->blur[HORIZONTAL].data);
/* we keep a back pointer here, to avoid going through the ActorMeta */
self->actor = clutter_actor_meta_get_actor (meta);
}
static void
get_target_size (ShellBlurEffect *self,
float *width,
float *height)
{
float resource_scale = 1.0;
float ceiled_resource_scale;
float transformed_width;
float transformed_height;
clutter_actor_get_resource_scale (self->actor, &resource_scale);
ceiled_resource_scale = ceilf (resource_scale);
clutter_actor_get_transformed_size (self->actor,
&transformed_width,
&transformed_height);
*width = ceilf (transformed_width * ceiled_resource_scale);
*height = ceilf (transformed_height * ceiled_resource_scale);
}
static void
paint_texture (ShellBlurEffect *self,
ClutterPaintContext *paint_context)
{
CoglFramebuffer *framebuffer;
CoglMatrix modelview;
float width, height;
float resource_scale;
framebuffer = clutter_paint_context_get_framebuffer (paint_context);
cogl_framebuffer_push_matrix (framebuffer);
cogl_framebuffer_get_modelview_matrix (framebuffer, &modelview);
if (clutter_actor_get_resource_scale (self->actor, &resource_scale) &&
resource_scale != 1.0f)
{
float paint_scale = 1.0f / resource_scale;
cogl_matrix_scale (&modelview, paint_scale, paint_scale, 1);
}
cogl_framebuffer_set_modelview_matrix (framebuffer, &modelview);
/* 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,
ceilf (width),
ceilf (height));
cogl_framebuffer_pop_matrix (framebuffer);
}
static void
apply_blur (ShellBlurEffect *self,
ClutterPaintContext *paint_context,
FramebufferData *from)
{
ClutterActor *actor;
BlurData *vblur;
BlurData *hblur;
guint8 paint_opacity;
vblur = &self->blur[VERTICAL];
hblur = &self->blur[HORIZONTAL];
actor = clutter_actor_meta_get_actor (CLUTTER_ACTOR_META (self));
paint_opacity = clutter_actor_get_paint_opacity (actor);
/* Copy the actor contents into the vblur framebuffer */
cogl_pipeline_set_color4ub (from->pipeline,
paint_opacity,
paint_opacity,
paint_opacity,
paint_opacity);
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));
/* 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);
cogl_pipeline_set_color4ub (vblur->data.pipeline,
paint_opacity,
paint_opacity,
paint_opacity,
paint_opacity);
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,
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));
self->cache_flags |= BLUR_APPLIED;
}
static gboolean
paint_background (ShellBlurEffect *self,
ClutterPaintContext *paint_context)
{
g_autoptr (GError) error = NULL;
CoglFramebuffer *framebuffer;
float transformed_x = 0.f;
float transformed_y = 0.f;
guint8 paint_opacity;
framebuffer = clutter_paint_context_get_framebuffer (paint_context);
paint_opacity = clutter_actor_get_paint_opacity (self->actor);
cogl_pipeline_set_color4ub (self->background_fb.pipeline,
paint_opacity,
paint_opacity,
paint_opacity,
paint_opacity);
clutter_actor_get_transformed_position (self->actor,
&transformed_x,
&transformed_y);
clear_framebuffer (self->background_fb.framebuffer);
cogl_blit_framebuffer (framebuffer,
self->background_fb.framebuffer,
floor (transformed_x),
floor (transformed_y),
0, 0,
self->tex_width,
self->tex_height,
&error);
if (error)
{
g_warning ("Error blitting overlay framebuffer: %s", error->message);
return FALSE;
}
return TRUE;
}
static gboolean
update_framebuffers (ShellBlurEffect *self)
{
gboolean updated = FALSE;
float downscale_factor;
float height = -1;
float width = -1;
if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (self)))
return FALSE;
if (!self->actor)
return FALSE;
get_target_size (self, &width, &height);
downscale_factor = calculate_downscale_factor (width, height, self->blur_radius);
updated =
update_actor_fbo (self, width, height, downscale_factor) &&
update_blur_fbo (self, &self->blur[VERTICAL], width, height, downscale_factor) &&
update_blur_fbo (self, &self->blur[HORIZONTAL], 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
paint_actor_offscreen (ShellBlurEffect *self,
ClutterPaintContext *paint_context,
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))
return;
self->old_opacity_override = clutter_actor_get_opacity_override (self->actor);
clutter_actor_set_opacity_override (self->actor, 0xff);
/* Draw the actor contents into the actor offscreen framebuffer */
clear_framebuffer (self->actor_fb.framebuffer);
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);
clutter_paint_context_push_framebuffer (paint_context,
self->actor_fb.framebuffer);
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;
}
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 (ClutterEffect *effect,
ClutterPaintContext *paint_context,
ClutterEffectPaintFlags flags)
{
ShellBlurEffect *self = SHELL_BLUR_EFFECT (effect);
if (self->blur_radius > 0)
{
if (needs_repaint (self, flags))
{
/* Failing to create or update the offscreen framebuffers prevents
* the entire effect to be applied.
*/
if (!update_framebuffers (self))
goto fail;
switch (self->mode)
{
case SHELL_BLUR_MODE_ACTOR:
paint_actor_offscreen (self, paint_context, flags);
apply_blur (self, paint_context, &self->actor_fb);
break;
case SHELL_BLUR_MODE_BACKGROUND:
paint_background (self, paint_context);
apply_blur (self, paint_context, &self->background_fb);
break;
}
}
paint_texture (self, paint_context);
/* 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:
clutter_actor_continue_paint (self->actor, paint_context);
break;
}
return;
}
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);
}
static gboolean
shell_blur_effect_modify_paint_volume (ClutterEffect *effect,
ClutterPaintVolume *volume)
{
ShellBlurEffect *self = SHELL_BLUR_EFFECT (effect);
graphene_point3d_t origin;
float width;
float height;
clutter_paint_volume_get_origin (volume, &origin);
width = clutter_paint_volume_get_width (volume);
height = clutter_paint_volume_get_height (volume);
origin.y -= self->blur_radius;
origin.x -= self->blur_radius;
height += 2 * self->blur_radius;
width += 2 * self->blur_radius;
clutter_paint_volume_set_origin (volume, &origin);
clutter_paint_volume_set_width (volume, width);
clutter_paint_volume_set_height (volume, height);
return TRUE;
}
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);
clear_framebuffer_data (&self->blur[VERTICAL].data);
clear_framebuffer_data (&self->blur[HORIZONTAL].data);
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_clear_pointer (&self->blur[VERTICAL].data.pipeline, cogl_object_unref);
g_clear_pointer (&self->blur[HORIZONTAL].data.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_BLUR_RADIUS:
g_value_set_int (value, self->blur_radius);
break;
case PROP_BRIGHTNESS:
g_value_set_int (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_BLUR_RADIUS:
shell_blur_effect_set_blur_radius (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 = shell_blur_effect_paint;
effect_class->modify_paint_volume = shell_blur_effect_modify_paint_volume;
properties[PROP_BLUR_RADIUS] =
g_param_spec_int ("blur-radius",
"Blur radius",
"Blur radius",
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->blur_radius = 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");
setup_blur (&self->blur[VERTICAL], VERTICAL);
setup_blur (&self->blur[HORIZONTAL], HORIZONTAL);
}
ShellBlurEffect *
shell_blur_effect_new (void)
{
return g_object_new (SHELL_TYPE_BLUR_EFFECT, NULL);
}
int
shell_blur_effect_get_blur_radius (ShellBlurEffect *self)
{
g_return_val_if_fail (SHELL_IS_BLUR_EFFECT (self), -1);
return self->blur_radius;
}
void
shell_blur_effect_set_blur_radius (ShellBlurEffect *self,
int radius)
{
g_return_if_fail (SHELL_IS_BLUR_EFFECT (self));
if (self->blur_radius == radius)
return;
self->blur_radius = radius;
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_BLUR_RADIUS]);
}
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 (&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]);
}