gnome-shell/src/shell-blur-effect.c
Jonas Dreßler 4783d767d6 blur-effect: Properly clear background framebuffer
We want to completely clear the background framebuffer when switching
back to ACTOR mode to make sure the `background_fb.framebuffer` check
will fail in `update_background_fbo` when switching to BACKGROUND mode
again. Otherwise the checks in `update_background_fbo` will return TRUE
and we will keep using the background framebuffer that was created
before switchig to ACTOR mode.

While at it, also clear the background framebuffer completely when
changing the actor to avoid the same issue here.

https://gitlab.gnome.org/GNOME/gnome-shell/merge_requests/1000
2020-03-27 22:31:57 +00:00

1067 lines
32 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. All in all, the implementation performs best when using large
* blur-radii that allow downscaling the texture to smaller sizes, at small
* radii where no downscaling is possible this can easily halve the framerate.
*
* ## 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/
*
* ## Incremental gauss-factor calculation
*
* The kernel values for the gaussian kernel are computed incrementally instead
* of running the expensive calculations multiple times inside the blur shader.
* The implementation is based on the algorithm presented by K. Turkowski in
* GPU Gems 3, chapter 40:
*
* https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch40.html
*
*/
static const gchar *gaussian_blur_glsl_declarations =
"uniform float sigma; \n"
"uniform float pixel_step; \n"
"uniform int vertical; \n";
static const gchar *gaussian_blur_glsl =
" int horizontal = 1 - vertical; \n"
" \n"
" vec2 uv = vec2 (cogl_tex_coord.st); \n"
" \n"
" vec3 gauss_coefficient; \n"
" gauss_coefficient.x = 1.0 / (sqrt (2.0 * 3.14159265) * sigma); \n"
" gauss_coefficient.y = exp (-0.5 / (sigma * sigma)); \n"
" gauss_coefficient.z = gauss_coefficient.y * gauss_coefficient.y; \n"
" \n"
" float gauss_coefficient_total = gauss_coefficient.x; \n"
" \n"
" vec4 ret = texture2D (cogl_sampler, uv) * gauss_coefficient.x; \n"
" gauss_coefficient.xy *= gauss_coefficient.yz; \n"
" \n"
" int n_steps = int (ceil (3 * sigma)); \n"
" \n"
" for (int i = 1; i < n_steps; i += 2) { \n"
" float coefficient_subtotal = gauss_coefficient.x; \n"
" gauss_coefficient.xy *= gauss_coefficient.yz; \n"
" coefficient_subtotal += gauss_coefficient.x; \n"
" \n"
" float gauss_ratio = gauss_coefficient.x / coefficient_subtotal; \n"
" \n"
" float foffset = float (i) + gauss_ratio; \n"
" vec2 offset = vec2 (foffset * pixel_step * float (horizontal), \n"
" foffset * pixel_step * float (vertical)); \n"
" \n"
" ret += texture2D (cogl_sampler, uv + offset) * coefficient_subtotal; \n"
" ret += texture2D (cogl_sampler, uv - offset) * coefficient_subtotal; \n"
" \n"
" gauss_coefficient_total += 2.0 * coefficient_subtotal; \n"
" gauss_coefficient.xy *= gauss_coefficient.yz; \n"
" } \n"
" \n"
" cogl_texel = ret / gauss_coefficient_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_SIGMA 6.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 sigma_uniform;
int pixel_step_uniform;
int vertical_uniform;
} BlurData;
struct _ShellBlurEffect
{
ClutterEffect parent_instance;
ClutterActor *actor;
int 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 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_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->sigma_uniform =
cogl_pipeline_get_uniform_location (blur->data.pipeline, "sigma");
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->sigma_uniform > -1)
{
cogl_pipeline_set_uniform_1f (blur->data.pipeline,
blur->sigma_uniform,
self->sigma / 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)
{
CoglMatrix projection;
cogl_matrix_init_identity (&projection);
cogl_matrix_scale (&projection,
2.0 / width,
-2.0 / height,
1.f);
cogl_matrix_translate (&projection,
-width / 2.0,
-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);
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_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_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 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
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->background_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
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
paint_texture (ShellBlurEffect *self,
ClutterPaintContext *paint_context)
{
CoglFramebuffer *framebuffer;
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);
}
static void
apply_blur (ShellBlurEffect *self,
ClutterPaintContext *paint_context,
FramebufferData *from,
uint8_t paint_opacity)
{
BlurData *vblur;
BlurData *hblur;
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));
/* 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);
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,
ClutterActorBox *source_actor_box)
{
g_autoptr (GError) error = NULL;
CoglFramebuffer *framebuffer;
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);
clutter_actor_box_get_size (source_actor_box,
&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);
if (error)
{
g_warning ("Error blitting overlay framebuffer: %s", error->message);
return FALSE;
}
return TRUE;
}
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_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);
uint8_t paint_opacity;
g_assert (self->actor != NULL);
if (self->sigma > 0)
{
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;
switch (self->mode)
{
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);
break;
case SHELL_BLUR_MODE_BACKGROUND:
paint_background (self, paint_context, &source_actor_box);
apply_blur (self, paint_context, &self->background_fb, 255);
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 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_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 = shell_blur_effect_paint;
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");
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_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]);
}