gnome-shell/src/shell-blur-effect.c
Jonas Dreßler ca35ae4364 blur-effect: Only apply paint opacity to actor blur
We don't want to apply the opacity of the actor when blurring the
background.

https://gitlab.gnome.org/GNOME/gnome-shell/merge_requests/991
2020-02-12 14:02:28 +00:00

1089 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. 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/
*
*/
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;
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 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)
{
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 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,
uint8_t paint_opacity)
{
BlurData *vblur;
BlurData *hblur;
vblur = &self->blur[VERTICAL];
hblur = &self->blur[HORIZONTAL];
/* 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;
framebuffer = clutter_paint_context_get_framebuffer (paint_context);
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);
uint8_t paint_opacity;
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_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);
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 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_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_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.framebuffer);
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]);
}