ca35ae4364
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
1089 lines
33 KiB
C
1089 lines
33 KiB
C
/* shell-blur-effect.c
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*
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* Copyright 2019 Georges Basile Stavracas Neto <georges.stavracas@gmail.com>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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* SPDX-License-Identifier: GPL-3.0-or-later
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*/
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#include "shell-blur-effect.h"
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#include "shell-enum-types.h"
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/**
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* SECTION:shell-blur-effect
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* @short_description: Blur effect for actors
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*
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* #ShellBlurEffect is a moderately fast gaussian blur implementation. It also has
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* an optional brighness property.
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*
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* # Modes
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*
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* #ShellBlurEffect can work in @SHELL_BLUR_MODE_BACKGROUND and @SHELL_BLUR_MODE_ACTOR
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* modes. The actor mode blurs the actor itself, and all of its children. The
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* background mode blurs the pixels beneath the actor, but not the actor itself.
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*
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* @SHELL_BLUR_MODE_BACKGROUND can be computationally expensive, since the contents
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* beneath the actor cannot be cached, so beware of the performance implications
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* of using this blur mode.
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*
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* # Optimizations
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*
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* There are a number of optimizations in place to make this blur implementation
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* real-time. All in all, the implementation performs best when using large
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* blur-radii that allow downscaling the texture to smaller sizes, at small
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* radii where no downscaling is possible this can easily halve the framerate.
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*
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* ## Multipass
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*
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* It is implemented in 2 passes: vertical and horizontal.
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*
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* ## Downscaling
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*
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* #ShellBlurEffect uses dynamic downscaling to speed up blurring. Downscaling
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* happens in factors of 2 (the image is downscaled either by 2, 4, 8, 16, …) and
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* depends on the blur radius, the actor size, among others.
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*
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* The actor is drawn into a downscaled framebuffer; the blur passes are applied
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* on the downscaled actor contents; and finally, the blurred contents are drawn
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* upscaled again.
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*
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* ## Hardware Interpolation
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*
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* This blur implementation cuts down the number of sampling operations by
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* exploiting the hardware interpolation that is performed when sampling between
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* pixel boundaries. This technique is described at:
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*
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* http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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*
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*/
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static const gchar *gaussian_blur_glsl_declarations =
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"uniform float blur_radius; \n"
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"uniform float pixel_step; \n"
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"uniform int vertical; \n"
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" \n"
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"float gaussian (float sigma, float x) { \n"
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" return exp ( - (x * x) / (2.0 * sigma * sigma)); \n"
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"} \n"
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" \n";
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static const gchar *gaussian_blur_glsl =
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" float total = 0.0; \n"
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" int horizontal = 1 - vertical; \n"
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" \n"
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" vec4 ret = vec4 (0); \n"
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" vec2 uv = vec2 (cogl_tex_coord.st); \n"
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" \n"
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" float half_radius = blur_radius / 2.0; \n"
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" int n_steps = int (ceil (half_radius)) + 1; \n"
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" \n"
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" for (int i = 0; i < n_steps; i++) { \n"
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" float i0 = min (float (2 * i), blur_radius); \n"
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" float i1 = min (i0 + 1.0, blur_radius); \n"
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" \n"
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" float step0 = i0 * pixel_step; \n"
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" float step1 = i1 * pixel_step; \n"
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" \n"
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" float weight0 = gaussian (half_radius, i0); \n"
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" float weight1 = gaussian (half_radius, i1); \n"
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" float weight = weight0 + weight1; \n"
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" \n"
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" float foffset = (step0 * weight0 + step1 * weight1) / weight; \n"
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" vec2 offset = vec2(foffset * float(horizontal), \n"
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" foffset * float(vertical)); \n"
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" \n"
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" vec4 c = texture2D(cogl_sampler, uv + offset); \n"
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" total += weight; \n"
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" ret += c * weight; \n"
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" \n"
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" c = texture2D(cogl_sampler, uv - offset); \n"
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" total += weight; \n"
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" ret += c * weight; \n"
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" } \n"
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" \n"
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" cogl_texel = vec4 (ret / total); \n";
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static const gchar *brightness_glsl_declarations =
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"uniform float brightness; \n";
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static const gchar *brightness_glsl =
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" cogl_color_out.rgb *= brightness; \n";
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#define MIN_DOWNSCALE_SIZE 256.f
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#define MAX_BLUR_RADIUS 10.f
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typedef enum
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{
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VERTICAL,
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HORIZONTAL,
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} BlurType;
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typedef enum
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{
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ACTOR_PAINTED = 1 << 0,
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BLUR_APPLIED = 1 << 1,
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} CacheFlags;
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typedef struct
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{
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CoglFramebuffer *framebuffer;
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CoglPipeline *pipeline;
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CoglTexture *texture;
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} FramebufferData;
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typedef struct
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{
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FramebufferData data;
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BlurType type;
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int blur_radius_uniform;
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int pixel_step_uniform;
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int vertical_uniform;
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} BlurData;
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struct _ShellBlurEffect
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{
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ClutterEffect parent_instance;
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ClutterActor *actor;
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int old_opacity_override;
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BlurData blur[2];
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unsigned int tex_width;
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unsigned int tex_height;
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/* The cached contents */
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FramebufferData actor_fb;
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CacheFlags cache_flags;
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FramebufferData background_fb;
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FramebufferData brightness_fb;
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int brightness_uniform;
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ShellBlurMode mode;
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float downscale_factor;
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float brightness;
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int blur_radius;
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};
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G_DEFINE_TYPE (ShellBlurEffect, shell_blur_effect, CLUTTER_TYPE_EFFECT)
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enum {
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PROP_0,
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PROP_BLUR_RADIUS,
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PROP_BRIGHTNESS,
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PROP_MODE,
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N_PROPS
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};
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static GParamSpec *properties [N_PROPS] = { NULL, };
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static CoglPipeline*
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create_base_pipeline (void)
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{
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static CoglPipeline *base_pipeline = NULL;
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if (G_UNLIKELY (base_pipeline == NULL))
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{
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CoglContext *ctx =
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clutter_backend_get_cogl_context (clutter_get_default_backend ());
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base_pipeline = cogl_pipeline_new (ctx);
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cogl_pipeline_set_layer_null_texture (base_pipeline, 0);
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cogl_pipeline_set_layer_filters (base_pipeline,
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0,
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COGL_PIPELINE_FILTER_LINEAR,
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COGL_PIPELINE_FILTER_LINEAR);
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cogl_pipeline_set_layer_wrap_mode (base_pipeline,
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0,
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COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE);
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}
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return cogl_pipeline_copy (base_pipeline);
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}
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static CoglPipeline*
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create_blur_pipeline (void)
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{
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static CoglPipeline *blur_pipeline = NULL;
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if (G_UNLIKELY (blur_pipeline == NULL))
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{
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CoglSnippet *snippet;
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blur_pipeline = create_base_pipeline ();
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snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_TEXTURE_LOOKUP,
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gaussian_blur_glsl_declarations,
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NULL);
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cogl_snippet_set_replace (snippet, gaussian_blur_glsl);
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cogl_pipeline_add_layer_snippet (blur_pipeline, 0, snippet);
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cogl_object_unref (snippet);
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}
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return cogl_pipeline_copy (blur_pipeline);
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}
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static CoglPipeline*
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create_brightness_pipeline (void)
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{
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static CoglPipeline *brightness_pipeline = NULL;
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if (G_UNLIKELY (brightness_pipeline == NULL))
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{
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CoglSnippet *snippet;
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brightness_pipeline = create_base_pipeline ();
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snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_FRAGMENT,
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brightness_glsl_declarations,
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brightness_glsl);
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cogl_pipeline_add_snippet (brightness_pipeline, snippet);
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cogl_object_unref (snippet);
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}
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return cogl_pipeline_copy (brightness_pipeline);
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}
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static void
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setup_blur (BlurData *blur,
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BlurType type)
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{
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blur->type = type;
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blur->data.pipeline = create_blur_pipeline ();
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blur->blur_radius_uniform =
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cogl_pipeline_get_uniform_location (blur->data.pipeline, "blur_radius");
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blur->pixel_step_uniform =
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cogl_pipeline_get_uniform_location (blur->data.pipeline, "pixel_step");
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blur->vertical_uniform =
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cogl_pipeline_get_uniform_location (blur->data.pipeline, "vertical");
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}
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static void
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update_blur_uniforms (ShellBlurEffect *self,
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BlurData *blur)
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{
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gboolean is_vertical = blur->type == VERTICAL;
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if (blur->pixel_step_uniform > -1)
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{
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float pixel_step;
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if (is_vertical)
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pixel_step = 1.f / cogl_texture_get_height (blur->data.texture);
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else
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pixel_step = 1.f / cogl_texture_get_width (blur->data.texture);
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cogl_pipeline_set_uniform_1f (blur->data.pipeline,
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blur->pixel_step_uniform,
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pixel_step);
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}
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if (blur->blur_radius_uniform > -1)
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{
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cogl_pipeline_set_uniform_1f (blur->data.pipeline,
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blur->blur_radius_uniform,
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self->blur_radius / self->downscale_factor);
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}
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if (blur->vertical_uniform > -1)
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{
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cogl_pipeline_set_uniform_1i (blur->data.pipeline,
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blur->vertical_uniform,
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is_vertical);
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}
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}
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static void
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update_brightness_uniform (ShellBlurEffect *self)
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{
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if (self->brightness_uniform > -1)
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{
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cogl_pipeline_set_uniform_1f (self->brightness_fb.pipeline,
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self->brightness_uniform,
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self->brightness);
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}
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}
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static void
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setup_projection_matrix (CoglFramebuffer *framebuffer,
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float width,
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float height)
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{
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CoglMatrix projection;
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cogl_matrix_init_identity (&projection);
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cogl_matrix_scale (&projection,
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2.0 / width,
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-2.0 / height,
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1.f);
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cogl_matrix_translate (&projection,
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-width / 2.0,
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-height / 2.0,
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0);
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cogl_framebuffer_set_projection_matrix (framebuffer, &projection);
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}
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static gboolean
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update_fbo (FramebufferData *data,
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unsigned int width,
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unsigned int height,
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float downscale_factor)
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{
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CoglContext *ctx =
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clutter_backend_get_cogl_context (clutter_get_default_backend ());
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g_clear_pointer (&data->texture, cogl_object_unref);
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g_clear_pointer (&data->framebuffer, cogl_object_unref);
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float new_width = floorf (width / downscale_factor);
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float new_height = floorf (height / downscale_factor);
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data->texture = cogl_texture_2d_new_with_size (ctx, new_width, new_height);
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if (!data->texture)
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return FALSE;
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cogl_pipeline_set_layer_texture (data->pipeline, 0, data->texture);
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data->framebuffer = cogl_offscreen_new_with_texture (data->texture);
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if (!data->framebuffer)
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{
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g_warning ("%s: Unable to create an Offscreen buffer", G_STRLOC);
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return FALSE;
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}
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setup_projection_matrix (data->framebuffer, new_width, new_height);
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return TRUE;
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}
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static gboolean
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update_actor_fbo (ShellBlurEffect *self,
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unsigned int width,
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unsigned int height,
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float downscale_factor)
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{
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if (self->tex_width == width &&
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self->tex_height == height &&
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self->downscale_factor == downscale_factor &&
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self->actor_fb.framebuffer)
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{
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return TRUE;
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}
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self->cache_flags &= ~ACTOR_PAINTED;
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return update_fbo (&self->actor_fb, width, height, downscale_factor);
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}
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static gboolean
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update_brightness_fbo (ShellBlurEffect *self,
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unsigned int width,
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unsigned int height,
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float downscale_factor)
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{
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if (self->tex_width == width &&
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self->tex_height == height &&
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self->downscale_factor == downscale_factor &&
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self->brightness_fb.framebuffer)
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{
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return TRUE;
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}
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return update_fbo (&self->brightness_fb,
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width, height,
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downscale_factor);
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}
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static gboolean
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update_blur_fbo (ShellBlurEffect *self,
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BlurData *blur,
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unsigned int width,
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unsigned int height,
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float downscale_factor)
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{
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if (self->tex_width == width &&
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self->tex_height == height &&
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self->downscale_factor == downscale_factor &&
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blur->data.framebuffer)
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{
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return TRUE;
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}
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return update_fbo (&blur->data,
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width, height,
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downscale_factor);
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}
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static gboolean
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update_background_fbo (ShellBlurEffect *self,
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unsigned int width,
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unsigned int height)
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{
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if (self->tex_width == width &&
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self->tex_height == height &&
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self->background_fb.framebuffer)
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{
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return TRUE;
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}
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return update_fbo (&self->background_fb, width, height, 1.0);
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}
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static void
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clear_framebuffer_data (FramebufferData *fb_data)
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{
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g_clear_pointer (&fb_data->texture, cogl_object_unref);
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g_clear_pointer (&fb_data->framebuffer, cogl_object_unref);
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}
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static float
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calculate_downscale_factor (float width,
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float height,
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float blur_radius)
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{
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float downscale_factor = 1.0;
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float scaled_width = width;
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float scaled_height = height;
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float scaled_radius = blur_radius;
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/* This is the algorithm used by Firefox; keep downscaling until either the
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* blur radius is lower than the threshold, or the downscaled texture is too
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* small.
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*/
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while (scaled_radius > MAX_BLUR_RADIUS &&
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scaled_width > MIN_DOWNSCALE_SIZE &&
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scaled_height > MIN_DOWNSCALE_SIZE)
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{
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downscale_factor *= 2.f;
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scaled_width = width / downscale_factor;
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scaled_height = height / downscale_factor;
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scaled_radius = blur_radius / downscale_factor;
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}
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return downscale_factor;
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}
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static void
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clear_framebuffer (CoglFramebuffer *framebuffer)
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{
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static CoglColor transparent;
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static gboolean initialized = FALSE;
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if (!initialized)
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{
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cogl_color_init_from_4ub (&transparent, 0, 0, 0, 0);
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initialized = TRUE;
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}
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cogl_framebuffer_clear (framebuffer, COGL_BUFFER_BIT_COLOR, &transparent);
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}
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static void
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shell_blur_effect_set_actor (ClutterActorMeta *meta,
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ClutterActor *actor)
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{
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ShellBlurEffect *self = SHELL_BLUR_EFFECT (meta);
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ClutterActorMetaClass *meta_class;
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meta_class = CLUTTER_ACTOR_META_CLASS (shell_blur_effect_parent_class);
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meta_class->set_actor (meta, actor);
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/* clear out the previous state */
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clear_framebuffer_data (&self->actor_fb);
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clear_framebuffer_data (&self->brightness_fb);
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clear_framebuffer_data (&self->blur[VERTICAL].data);
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clear_framebuffer_data (&self->blur[HORIZONTAL].data);
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/* we keep a back pointer here, to avoid going through the ActorMeta */
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self->actor = clutter_actor_meta_get_actor (meta);
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}
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static void
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get_target_size (ShellBlurEffect *self,
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float *width,
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float *height)
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{
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float resource_scale = 1.0;
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float ceiled_resource_scale;
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float transformed_width;
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float transformed_height;
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clutter_actor_get_resource_scale (self->actor, &resource_scale);
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ceiled_resource_scale = ceilf (resource_scale);
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clutter_actor_get_transformed_size (self->actor,
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&transformed_width,
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&transformed_height);
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*width = ceilf (transformed_width * ceiled_resource_scale);
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*height = ceilf (transformed_height * ceiled_resource_scale);
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}
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|
|
|
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]);
|
|
}
|