mutter/clutter/clutter/clutter-offscreen-effect.c
Marco Trevisan (Treviño) 1e1cb4961b clutter/offscreen-effect: Make sure we use linear filter for fractional scaling
When we try to update the FB, we might face the case in which the effect target
framebuffer does not need any redraw, because it's already properly sized and
scaled, but the filter applied to the pipeline is not, because it has been
computed for a non-fractional scaling.

This is happens for example to clutter actors with a flattening effect (i.e.
override redirect mode set), that might have been generated properly for a
celied scaling level, but when we go fractional we need to ensure to use a
linear filter, as the 1:1 texel:pixel assumption is not true anymore.

https://bugzilla.gnome.org/show_bug.cgi?id=765011
https://gitlab.gnome.org/GNOME/mutter/merge_requests/3
2019-03-01 17:46:49 +00:00

705 lines
23 KiB
C

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Copyright (C) 2010 Intel Corporation.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library. If not, see <http://www.gnu.org/licenses/>.
*
* Authors:
* Emmanuele Bassi <ebassi@linux.intel.com>
* Robert Bragg <robert@linux.intel.com>
*/
/**
* SECTION:clutter-offscreen-effect
* @short_description: Base class for effects using offscreen buffers
* @see_also: #ClutterBlurEffect, #ClutterEffect
*
* #ClutterOffscreenEffect is an abstract class that can be used by
* #ClutterEffect sub-classes requiring access to an offscreen buffer.
*
* Some effects, like the fragment shader based effects, can only use GL
* textures, and in order to apply those effects to any kind of actor they
* require that all drawing operations are applied to an offscreen framebuffer
* that gets redirected to a texture.
*
* #ClutterOffscreenEffect provides all the heavy-lifting for creating the
* offscreen framebuffer, the redirection and the final paint of the texture on
* the desired stage.
*
* #ClutterOffscreenEffect is available since Clutter 1.4
*
* ## Implementing a ClutterOffscreenEffect
*
* Creating a sub-class of #ClutterOffscreenEffect requires, in case
* of overriding the #ClutterEffect virtual functions, to chain up to the
* #ClutterOffscreenEffect's implementation.
*
* On top of the #ClutterEffect's virtual functions,
* #ClutterOffscreenEffect also provides a #ClutterOffscreenEffectClass.paint_target()
* function, which encapsulates the effective painting of the texture that
* contains the result of the offscreen redirection.
*
* The size of the target material is defined to be as big as the
* transformed size of the #ClutterActor using the offscreen effect.
* Sub-classes of #ClutterOffscreenEffect can change the texture creation
* code to provide bigger textures by overriding the
* #ClutterOffscreenEffectClass.create_texture() virtual function; no chain up
* to the #ClutterOffscreenEffect implementation is required in this
* case.
*/
#include "clutter-build-config.h"
#include "clutter-offscreen-effect.h"
#include <math.h>
#include "cogl/cogl.h"
#include "clutter-actor-private.h"
#include "clutter-debug.h"
#include "clutter-private.h"
#include "clutter-stage-private.h"
#include "clutter-paint-volume-private.h"
#include "clutter-actor-box-private.h"
struct _ClutterOffscreenEffectPrivate
{
CoglHandle offscreen;
CoglPipeline *target;
CoglHandle texture;
ClutterActor *actor;
ClutterActor *stage;
ClutterVertex position;
int fbo_offset_x;
int fbo_offset_y;
/* This is the calculated size of the fbo before being passed
through create_texture(). This needs to be tracked separately so
that we can detect when a different size is calculated and
regenerate the fbo */
int target_width;
int target_height;
gint old_opacity_override;
};
G_DEFINE_ABSTRACT_TYPE_WITH_PRIVATE (ClutterOffscreenEffect,
clutter_offscreen_effect,
CLUTTER_TYPE_EFFECT)
static void
clutter_offscreen_effect_set_actor (ClutterActorMeta *meta,
ClutterActor *actor)
{
ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (meta);
ClutterOffscreenEffectPrivate *priv = self->priv;
ClutterActorMetaClass *meta_class;
meta_class = CLUTTER_ACTOR_META_CLASS (clutter_offscreen_effect_parent_class);
meta_class->set_actor (meta, actor);
/* clear out the previous state */
if (priv->offscreen != NULL)
{
cogl_handle_unref (priv->offscreen);
priv->offscreen = NULL;
}
/* we keep a back pointer here, to avoid going through the ActorMeta */
priv->actor = clutter_actor_meta_get_actor (meta);
}
static CoglHandle
clutter_offscreen_effect_real_create_texture (ClutterOffscreenEffect *effect,
gfloat width,
gfloat height)
{
return cogl_texture_new_with_size (MAX (width, 1), MAX (height, 1),
COGL_TEXTURE_NO_SLICING,
COGL_PIXEL_FORMAT_RGBA_8888_PRE);
}
static void
ensure_pipeline_filter_for_scale (ClutterOffscreenEffect *self,
float resource_scale)
{
CoglPipelineFilter filter;
if (!self->priv->target)
return;
/* If no fractional scaling is set, we're always going to render the texture
at a 1:1 texel:pixel ratio so, in such case we can use 'nearest' filtering
to decrease the effects of rounding errors in the geometry calculation;
if instead we we're using a global fractional scaling we need to make sure
that we're using the default linear effect, not to create artifacts when
scaling down the texture */
if (fmodf (resource_scale, 1.0f) == 0)
filter = COGL_PIPELINE_FILTER_NEAREST;
else
filter = COGL_PIPELINE_FILTER_LINEAR;
cogl_pipeline_set_layer_filters (self->priv->target, 0 /* layer_index */,
filter, filter);
}
static gboolean
update_fbo (ClutterEffect *effect,
int target_width,
int target_height,
float resource_scale)
{
ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
ClutterOffscreenEffectPrivate *priv = self->priv;
priv->stage = clutter_actor_get_stage (priv->actor);
if (priv->stage == NULL)
{
CLUTTER_NOTE (MISC, "The actor '%s' is not part of a stage",
clutter_actor_get_name (priv->actor) == NULL
? G_OBJECT_TYPE_NAME (priv->actor)
: clutter_actor_get_name (priv->actor));
return FALSE;
}
if (priv->target_width == target_width &&
priv->target_height == target_height &&
priv->offscreen != NULL)
{
ensure_pipeline_filter_for_scale (self, resource_scale);
return TRUE;
}
if (priv->target == NULL)
{
CoglContext *ctx =
clutter_backend_get_cogl_context (clutter_get_default_backend ());
priv->target = cogl_pipeline_new (ctx);
ensure_pipeline_filter_for_scale (self, resource_scale);
}
if (priv->texture != NULL)
{
cogl_handle_unref (priv->texture);
priv->texture = NULL;
}
if (priv->offscreen != NULL)
{
cogl_handle_unref (priv->offscreen);
priv->offscreen = NULL;
}
priv->texture =
clutter_offscreen_effect_create_texture (self, target_width, target_height);
if (priv->texture == NULL)
return FALSE;
cogl_pipeline_set_layer_texture (priv->target, 0, priv->texture);
priv->target_width = target_width;
priv->target_height = target_height;
priv->offscreen = cogl_offscreen_new_to_texture (priv->texture);
if (priv->offscreen == NULL)
{
g_warning ("%s: Unable to create an Offscreen buffer", G_STRLOC);
cogl_handle_unref (priv->target);
priv->target = NULL;
priv->target_width = 0;
priv->target_height = 0;
return FALSE;
}
return TRUE;
}
static gboolean
clutter_offscreen_effect_pre_paint (ClutterEffect *effect)
{
ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
ClutterOffscreenEffectPrivate *priv = self->priv;
ClutterActorBox raw_box, box;
ClutterActor *stage;
CoglMatrix projection, old_modelview, modelview;
const ClutterPaintVolume *volume;
CoglColor transparent;
gfloat stage_width, stage_height;
gfloat target_width = -1, target_height = -1;
gfloat resource_scale;
gfloat ceiled_resource_scale;
ClutterVertex local_offset = { 0.f, 0.f, 0.f };
gfloat old_viewport[4];
if (!clutter_actor_meta_get_enabled (CLUTTER_ACTOR_META (effect)))
return FALSE;
if (priv->actor == NULL)
return FALSE;
stage = _clutter_actor_get_stage_internal (priv->actor);
clutter_actor_get_size (stage, &stage_width, &stage_height);
if (_clutter_actor_get_real_resource_scale (priv->actor, &resource_scale))
{
ceiled_resource_scale = ceilf (resource_scale);
stage_width *= ceiled_resource_scale;
stage_height *= ceiled_resource_scale;
}
else
{
/* We are sure we have a resource scale set to a good value at paint */
g_assert_not_reached ();
}
/* Get the minimal bounding box for what we want to paint, relative to the
* parent of priv->actor. Note that we may actually be painting a clone of
* priv->actor so we need to be careful to avoid querying the transformation
* of priv->actor (like clutter_actor_get_paint_box would). Just stay in
* local coordinates for now...
*/
volume = clutter_actor_get_paint_volume (priv->actor);
if (volume)
{
ClutterPaintVolume mutable_volume;
_clutter_paint_volume_copy_static (volume, &mutable_volume);
_clutter_paint_volume_get_bounding_box (&mutable_volume, &raw_box);
clutter_paint_volume_free (&mutable_volume);
}
else
{
clutter_actor_get_allocation_box (priv->actor, &raw_box);
}
box = raw_box;
_clutter_actor_box_enlarge_for_effects (&box);
priv->fbo_offset_x = box.x1 - raw_box.x1;
priv->fbo_offset_y = box.y1 - raw_box.y1;
clutter_actor_box_scale (&box, ceiled_resource_scale);
clutter_actor_box_get_size (&box, &target_width, &target_height);
target_width = ceilf (target_width);
target_height = ceilf (target_height);
/* First assert that the framebuffer is the right size... */
if (!update_fbo (effect, target_width, target_height, resource_scale))
return FALSE;
cogl_get_modelview_matrix (&old_modelview);
/* let's draw offscreen */
cogl_push_framebuffer (priv->offscreen);
/* We don't want the FBO contents to be transformed. That could waste memory
* (e.g. during zoom), or result in something that's not rectangular (clipped
* incorrectly). So drop the modelview matrix of the current paint chain.
* This is fine since paint_texture runs with the same modelview matrix,
* so it will come out correctly whenever that is used to put the FBO
* contents on screen...
*/
clutter_actor_get_transform (priv->stage, &modelview);
cogl_set_modelview_matrix (&modelview);
/* Save the original viewport for calculating priv->position */
_clutter_stage_get_viewport (CLUTTER_STAGE (priv->stage),
&old_viewport[0],
&old_viewport[1],
&old_viewport[2],
&old_viewport[3]);
/* Set up the viewport so that it has the same size as the stage (avoid
* distortion), but translated to account for the FBO offset...
*/
cogl_set_viewport (-priv->fbo_offset_x,
-priv->fbo_offset_y,
stage_width,
stage_height);
/* Copy the stage's projection matrix across to the framebuffer */
_clutter_stage_get_projection_matrix (CLUTTER_STAGE (priv->stage),
&projection);
/* Now save the global position of the effect (not just of the actor).
* It doesn't appear anyone actually uses this yet, but get_target_rect is
* documented as returning it. So we should...
*/
_clutter_util_fully_transform_vertices (&old_modelview,
&projection,
old_viewport,
&local_offset,
&priv->position,
1);
cogl_set_projection_matrix (&projection);
cogl_color_init_from_4ub (&transparent, 0, 0, 0, 0);
cogl_clear (&transparent,
COGL_BUFFER_BIT_COLOR |
COGL_BUFFER_BIT_DEPTH);
cogl_push_matrix ();
/* Override the actor's opacity to fully opaque - we paint the offscreen
* texture with the actor's paint opacity, so we need to do this to avoid
* multiplying the opacity twice.
*/
priv->old_opacity_override =
clutter_actor_get_opacity_override (priv->actor);
clutter_actor_set_opacity_override (priv->actor, 0xff);
return TRUE;
}
static void
clutter_offscreen_effect_real_paint_target (ClutterOffscreenEffect *effect)
{
ClutterOffscreenEffectPrivate *priv = effect->priv;
CoglFramebuffer *framebuffer = cogl_get_draw_framebuffer ();
guint8 paint_opacity;
paint_opacity = clutter_actor_get_paint_opacity (priv->actor);
cogl_pipeline_set_color4ub (priv->target,
paint_opacity,
paint_opacity,
paint_opacity,
paint_opacity);
/* At this point we are in stage coordinates translated so if
* we draw our texture using a textured quad the size of the paint
* box then we will overlay where the actor would have drawn if it
* hadn't been redirected offscreen.
*/
cogl_framebuffer_draw_textured_rectangle (framebuffer,
priv->target,
0, 0,
cogl_texture_get_width (priv->texture),
cogl_texture_get_height (priv->texture),
0.0, 0.0,
1.0, 1.0);
}
static void
clutter_offscreen_effect_paint_texture (ClutterOffscreenEffect *effect)
{
ClutterOffscreenEffectPrivate *priv = effect->priv;
CoglMatrix modelview;
float resource_scale;
cogl_push_matrix ();
/* The current modelview matrix is *almost* perfect already. It's only
* missing a correction for the expanded FBO and offset rendering within...
*/
cogl_get_modelview_matrix (&modelview);
if (clutter_actor_get_resource_scale (priv->actor, &resource_scale) &&
resource_scale != 1.0f)
{
float paint_scale = 1.0f / resource_scale;
cogl_matrix_scale (&modelview, paint_scale, paint_scale, 1);
}
cogl_matrix_translate (&modelview,
priv->fbo_offset_x,
priv->fbo_offset_y,
0.0f);
cogl_set_modelview_matrix (&modelview);
/* paint the target material; this is virtualized for
* sub-classes that require special hand-holding
*/
clutter_offscreen_effect_paint_target (effect);
cogl_pop_matrix ();
}
static void
clutter_offscreen_effect_post_paint (ClutterEffect *effect)
{
ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
ClutterOffscreenEffectPrivate *priv = self->priv;
if (priv->offscreen == NULL ||
priv->target == NULL ||
priv->actor == NULL)
return;
/* Restore the previous opacity override */
clutter_actor_set_opacity_override (priv->actor, priv->old_opacity_override);
cogl_pop_matrix ();
cogl_pop_framebuffer ();
clutter_offscreen_effect_paint_texture (self);
}
static void
clutter_offscreen_effect_paint (ClutterEffect *effect,
ClutterEffectPaintFlags flags)
{
ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (effect);
ClutterOffscreenEffectPrivate *priv = self->priv;
/* If we've already got a cached image and the actor hasn't been redrawn
* then we can just use the cached image in the FBO.
*/
if (priv->offscreen == NULL || (flags & CLUTTER_EFFECT_PAINT_ACTOR_DIRTY))
{
/* Chain up to the parent paint method which will call the pre and
post paint functions to update the image */
CLUTTER_EFFECT_CLASS (clutter_offscreen_effect_parent_class)->
paint (effect, flags);
}
else
clutter_offscreen_effect_paint_texture (self);
}
static void
clutter_offscreen_effect_finalize (GObject *gobject)
{
ClutterOffscreenEffect *self = CLUTTER_OFFSCREEN_EFFECT (gobject);
ClutterOffscreenEffectPrivate *priv = self->priv;
if (priv->offscreen)
cogl_handle_unref (priv->offscreen);
if (priv->target)
cogl_handle_unref (priv->target);
if (priv->texture)
cogl_handle_unref (priv->texture);
G_OBJECT_CLASS (clutter_offscreen_effect_parent_class)->finalize (gobject);
}
static void
clutter_offscreen_effect_class_init (ClutterOffscreenEffectClass *klass)
{
ClutterActorMetaClass *meta_class = CLUTTER_ACTOR_META_CLASS (klass);
ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass);
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
klass->create_texture = clutter_offscreen_effect_real_create_texture;
klass->paint_target = clutter_offscreen_effect_real_paint_target;
meta_class->set_actor = clutter_offscreen_effect_set_actor;
effect_class->pre_paint = clutter_offscreen_effect_pre_paint;
effect_class->post_paint = clutter_offscreen_effect_post_paint;
effect_class->paint = clutter_offscreen_effect_paint;
gobject_class->finalize = clutter_offscreen_effect_finalize;
}
static void
clutter_offscreen_effect_init (ClutterOffscreenEffect *self)
{
self->priv = clutter_offscreen_effect_get_instance_private (self);
}
/**
* clutter_offscreen_effect_get_texture:
* @effect: a #ClutterOffscreenEffect
*
* Retrieves the texture used as a render target for the offscreen
* buffer created by @effect
*
* You should only use the returned texture when painting. The texture
* may change after ClutterEffect::pre_paint is called so the effect
* implementation should update any references to the texture after
* chaining-up to the parent's pre_paint implementation. This can be
* used instead of clutter_offscreen_effect_get_target() when the
* effect subclass wants to paint using its own material.
*
* Return value: (transfer none): a #CoglHandle or %COGL_INVALID_HANDLE. The
* returned texture is owned by Clutter and it should not be
* modified or freed
*
* Since: 1.10
*/
CoglHandle
clutter_offscreen_effect_get_texture (ClutterOffscreenEffect *effect)
{
g_return_val_if_fail (CLUTTER_IS_OFFSCREEN_EFFECT (effect),
NULL);
return effect->priv->texture;
}
/**
* clutter_offscreen_effect_get_target: (skip)
* @effect: a #ClutterOffscreenEffect
*
* Retrieves the material used as a render target for the offscreen
* buffer created by @effect
*
* You should only use the returned #CoglMaterial when painting. The
* returned material might change between different frames.
*
* Return value: (transfer none): a #CoglMaterial or %NULL. The
* returned material is owned by Clutter and it should not be
* modified or freed
*
* Since: 1.4
*/
CoglMaterial *
clutter_offscreen_effect_get_target (ClutterOffscreenEffect *effect)
{
g_return_val_if_fail (CLUTTER_IS_OFFSCREEN_EFFECT (effect),
NULL);
return (CoglMaterial *)effect->priv->target;
}
/**
* clutter_offscreen_effect_paint_target:
* @effect: a #ClutterOffscreenEffect
*
* Calls the paint_target() virtual function of the @effect
*
* Since: 1.4
*/
void
clutter_offscreen_effect_paint_target (ClutterOffscreenEffect *effect)
{
g_return_if_fail (CLUTTER_IS_OFFSCREEN_EFFECT (effect));
CLUTTER_OFFSCREEN_EFFECT_GET_CLASS (effect)->paint_target (effect);
}
/**
* clutter_offscreen_effect_create_texture:
* @effect: a #ClutterOffscreenEffect
* @width: the minimum width of the target texture
* @height: the minimum height of the target texture
*
* Calls the create_texture() virtual function of the @effect
*
* Return value: (transfer full): a handle to a Cogl texture, or
* %COGL_INVALID_HANDLE. The returned handle has its reference
* count increased.
*
* Since: 1.4
*/
CoglHandle
clutter_offscreen_effect_create_texture (ClutterOffscreenEffect *effect,
gfloat width,
gfloat height)
{
g_return_val_if_fail (CLUTTER_IS_OFFSCREEN_EFFECT (effect),
NULL);
return CLUTTER_OFFSCREEN_EFFECT_GET_CLASS (effect)->create_texture (effect,
width,
height);
}
/**
* clutter_offscreen_effect_get_target_size:
* @effect: a #ClutterOffscreenEffect
* @width: (out): return location for the target width, or %NULL
* @height: (out): return location for the target height, or %NULL
*
* Retrieves the size of the offscreen buffer used by @effect to
* paint the actor to which it has been applied.
*
* This function should only be called by #ClutterOffscreenEffect
* implementations, from within the #ClutterOffscreenEffectClass.paint_target()
* virtual function.
*
* Return value: %TRUE if the offscreen buffer has a valid size,
* and %FALSE otherwise
*
* Since: 1.8
*
* Deprecated: 1.14: Use clutter_offscreen_effect_get_target_rect() instead
*/
gboolean
clutter_offscreen_effect_get_target_size (ClutterOffscreenEffect *effect,
gfloat *width,
gfloat *height)
{
ClutterOffscreenEffectPrivate *priv;
g_return_val_if_fail (CLUTTER_IS_OFFSCREEN_EFFECT (effect), FALSE);
priv = effect->priv;
if (priv->texture == NULL)
return FALSE;
if (width)
*width = cogl_texture_get_width (priv->texture);
if (height)
*height = cogl_texture_get_height (priv->texture);
return TRUE;
}
/**
* clutter_offscreen_effect_get_target_rect:
* @effect: a #ClutterOffscreenEffect
* @rect: (out caller-allocates): return location for the target area
*
* Retrieves the origin and size of the offscreen buffer used by @effect to
* paint the actor to which it has been applied.
*
* This function should only be called by #ClutterOffscreenEffect
* implementations, from within the #ClutterOffscreenEffectClass.paint_target()
* virtual function.
*
* Return value: %TRUE if the offscreen buffer has a valid rectangle,
* and %FALSE otherwise
*
* Since: 1.14
*/
gboolean
clutter_offscreen_effect_get_target_rect (ClutterOffscreenEffect *effect,
ClutterRect *rect)
{
ClutterOffscreenEffectPrivate *priv;
g_return_val_if_fail (CLUTTER_IS_OFFSCREEN_EFFECT (effect), FALSE);
g_return_val_if_fail (rect != NULL, FALSE);
priv = effect->priv;
if (priv->texture == NULL)
return FALSE;
clutter_rect_init (rect,
priv->position.x,
priv->position.y,
cogl_texture_get_width (priv->texture),
cogl_texture_get_height (priv->texture));
return TRUE;
}