blur-effect: Port to paint nodes

Port the blur effect to the new ClutterEffect.paint_node() vfunc.
Update the function names to match what they do, e.g. "apply_blur()"
now creates the blur subtree and thus was appropriately renamed to
"create_blur_nodes()".

There are 3 subtrees that can be generated by the blur effect:

 1. Actor mode (full subtree; no cache)

      Root
       |----------------------------
       |                            |
    Layer (brightness)           Pipeline
       |                      (final result)
    Layer (horizontal blur)
       |
    Layer (vertical blur)
       |
    Layer (actor)
       |
    Transform (downscale)
       |
     Actor

 2. Actor mode (partial subtree; cached contents)

      Root
       |
     Pipeline
  (final result)

 3. Background mode

      Root
       |-------------------------------------------
       |                            |              |
    Layer (brightness)           Pipeline        Actor
       |                      (final result)
    Layer (horizontal blur)
       |
    Layer (vertical blur)
       |
    Layer (background)
       |
      Blit

https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/1339
This commit is contained in:
Georges Basile Stavracas Neto 2020-06-29 15:35:02 -03:00 committed by Robert Mader
parent d6d5c42e4b
commit 6f75274eec

View File

@ -163,7 +163,6 @@ struct _ShellBlurEffect
ClutterEffect parent_instance;
ClutterActor *actor;
int old_opacity_override;
BlurData blur[2];
@ -486,21 +485,6 @@ calculate_downscale_factor (float width,
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)
@ -561,47 +545,45 @@ update_actor_box (ShellBlurEffect *self,
}
static void
paint_texture (ShellBlurEffect *self,
ClutterPaintContext *paint_context)
add_blurred_pipeline (ShellBlurEffect *self,
ClutterPaintNode *node)
{
CoglFramebuffer *framebuffer;
g_autoptr (ClutterPaintNode) pipeline_node = NULL;
float width, height;
framebuffer = clutter_paint_context_get_framebuffer (paint_context);
/* Use the untransformed actor size here, since the framebuffer itself already
* has the actor transform matrix applied.
*/
clutter_actor_get_size (self->actor, &width, &height);
update_brightness_uniform (self);
cogl_framebuffer_draw_rectangle (framebuffer,
self->brightness_fb.pipeline,
0, 0,
width,
height);
pipeline_node = clutter_pipeline_node_new (self->brightness_fb.pipeline);
clutter_paint_node_set_static_name (pipeline_node, "ShellBlurEffect (final)");
clutter_paint_node_add_child (node, pipeline_node);
clutter_paint_node_add_rectangle (pipeline_node,
&(ClutterActorBox) {
0.f, 0.f,
width,
height,
});
}
static void
apply_blur (ShellBlurEffect *self,
ClutterPaintContext *paint_context,
FramebufferData *from,
uint8_t paint_opacity)
static ClutterPaintNode *
create_blur_nodes (ShellBlurEffect *self,
ClutterPaintNode *node,
uint8_t paint_opacity)
{
g_autoptr (ClutterPaintNode) brightness_node = NULL;
g_autoptr (ClutterPaintNode) hblur_node = NULL;
g_autoptr (ClutterPaintNode) vblur_node = NULL;
BlurData *vblur;
BlurData *hblur;
vblur = &self->blur[VERTICAL];
hblur = &self->blur[HORIZONTAL];
/* Copy the actor contents into the vblur framebuffer */
clear_framebuffer (vblur->data.framebuffer);
cogl_framebuffer_draw_rectangle (vblur->data.framebuffer,
from->pipeline,
0, 0,
cogl_texture_get_width (vblur->data.texture),
cogl_texture_get_height (vblur->data.texture));
/* Pass 1:
*
* Draw the actor contents (which is in the vblur framebuffer
@ -611,12 +593,16 @@ apply_blur (ShellBlurEffect *self,
*/
update_blur_uniforms (self, vblur);
clear_framebuffer (hblur->data.framebuffer);
cogl_framebuffer_draw_rectangle (hblur->data.framebuffer,
vblur->data.pipeline,
0, 0,
cogl_texture_get_width (hblur->data.texture),
cogl_texture_get_height (hblur->data.texture));
vblur_node = clutter_layer_node_new_with_framebuffer (vblur->data.framebuffer,
vblur->data.pipeline,
255);
clutter_paint_node_set_static_name (vblur_node, "ShellBlurEffect (vertical pass)");
clutter_paint_node_add_rectangle (vblur_node,
&(ClutterActorBox) {
0.f, 0.f,
cogl_texture_get_width (hblur->data.texture),
cogl_texture_get_height (hblur->data.texture)
});
/* Pass 2:
*
@ -624,30 +610,44 @@ apply_blur (ShellBlurEffect *self,
* 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));
hblur_node = clutter_layer_node_new_with_framebuffer (hblur->data.framebuffer,
hblur->data.pipeline,
paint_opacity);
clutter_paint_node_set_static_name (hblur_node, "ShellBlurEffect (horizontal pass)");
clutter_paint_node_add_rectangle (hblur_node,
&(ClutterActorBox) {
0.f, 0.f,
cogl_texture_get_width (self->brightness_fb.texture),
cogl_texture_get_height (self->brightness_fb.texture),
});
update_brightness_uniform (self);
brightness_node = clutter_layer_node_new_with_framebuffer (self->brightness_fb.framebuffer,
self->brightness_fb.pipeline,
255);
clutter_paint_node_set_static_name (brightness_node, "ShellBlurEffect (brightness)");
clutter_paint_node_add_child (hblur_node, vblur_node);
clutter_paint_node_add_child (brightness_node, hblur_node);
clutter_paint_node_add_child (node, brightness_node);
self->cache_flags |= BLUR_APPLIED;
return g_steal_pointer (&vblur_node);
}
static gboolean
static void
paint_background (ShellBlurEffect *self,
ClutterPaintNode *node,
ClutterPaintContext *paint_context,
ClutterActorBox *source_actor_box)
{
g_autoptr (GError) error = NULL;
g_autoptr (ClutterPaintNode) background_node = NULL;
g_autoptr (ClutterPaintNode) blit_node = NULL;
CoglFramebuffer *framebuffer;
BlurData *vblur = &self->blur[VERTICAL];
float transformed_x;
float transformed_y;
float transformed_width;
@ -662,23 +662,31 @@ paint_background (ShellBlurEffect *self,
&transformed_width,
&transformed_height);
clear_framebuffer (self->background_fb.framebuffer);
cogl_blit_framebuffer (framebuffer,
self->background_fb.framebuffer,
transformed_x,
transformed_y,
0, 0,
transformed_width,
transformed_height,
&error);
/* Background layer node */
background_node =
clutter_layer_node_new_with_framebuffer (self->background_fb.framebuffer,
self->background_fb.pipeline,
255);
clutter_paint_node_set_static_name (background_node, "ShellBlurEffect (background)");
clutter_paint_node_add_child (node, background_node);
clutter_paint_node_add_rectangle (background_node,
&(ClutterActorBox) {
0.f, 0.f,
cogl_texture_get_width (vblur->data.texture),
cogl_texture_get_height (vblur->data.texture),
});
if (error)
{
g_warning ("Error blitting overlay framebuffer: %s", error->message);
return FALSE;
}
return TRUE;
/* Blit node */
blit_node = clutter_blit_node_new (framebuffer,
self->background_fb.framebuffer);
clutter_paint_node_set_static_name (blit_node, "ShellBlurEffect (blit)");
clutter_paint_node_add_child (background_node, blit_node);
clutter_blit_node_add_blit_rectangle (CLUTTER_BLIT_NODE (blit_node),
transformed_x,
transformed_y,
0, 0,
transformed_width,
transformed_height);
}
static gboolean
@ -711,11 +719,25 @@ update_framebuffers (ShellBlurEffect *self,
return updated;
}
static void
add_actor_node (ShellBlurEffect *self,
ClutterPaintNode *node,
int opacity)
{
g_autoptr (ClutterPaintNode) actor_node = NULL;
actor_node = clutter_actor_node_new (self->actor, opacity);
clutter_paint_node_add_child (node, actor_node);
}
static void
paint_actor_offscreen (ShellBlurEffect *self,
ClutterPaintContext *paint_context,
ClutterPaintNode *node,
ClutterEffectPaintFlags flags)
{
g_autoptr (ClutterPaintNode) transform_node = NULL;
g_autoptr (ClutterPaintNode) layer_node = NULL;
CoglMatrix transform;
gboolean actor_dirty;
actor_dirty = (flags & CLUTTER_EFFECT_PAINT_ACTOR_DIRTY) != 0;
@ -724,27 +746,30 @@ paint_actor_offscreen (ShellBlurEffect *self,
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);
// Layer node
layer_node = clutter_layer_node_new_with_framebuffer (self->actor_fb.framebuffer,
self->actor_fb.pipeline,
0xff);
clutter_paint_node_set_static_name (layer_node, "ShellBlurEffect (actor offscreen)");
clutter_paint_node_add_child (node, layer_node);
clutter_paint_node_add_rectangle (layer_node,
&(ClutterActorBox) {
0.f, 0.f,
cogl_texture_get_width (self->blur[VERTICAL].data.texture),
cogl_texture_get_height (self->blur[VERTICAL].data.texture),
});
/* Draw the actor contents into the actor offscreen framebuffer */
clear_framebuffer (self->actor_fb.framebuffer);
// Transform node
cogl_matrix_init_identity (&transform);
cogl_matrix_scale (&transform,
1.f / self->downscale_factor,
1.f / self->downscale_factor,
1.f);
transform_node = clutter_transform_node_new (&transform);
clutter_paint_node_set_static_name (transform_node, "ShellBlurEffect (downscale)");
clutter_paint_node_add_child (layer_node, transform_node);
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);
add_actor_node (self, transform_node, 255);
self->cache_flags |= ACTOR_PAINTED;
}
@ -775,6 +800,7 @@ needs_repaint (ShellBlurEffect *self,
static void
shell_blur_effect_paint (ClutterEffect *effect,
ClutterPaintNode *node,
ClutterPaintContext *paint_context,
ClutterEffectPaintFlags flags)
{
@ -785,6 +811,8 @@ shell_blur_effect_paint (ClutterEffect *effect,
if (self->sigma > 0)
{
g_autoptr (ClutterPaintNode) blur_node = NULL;
if (needs_repaint (self, flags))
{
ClutterActorBox source_actor_box;
@ -802,20 +830,18 @@ shell_blur_effect_paint (ClutterEffect *effect,
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);
blur_node = create_blur_nodes (self, node, paint_opacity);
paint_actor_offscreen (self, blur_node, flags);
break;
case SHELL_BLUR_MODE_BACKGROUND:
if (!paint_background (self, paint_context, &source_actor_box))
goto fail;
apply_blur (self, paint_context, &self->background_fb, 255);
blur_node = create_blur_nodes (self, node, 255);
paint_background (self, blur_node, paint_context, &source_actor_box);
break;
}
}
paint_texture (self, paint_context);
add_blurred_pipeline (self, node);
/* Background blur needs to paint the actor after painting the blurred
* background.
@ -826,7 +852,7 @@ shell_blur_effect_paint (ClutterEffect *effect,
break;
case SHELL_BLUR_MODE_BACKGROUND:
clutter_actor_continue_paint (self->actor, paint_context);
add_actor_node (self, node, -1);
break;
}
@ -837,7 +863,7 @@ 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);
add_actor_node (self, node, -1);
}
static void
@ -927,7 +953,7 @@ shell_blur_effect_class_init (ShellBlurEffectClass *klass)
meta_class->set_actor = shell_blur_effect_set_actor;
effect_class->paint = shell_blur_effect_paint;
effect_class->paint_node = shell_blur_effect_paint;
properties[PROP_SIGMA] =
g_param_spec_int ("sigma",