diff options
Diffstat (limited to 'src/shell-blur-effect.c')
-rw-r--r-- | src/shell-blur-effect.c | 1079 |
1 files changed, 1079 insertions, 0 deletions
diff --git a/src/shell-blur-effect.c b/src/shell-blur-effect.c new file mode 100644 index 0000000..fca4d01 --- /dev/null +++ b/src/shell-blur-effect.c @@ -0,0 +1,1079 @@ +/* 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 brightness property. + * + * # Modes + * + * #ShellBlurEffect can work in @SHELL_BLUR_MODE_BACKGROUND and @SHELL_BLUR_MODE_ACTOR + * modes. The actor mode blurs the actor itself, and all of its children. The + * background mode blurs the pixels beneath the actor, but not the actor itself. + * + * @SHELL_BLUR_MODE_BACKGROUND can be computationally expensive, since the contents + * beneath the actor cannot be cached, so beware of the performance implications + * of using this blur mode. + * + * # Optimizations + * + * There are a number of optimizations in place to make this blur implementation + * real-time. All in all, the implementation performs best when using large + * blur-radii that allow downscaling the texture to smaller sizes, at small + * radii where no downscaling is possible this can easily halve the framerate. + * + * ## Multipass + * + * It is implemented in 2 passes: vertical and horizontal. + * + * ## Downscaling + * + * #ShellBlurEffect uses dynamic downscaling to speed up blurring. Downscaling + * happens in factors of 2 (the image is downscaled either by 2, 4, 8, 16, …) and + * depends on the blur radius, the actor size, among others. + * + * The actor is drawn into a downscaled framebuffer; the blur passes are applied + * on the downscaled actor contents; and finally, the blurred contents are drawn + * upscaled again. + * + * ## Hardware Interpolation + * + * This blur implementation cuts down the number of sampling operations by + * exploiting the hardware interpolation that is performed when sampling between + * pixel boundaries. This technique is described at: + * + * http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ + * + * ## Incremental gauss-factor calculation + * + * The kernel values for the gaussian kernel are computed incrementally instead + * of running the expensive calculations multiple times inside the blur shader. + * The implementation is based on the algorithm presented by K. Turkowski in + * GPU Gems 3, chapter 40: + * + * https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch40.html + * + */ + +static const gchar *gaussian_blur_glsl_declarations = +"uniform float sigma; \n" +"uniform float pixel_step; \n" +"uniform int vertical; \n"; + +static const gchar *gaussian_blur_glsl = +" int horizontal = 1 - vertical; \n" +" \n" +" vec2 uv = vec2 (cogl_tex_coord.st); \n" +" \n" +" vec3 gauss_coefficient; \n" +" gauss_coefficient.x = 1.0 / (sqrt (2.0 * 3.14159265) * sigma); \n" +" gauss_coefficient.y = exp (-0.5 / (sigma * sigma)); \n" +" gauss_coefficient.z = gauss_coefficient.y * gauss_coefficient.y; \n" +" \n" +" float gauss_coefficient_total = gauss_coefficient.x; \n" +" \n" +" vec4 ret = texture2D (cogl_sampler, uv) * gauss_coefficient.x; \n" +" gauss_coefficient.xy *= gauss_coefficient.yz; \n" +" \n" +" int n_steps = int (ceil (3.0 * sigma)); \n" +" \n" +" for (int i = 1; i < n_steps; i += 2) { \n" +" float coefficient_subtotal = gauss_coefficient.x; \n" +" gauss_coefficient.xy *= gauss_coefficient.yz; \n" +" coefficient_subtotal += gauss_coefficient.x; \n" +" \n" +" float gauss_ratio = gauss_coefficient.x / coefficient_subtotal; \n" +" \n" +" float foffset = float (i) + gauss_ratio; \n" +" vec2 offset = vec2 (foffset * pixel_step * float (horizontal), \n" +" foffset * pixel_step * float (vertical)); \n" +" \n" +" ret += texture2D (cogl_sampler, uv + offset) * coefficient_subtotal; \n" +" ret += texture2D (cogl_sampler, uv - offset) * coefficient_subtotal; \n" +" \n" +" gauss_coefficient_total += 2.0 * coefficient_subtotal; \n" +" gauss_coefficient.xy *= gauss_coefficient.yz; \n" +" } \n" +" \n" +" cogl_texel = ret / gauss_coefficient_total; \n"; + +static const gchar *brightness_glsl_declarations = +"uniform float brightness; \n"; + +static const gchar *brightness_glsl = +" cogl_color_out.rgb *= brightness; \n"; + +#define MIN_DOWNSCALE_SIZE 256.f +#define MAX_SIGMA 6.f + +typedef enum +{ + VERTICAL, + HORIZONTAL, +} BlurType; + +typedef enum +{ + ACTOR_PAINTED = 1 << 0, + BLUR_APPLIED = 1 << 1, +} CacheFlags; + +typedef struct +{ + CoglFramebuffer *framebuffer; + CoglPipeline *pipeline; + CoglTexture *texture; +} FramebufferData; + +typedef struct +{ + FramebufferData data; + BlurType type; + int sigma_uniform; + int pixel_step_uniform; + int vertical_uniform; +} BlurData; + +struct _ShellBlurEffect +{ + ClutterEffect parent_instance; + + ClutterActor *actor; + int old_opacity_override; + + BlurData blur[2]; + + unsigned int tex_width; + unsigned int tex_height; + + /* The cached contents */ + FramebufferData actor_fb; + CacheFlags cache_flags; + + FramebufferData background_fb; + FramebufferData brightness_fb; + int brightness_uniform; + + ShellBlurMode mode; + float downscale_factor; + float brightness; + int sigma; +}; + +G_DEFINE_TYPE (ShellBlurEffect, shell_blur_effect, CLUTTER_TYPE_EFFECT) + +enum { + PROP_0, + PROP_SIGMA, + PROP_BRIGHTNESS, + PROP_MODE, + N_PROPS +}; + +static GParamSpec *properties [N_PROPS] = { NULL, }; + +static CoglPipeline* +create_base_pipeline (void) +{ + static CoglPipeline *base_pipeline = NULL; + + if (G_UNLIKELY (base_pipeline == NULL)) + { + CoglContext *ctx = + clutter_backend_get_cogl_context (clutter_get_default_backend ()); + + base_pipeline = cogl_pipeline_new (ctx); + cogl_pipeline_set_layer_null_texture (base_pipeline, 0); + cogl_pipeline_set_layer_filters (base_pipeline, + 0, + COGL_PIPELINE_FILTER_LINEAR, + COGL_PIPELINE_FILTER_LINEAR); + cogl_pipeline_set_layer_wrap_mode (base_pipeline, + 0, + COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE); + } + + return cogl_pipeline_copy (base_pipeline); +} + +static CoglPipeline* +create_blur_pipeline (void) +{ + static CoglPipeline *blur_pipeline = NULL; + + if (G_UNLIKELY (blur_pipeline == NULL)) + { + CoglSnippet *snippet; + + blur_pipeline = create_base_pipeline (); + + snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_TEXTURE_LOOKUP, + gaussian_blur_glsl_declarations, + NULL); + cogl_snippet_set_replace (snippet, gaussian_blur_glsl); + cogl_pipeline_add_layer_snippet (blur_pipeline, 0, snippet); + cogl_object_unref (snippet); + } + + return cogl_pipeline_copy (blur_pipeline); +} + + +static CoglPipeline* +create_brightness_pipeline (void) +{ + static CoglPipeline *brightness_pipeline = NULL; + + if (G_UNLIKELY (brightness_pipeline == NULL)) + { + CoglSnippet *snippet; + + brightness_pipeline = create_base_pipeline (); + + snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_FRAGMENT, + brightness_glsl_declarations, + brightness_glsl); + cogl_pipeline_add_snippet (brightness_pipeline, snippet); + cogl_object_unref (snippet); + } + + return cogl_pipeline_copy (brightness_pipeline); +} + +static void +setup_blur (BlurData *blur, + BlurType type) +{ + blur->type = type; + blur->data.pipeline = create_blur_pipeline (); + + blur->sigma_uniform = + cogl_pipeline_get_uniform_location (blur->data.pipeline, "sigma"); + blur->pixel_step_uniform = + cogl_pipeline_get_uniform_location (blur->data.pipeline, "pixel_step"); + blur->vertical_uniform = + cogl_pipeline_get_uniform_location (blur->data.pipeline, "vertical"); +} + +static void +update_blur_uniforms (ShellBlurEffect *self, + BlurData *blur) +{ + gboolean is_vertical = blur->type == VERTICAL; + + if (blur->pixel_step_uniform > -1) + { + float pixel_step; + + if (is_vertical) + pixel_step = 1.f / cogl_texture_get_height (blur->data.texture); + else + pixel_step = 1.f / cogl_texture_get_width (blur->data.texture); + + cogl_pipeline_set_uniform_1f (blur->data.pipeline, + blur->pixel_step_uniform, + pixel_step); + } + + if (blur->sigma_uniform > -1) + { + cogl_pipeline_set_uniform_1f (blur->data.pipeline, + blur->sigma_uniform, + self->sigma / self->downscale_factor); + } + + if (blur->vertical_uniform > -1) + { + cogl_pipeline_set_uniform_1i (blur->data.pipeline, + blur->vertical_uniform, + is_vertical); + } +} + +static void +update_brightness_uniform (ShellBlurEffect *self) +{ + if (self->brightness_uniform > -1) + { + cogl_pipeline_set_uniform_1f (self->brightness_fb.pipeline, + self->brightness_uniform, + self->brightness); + } +} + +static void +setup_projection_matrix (CoglFramebuffer *framebuffer, + float width, + float height) +{ + CoglMatrix projection; + + cogl_matrix_init_identity (&projection); + cogl_matrix_scale (&projection, + 2.0 / width, + -2.0 / height, + 1.f); + cogl_matrix_translate (&projection, + -width / 2.0, + -height / 2.0, + 0); + + cogl_framebuffer_set_projection_matrix (framebuffer, &projection); +} + +static gboolean +update_fbo (FramebufferData *data, + unsigned int width, + unsigned int height, + float downscale_factor) +{ + CoglContext *ctx = + clutter_backend_get_cogl_context (clutter_get_default_backend ()); + + g_clear_pointer (&data->texture, cogl_object_unref); + g_clear_pointer (&data->framebuffer, cogl_object_unref); + + float new_width = floorf (width / downscale_factor); + float new_height = floorf (height / downscale_factor); + + data->texture = cogl_texture_2d_new_with_size (ctx, new_width, new_height); + if (!data->texture) + return FALSE; + + cogl_pipeline_set_layer_texture (data->pipeline, 0, data->texture); + + data->framebuffer = cogl_offscreen_new_with_texture (data->texture); + if (!data->framebuffer) + { + g_warning ("%s: Unable to create an Offscreen buffer", G_STRLOC); + return FALSE; + } + + setup_projection_matrix (data->framebuffer, new_width, new_height); + + return TRUE; +} + +static gboolean +update_actor_fbo (ShellBlurEffect *self, + unsigned int width, + unsigned int height, + float downscale_factor) +{ + if (self->tex_width == width && + self->tex_height == height && + self->downscale_factor == downscale_factor && + self->actor_fb.framebuffer) + { + return TRUE; + } + + self->cache_flags &= ~ACTOR_PAINTED; + + return update_fbo (&self->actor_fb, width, height, downscale_factor); +} + +static gboolean +update_brightness_fbo (ShellBlurEffect *self, + unsigned int width, + unsigned int height, + float downscale_factor) +{ + if (self->tex_width == width && + self->tex_height == height && + self->downscale_factor == downscale_factor && + self->brightness_fb.framebuffer) + { + return TRUE; + } + + return update_fbo (&self->brightness_fb, + width, height, + downscale_factor); +} + +static gboolean +update_blur_fbo (ShellBlurEffect *self, + BlurData *blur, + unsigned int width, + unsigned int height, + float downscale_factor) +{ + if (self->tex_width == width && + self->tex_height == height && + self->downscale_factor == downscale_factor && + blur->data.framebuffer) + { + return TRUE; + } + + return update_fbo (&blur->data, + width, height, + downscale_factor); +} + +static gboolean +update_background_fbo (ShellBlurEffect *self, + unsigned int width, + unsigned int height) +{ + if (self->tex_width == width && + self->tex_height == height && + self->background_fb.framebuffer) + { + return TRUE; + } + + return update_fbo (&self->background_fb, width, height, 1.0); +} + +static void +clear_framebuffer_data (FramebufferData *fb_data) +{ + g_clear_pointer (&fb_data->texture, cogl_object_unref); + g_clear_pointer (&fb_data->framebuffer, cogl_object_unref); +} + +static float +calculate_downscale_factor (float width, + float height, + float sigma) +{ + float downscale_factor = 1.0; + float scaled_width = width; + float scaled_height = height; + float scaled_sigma = sigma; + + /* This is the algorithm used by Firefox; keep downscaling until either the + * blur radius is lower than the threshold, or the downscaled texture is too + * small. + */ + while (scaled_sigma > MAX_SIGMA && + scaled_width > MIN_DOWNSCALE_SIZE && + scaled_height > MIN_DOWNSCALE_SIZE) + { + downscale_factor *= 2.f; + + scaled_width = width / downscale_factor; + scaled_height = height / downscale_factor; + scaled_sigma = sigma / downscale_factor; + } + + return downscale_factor; +} + +static void +clear_framebuffer (CoglFramebuffer *framebuffer) +{ + static CoglColor transparent; + static gboolean initialized = FALSE; + + if (!initialized) + { + cogl_color_init_from_4ub (&transparent, 0, 0, 0, 0); + initialized = TRUE; + } + + cogl_framebuffer_clear (framebuffer, COGL_BUFFER_BIT_COLOR, &transparent); +} + +static void +shell_blur_effect_set_actor (ClutterActorMeta *meta, + ClutterActor *actor) +{ + ShellBlurEffect *self = SHELL_BLUR_EFFECT (meta); + ClutterActorMetaClass *meta_class; + + meta_class = CLUTTER_ACTOR_META_CLASS (shell_blur_effect_parent_class); + meta_class->set_actor (meta, actor); + + /* clear out the previous state */ + clear_framebuffer_data (&self->actor_fb); + clear_framebuffer_data (&self->background_fb); + clear_framebuffer_data (&self->brightness_fb); + clear_framebuffer_data (&self->blur[VERTICAL].data); + clear_framebuffer_data (&self->blur[HORIZONTAL].data); + + /* we keep a back pointer here, to avoid going through the ActorMeta */ + self->actor = clutter_actor_meta_get_actor (meta); +} + +static void +update_actor_box (ShellBlurEffect *self, + ClutterPaintContext *paint_context, + ClutterActorBox *source_actor_box) +{ + ClutterStageView *stage_view; + float box_scale_factor = 1.0f; + float origin_x, origin_y; + float width, height; + + switch (self->mode) + { + case SHELL_BLUR_MODE_ACTOR: + clutter_actor_get_allocation_box (self->actor, source_actor_box); + break; + + case SHELL_BLUR_MODE_BACKGROUND: + stage_view = clutter_paint_context_get_stage_view (paint_context); + + clutter_actor_get_transformed_position (self->actor, &origin_x, &origin_y); + clutter_actor_get_transformed_size (self->actor, &width, &height); + + if (stage_view) + { + cairo_rectangle_int_t stage_view_layout; + + box_scale_factor = clutter_stage_view_get_scale (stage_view); + clutter_stage_view_get_layout (stage_view, &stage_view_layout); + + origin_x -= stage_view_layout.x; + origin_y -= stage_view_layout.y; + } + else + { + /* If we're drawing off stage, just assume scale = 1, this won't work + * with stage-view scaling though. + */ + } + + clutter_actor_box_set_origin (source_actor_box, origin_x, origin_y); + clutter_actor_box_set_size (source_actor_box, width, height); + + clutter_actor_box_scale (source_actor_box, box_scale_factor); + break; + } + + clutter_actor_box_clamp_to_pixel (source_actor_box); +} + +static void +paint_texture (ShellBlurEffect *self, + ClutterPaintContext *paint_context) +{ + CoglFramebuffer *framebuffer; + float width, height; + + framebuffer = clutter_paint_context_get_framebuffer (paint_context); + + /* Use the untransformed actor size here, since the framebuffer itself already + * has the actor transform matrix applied. + */ + clutter_actor_get_size (self->actor, &width, &height); + + update_brightness_uniform (self); + cogl_framebuffer_draw_rectangle (framebuffer, + self->brightness_fb.pipeline, + 0, 0, + width, + height); +} + +static void +apply_blur (ShellBlurEffect *self, + ClutterPaintContext *paint_context, + FramebufferData *from, + uint8_t paint_opacity) +{ + BlurData *vblur; + BlurData *hblur; + + vblur = &self->blur[VERTICAL]; + hblur = &self->blur[HORIZONTAL]; + + /* Copy the actor contents into the vblur framebuffer */ + clear_framebuffer (vblur->data.framebuffer); + cogl_framebuffer_draw_rectangle (vblur->data.framebuffer, + from->pipeline, + 0, 0, + cogl_texture_get_width (vblur->data.texture), + cogl_texture_get_height (vblur->data.texture)); + + /* Pass 1: + * + * Draw the actor contents (which is in the vblur framebuffer + * at this point) into the hblur framebuffer. This will run the + * vertical blur fragment shader, and will output a vertically + * blurred image. + */ + update_blur_uniforms (self, vblur); + + clear_framebuffer (hblur->data.framebuffer); + cogl_framebuffer_draw_rectangle (hblur->data.framebuffer, + vblur->data.pipeline, + 0, 0, + cogl_texture_get_width (hblur->data.texture), + cogl_texture_get_height (hblur->data.texture)); + + /* Pass 2: + * + * Now the opposite; draw the vertically blurred image using the + * horizontal blur pipeline into the brightness framebuffer. + */ + update_blur_uniforms (self, hblur); + cogl_pipeline_set_color4ub (hblur->data.pipeline, + paint_opacity, + paint_opacity, + paint_opacity, + paint_opacity); + + clear_framebuffer (self->brightness_fb.framebuffer); + cogl_framebuffer_draw_rectangle (self->brightness_fb.framebuffer, + hblur->data.pipeline, + 0, 0, + cogl_texture_get_width (self->brightness_fb.texture), + cogl_texture_get_height (self->brightness_fb.texture)); + + + self->cache_flags |= BLUR_APPLIED; +} + +static gboolean +paint_background (ShellBlurEffect *self, + ClutterPaintContext *paint_context, + ClutterActorBox *source_actor_box) +{ + g_autoptr (GError) error = NULL; + CoglFramebuffer *framebuffer; + float transformed_x; + float transformed_y; + float transformed_width; + float transformed_height; + + framebuffer = clutter_paint_context_get_framebuffer (paint_context); + + clutter_actor_box_get_origin (source_actor_box, + &transformed_x, + &transformed_y); + clutter_actor_box_get_size (source_actor_box, + &transformed_width, + &transformed_height); + + clear_framebuffer (self->background_fb.framebuffer); + cogl_blit_framebuffer (framebuffer, + self->background_fb.framebuffer, + transformed_x, + transformed_y, + 0, 0, + transformed_width, + transformed_height, + &error); + + if (error) + { + g_warning ("Error blitting overlay framebuffer: %s", error->message); + return FALSE; + } + + return TRUE; +} + +static gboolean +update_framebuffers (ShellBlurEffect *self, + ClutterPaintContext *paint_context, + ClutterActorBox *source_actor_box) +{ + gboolean updated = FALSE; + float downscale_factor; + float height = -1; + float width = -1; + + clutter_actor_box_get_size (source_actor_box, &width, &height); + + downscale_factor = calculate_downscale_factor (width, height, self->sigma); + + updated = + update_actor_fbo (self, width, height, downscale_factor) && + update_blur_fbo (self, &self->blur[VERTICAL], width, height, downscale_factor) && + update_blur_fbo (self, &self->blur[HORIZONTAL], width, height, downscale_factor) && + update_brightness_fbo (self, width, height, downscale_factor); + + if (self->mode == SHELL_BLUR_MODE_BACKGROUND) + updated = updated && update_background_fbo (self, width, height); + + self->tex_width = width; + self->tex_height = height; + self->downscale_factor = downscale_factor; + + return updated; +} + +static void +paint_actor_offscreen (ShellBlurEffect *self, + ClutterPaintContext *paint_context, + ClutterEffectPaintFlags flags) +{ + gboolean actor_dirty; + + actor_dirty = (flags & CLUTTER_EFFECT_PAINT_ACTOR_DIRTY) != 0; + + /* The actor offscreen framebuffer is updated already */ + if (!actor_dirty && (self->cache_flags & ACTOR_PAINTED)) + return; + + self->old_opacity_override = clutter_actor_get_opacity_override (self->actor); + clutter_actor_set_opacity_override (self->actor, 0xff); + + /* Draw the actor contents into the actor offscreen framebuffer */ + clear_framebuffer (self->actor_fb.framebuffer); + + cogl_framebuffer_push_matrix (self->actor_fb.framebuffer); + cogl_framebuffer_scale (self->actor_fb.framebuffer, + 1.f / self->downscale_factor, + 1.f / self->downscale_factor, + 1.f); + + clutter_paint_context_push_framebuffer (paint_context, + self->actor_fb.framebuffer); + + clutter_actor_continue_paint (self->actor, paint_context); + + cogl_framebuffer_pop_matrix (self->actor_fb.framebuffer); + clutter_paint_context_pop_framebuffer (paint_context); + + clutter_actor_set_opacity_override (self->actor, self->old_opacity_override); + + self->cache_flags |= ACTOR_PAINTED; +} + +static gboolean +needs_repaint (ShellBlurEffect *self, + ClutterEffectPaintFlags flags) +{ + gboolean actor_cached; + gboolean blur_cached; + gboolean actor_dirty; + + actor_dirty = (flags & CLUTTER_EFFECT_PAINT_ACTOR_DIRTY) != 0; + blur_cached = (self->cache_flags & BLUR_APPLIED) != 0; + actor_cached = (self->cache_flags & ACTOR_PAINTED) != 0; + + switch (self->mode) + { + case SHELL_BLUR_MODE_ACTOR: + return actor_dirty || !blur_cached || !actor_cached; + + case SHELL_BLUR_MODE_BACKGROUND: + return TRUE; + } + + return TRUE; +} + +static void +shell_blur_effect_paint (ClutterEffect *effect, + ClutterPaintContext *paint_context, + ClutterEffectPaintFlags flags) +{ + ShellBlurEffect *self = SHELL_BLUR_EFFECT (effect); + uint8_t paint_opacity; + + g_assert (self->actor != NULL); + + if (self->sigma > 0) + { + if (needs_repaint (self, flags)) + { + ClutterActorBox source_actor_box; + + update_actor_box (self, paint_context, &source_actor_box); + + /* Failing to create or update the offscreen framebuffers prevents + * the entire effect to be applied. + */ + if (!update_framebuffers (self, paint_context, &source_actor_box)) + goto fail; + + switch (self->mode) + { + case SHELL_BLUR_MODE_ACTOR: + paint_opacity = clutter_actor_get_paint_opacity (self->actor); + + paint_actor_offscreen (self, paint_context, flags); + apply_blur (self, paint_context, &self->actor_fb, paint_opacity); + break; + + case SHELL_BLUR_MODE_BACKGROUND: + if (!paint_background (self, paint_context, &source_actor_box)) + goto fail; + + apply_blur (self, paint_context, &self->background_fb, 255); + break; + } + } + + paint_texture (self, paint_context); + + /* Background blur needs to paint the actor after painting the blurred + * background. + */ + switch (self->mode) + { + case SHELL_BLUR_MODE_ACTOR: + break; + + case SHELL_BLUR_MODE_BACKGROUND: + clutter_actor_continue_paint (self->actor, paint_context); + break; + } + + return; + } + +fail: + /* When no blur is applied, or the offscreen framebuffers + * couldn't be created, fallback to simply painting the actor. + */ + clutter_actor_continue_paint (self->actor, paint_context); +} + +static void +shell_blur_effect_finalize (GObject *object) +{ + ShellBlurEffect *self = (ShellBlurEffect *)object; + + clear_framebuffer_data (&self->actor_fb); + clear_framebuffer_data (&self->background_fb); + clear_framebuffer_data (&self->brightness_fb); + clear_framebuffer_data (&self->blur[VERTICAL].data); + clear_framebuffer_data (&self->blur[HORIZONTAL].data); + + g_clear_pointer (&self->actor_fb.pipeline, cogl_object_unref); + g_clear_pointer (&self->background_fb.pipeline, cogl_object_unref); + g_clear_pointer (&self->brightness_fb.pipeline, cogl_object_unref); + g_clear_pointer (&self->blur[VERTICAL].data.pipeline, cogl_object_unref); + g_clear_pointer (&self->blur[HORIZONTAL].data.pipeline, cogl_object_unref); + + G_OBJECT_CLASS (shell_blur_effect_parent_class)->finalize (object); +} + +static void +shell_blur_effect_get_property (GObject *object, + guint prop_id, + GValue *value, + GParamSpec *pspec) +{ + ShellBlurEffect *self = SHELL_BLUR_EFFECT (object); + + switch (prop_id) + { + case PROP_SIGMA: + g_value_set_int (value, self->sigma); + break; + + case PROP_BRIGHTNESS: + g_value_set_float (value, self->brightness); + break; + + case PROP_MODE: + g_value_set_enum (value, self->mode); + break; + + default: + G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); + } +} + +static void +shell_blur_effect_set_property (GObject *object, + guint prop_id, + const GValue *value, + GParamSpec *pspec) +{ + ShellBlurEffect *self = SHELL_BLUR_EFFECT (object); + + switch (prop_id) + { + case PROP_SIGMA: + shell_blur_effect_set_sigma (self, g_value_get_int (value)); + break; + + case PROP_BRIGHTNESS: + shell_blur_effect_set_brightness (self, g_value_get_float (value)); + break; + + case PROP_MODE: + shell_blur_effect_set_mode (self, g_value_get_enum (value)); + break; + + default: + G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); + } +} + +static void +shell_blur_effect_class_init (ShellBlurEffectClass *klass) +{ + GObjectClass *object_class = G_OBJECT_CLASS (klass); + ClutterActorMetaClass *meta_class = CLUTTER_ACTOR_META_CLASS (klass); + ClutterEffectClass *effect_class = CLUTTER_EFFECT_CLASS (klass); + + object_class->finalize = shell_blur_effect_finalize; + object_class->get_property = shell_blur_effect_get_property; + object_class->set_property = shell_blur_effect_set_property; + + meta_class->set_actor = shell_blur_effect_set_actor; + + effect_class->paint = shell_blur_effect_paint; + + properties[PROP_SIGMA] = + g_param_spec_int ("sigma", + "Sigma", + "Sigma", + 0, G_MAXINT, 0, + G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS); + + properties[PROP_BRIGHTNESS] = + g_param_spec_float ("brightness", + "Brightness", + "Brightness", + 0.f, 1.f, 1.f, + G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS); + + properties[PROP_MODE] = + g_param_spec_enum ("mode", + "Blur mode", + "Blur mode", + SHELL_TYPE_BLUR_MODE, + SHELL_BLUR_MODE_ACTOR, + G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS); + + g_object_class_install_properties (object_class, N_PROPS, properties); +} + +static void +shell_blur_effect_init (ShellBlurEffect *self) +{ + self->mode = SHELL_BLUR_MODE_ACTOR; + self->sigma = 0; + self->brightness = 1.f; + + self->actor_fb.pipeline = create_base_pipeline (); + self->background_fb.pipeline = create_base_pipeline (); + self->brightness_fb.pipeline = create_brightness_pipeline (); + self->brightness_uniform = + cogl_pipeline_get_uniform_location (self->brightness_fb.pipeline, "brightness"); + + setup_blur (&self->blur[VERTICAL], VERTICAL); + setup_blur (&self->blur[HORIZONTAL], HORIZONTAL); +} + +ShellBlurEffect * +shell_blur_effect_new (void) +{ + return g_object_new (SHELL_TYPE_BLUR_EFFECT, NULL); +} + +int +shell_blur_effect_get_sigma (ShellBlurEffect *self) +{ + g_return_val_if_fail (SHELL_IS_BLUR_EFFECT (self), -1); + + return self->sigma; +} + +void +shell_blur_effect_set_sigma (ShellBlurEffect *self, + int sigma) +{ + g_return_if_fail (SHELL_IS_BLUR_EFFECT (self)); + + if (self->sigma == sigma) + return; + + self->sigma = sigma; + self->cache_flags &= ~BLUR_APPLIED; + + if (self->actor) + clutter_effect_queue_repaint (CLUTTER_EFFECT (self)); + + g_object_notify_by_pspec (G_OBJECT (self), properties[PROP_SIGMA]); +} + +float +shell_blur_effect_get_brightness (ShellBlurEffect *self) +{ + g_return_val_if_fail (SHELL_IS_BLUR_EFFECT (self), FALSE); + + return self->brightness; +} + +void +shell_blur_effect_set_brightness (ShellBlurEffect *self, + float brightness) +{ + g_return_if_fail (SHELL_IS_BLUR_EFFECT (self)); + + if (self->brightness == brightness) + return; + + self->brightness = brightness; + self->cache_flags &= ~BLUR_APPLIED; + + if (self->actor) + clutter_effect_queue_repaint (CLUTTER_EFFECT (self)); + + g_object_notify_by_pspec (G_OBJECT (self), properties[PROP_BRIGHTNESS]); +} + +ShellBlurMode +shell_blur_effect_get_mode (ShellBlurEffect *self) +{ + g_return_val_if_fail (SHELL_IS_BLUR_EFFECT (self), -1); + + return self->mode; +} + +void +shell_blur_effect_set_mode (ShellBlurEffect *self, + ShellBlurMode mode) +{ + g_return_if_fail (SHELL_IS_BLUR_EFFECT (self)); + + if (self->mode == mode) + return; + + self->mode = mode; + self->cache_flags &= ~BLUR_APPLIED; + + switch (mode) + { + case SHELL_BLUR_MODE_ACTOR: + clear_framebuffer_data (&self->background_fb); + break; + + case SHELL_BLUR_MODE_BACKGROUND: + default: + /* Do nothing */ + break; + } + + if (self->actor) + clutter_effect_queue_repaint (CLUTTER_EFFECT (self)); + + g_object_notify_by_pspec (G_OBJECT (self), properties[PROP_MODE]); +} |