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Diffstat (limited to 'src/shell-blur-effect.c')
-rw-r--r-- | src/shell-blur-effect.c | 907 |
1 files changed, 907 insertions, 0 deletions
diff --git a/src/shell-blur-effect.c b/src/shell-blur-effect.c new file mode 100644 index 0000000..0d4bb45 --- /dev/null +++ b/src/shell-blur-effect.c @@ -0,0 +1,907 @@ +/* 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 blur implementation based on Clutter. 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. + */ + +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 +{ + ACTOR_PAINTED = 1 << 0, + BLUR_APPLIED = 1 << 1, +} CacheFlags; + +typedef struct +{ + CoglFramebuffer *framebuffer; + CoglPipeline *pipeline; + CoglTexture *texture; +} FramebufferData; + +struct _ShellBlurEffect +{ + ClutterEffect parent_instance; + + ClutterActor *actor; + + 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_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 +update_brightness (ShellBlurEffect *self, + uint8_t paint_opacity) +{ + cogl_pipeline_set_color4ub (self->brightness_fb.pipeline, + paint_opacity, + paint_opacity, + paint_opacity, + paint_opacity); + + 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) +{ + graphene_matrix_t projection; + + graphene_matrix_init_translate (&projection, + &GRAPHENE_POINT3D_INIT (-width / 2.0, + -height / 2.0, + 0.f)); + graphene_matrix_scale (&projection, 2.0 / width, -2.0 / height, 1.f); + + 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_object (&data->framebuffer); + + 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_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_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_object (&fb_data->framebuffer); +} + +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 +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); + + /* 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 +add_blurred_pipeline (ShellBlurEffect *self, + ClutterPaintNode *node, + uint8_t paint_opacity) +{ + g_autoptr (ClutterPaintNode) pipeline_node = NULL; + float width, height; + + /* 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 (self, paint_opacity); + + 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 ClutterPaintNode * +create_blur_nodes (ShellBlurEffect *self, + ClutterPaintNode *node, + uint8_t paint_opacity) +{ + g_autoptr (ClutterPaintNode) brightness_node = NULL; + g_autoptr (ClutterPaintNode) blur_node = NULL; + float width; + float height; + + clutter_actor_get_size (self->actor, &width, &height); + + update_brightness (self, paint_opacity); + brightness_node = clutter_layer_node_new_to_framebuffer (self->brightness_fb.framebuffer, + self->brightness_fb.pipeline); + clutter_paint_node_set_static_name (brightness_node, "ShellBlurEffect (brightness)"); + clutter_paint_node_add_child (node, brightness_node); + clutter_paint_node_add_rectangle (brightness_node, + &(ClutterActorBox) { + 0.f, 0.f, + width, height, + }); + + blur_node = clutter_blur_node_new (self->tex_width / self->downscale_factor, + self->tex_height / self->downscale_factor, + self->sigma / self->downscale_factor); + clutter_paint_node_set_static_name (blur_node, "ShellBlurEffect (blur)"); + clutter_paint_node_add_child (brightness_node, blur_node); + clutter_paint_node_add_rectangle (blur_node, + &(ClutterActorBox) { + 0.f, 0.f, + cogl_texture_get_width (self->brightness_fb.texture), + cogl_texture_get_height (self->brightness_fb.texture), + }); + + self->cache_flags |= BLUR_APPLIED; + + return g_steal_pointer (&blur_node); +} + +static void +paint_background (ShellBlurEffect *self, + ClutterPaintNode *node, + ClutterPaintContext *paint_context, + ClutterActorBox *source_actor_box) +{ + g_autoptr (ClutterPaintNode) background_node = NULL; + g_autoptr (ClutterPaintNode) blit_node = NULL; + CoglFramebuffer *src; + float transformed_x; + float transformed_y; + float transformed_width; + float transformed_height; + + clutter_actor_box_get_origin (source_actor_box, + &transformed_x, + &transformed_y); + clutter_actor_box_get_size (source_actor_box, + &transformed_width, + &transformed_height); + + /* Background layer node */ + background_node = + clutter_layer_node_new_to_framebuffer (self->background_fb.framebuffer, + self->background_fb.pipeline); + 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, + self->tex_width / self->downscale_factor, + self->tex_height / self->downscale_factor, + }); + + /* Blit node */ + src = clutter_paint_context_get_framebuffer (paint_context); + blit_node = clutter_blit_node_new (src); + 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 +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_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 +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, + ClutterPaintNode *node, + 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)) + { + g_autoptr (ClutterPaintNode) transform_node = NULL; + g_autoptr (ClutterPaintNode) layer_node = NULL; + graphene_matrix_t transform; + + /* Layer node */ + layer_node = clutter_layer_node_new_to_framebuffer (self->actor_fb.framebuffer, + self->actor_fb.pipeline); + 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, + self->tex_width / self->downscale_factor, + self->tex_height / self->downscale_factor, + }); + + /* Transform node */ + graphene_matrix_init_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); + + /* Actor node */ + add_actor_node (self, transform_node, 255); + + self->cache_flags |= ACTOR_PAINTED; + } + else + { + g_autoptr (ClutterPaintNode) pipeline_node = NULL; + + pipeline_node = clutter_pipeline_node_new (self->actor_fb.pipeline); + clutter_paint_node_set_static_name (pipeline_node, + "ShellBlurEffect (actor texture)"); + clutter_paint_node_add_child (node, pipeline_node); + clutter_paint_node_add_rectangle (pipeline_node, + &(ClutterActorBox) { + 0.f, 0.f, + self->tex_width / self->downscale_factor, + self->tex_height / self->downscale_factor, + }); + } +} + +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_node (ClutterEffect *effect, + ClutterPaintNode *node, + ClutterPaintContext *paint_context, + ClutterEffectPaintFlags flags) +{ + ShellBlurEffect *self = SHELL_BLUR_EFFECT (effect); + uint8_t paint_opacity; + + g_assert (self->actor != NULL); + + if (self->sigma > 0) + { + g_autoptr (ClutterPaintNode) blur_node = NULL; + + switch (self->mode) + { + case SHELL_BLUR_MODE_ACTOR: + paint_opacity = clutter_actor_get_paint_opacity (self->actor); + break; + + case SHELL_BLUR_MODE_BACKGROUND: + paint_opacity = 255; + break; + + default: + g_assert_not_reached(); + break; + } + + 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; + + blur_node = create_blur_nodes (self, node, paint_opacity); + + switch (self->mode) + { + case SHELL_BLUR_MODE_ACTOR: + paint_actor_offscreen (self, blur_node, flags); + break; + + case SHELL_BLUR_MODE_BACKGROUND: + paint_background (self, blur_node, paint_context, &source_actor_box); + break; + } + } + else + { + /* Use the cached pipeline if no repaint is needed */ + add_blurred_pipeline (self, node, paint_opacity); + } + + /* 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: + add_actor_node (self, node, -1); + break; + } + + return; + } + +fail: + /* When no blur is applied, or the offscreen framebuffers + * couldn't be created, fallback to simply painting the actor. + */ + add_actor_node (self, node, -1); +} + +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); + + 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_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_node = shell_blur_effect_paint_node; + + properties[PROP_SIGMA] = + g_param_spec_int ("sigma", + "Sigma", + "Sigma", + 0, G_MAXINT, 0, + G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS | G_PARAM_EXPLICIT_NOTIFY); + + properties[PROP_BRIGHTNESS] = + g_param_spec_float ("brightness", + "Brightness", + "Brightness", + 0.f, 1.f, 1.f, + G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS | G_PARAM_EXPLICIT_NOTIFY); + + 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_PARAM_EXPLICIT_NOTIFY); + + 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"); +} + +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]); +} |