/* shell-blur-effect.c * * Copyright 2019 Georges Basile Stavracas Neto * * 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 . * * 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]); }