aerothemeplasma/KWin/kwin_reflect/src/blur.cpp
2023-08-25 00:32:11 +02:00

661 lines
22 KiB
C++

/*
SPDX-FileCopyrightText: 2010 Fredrik Höglund <fredrik@kde.org>
SPDX-FileCopyrightText: 2011 Philipp Knechtges <philipp-dev@knechtges.com>
SPDX-FileCopyrightText: 2018 Alex Nemeth <alex.nemeth329@gmail.com>
SPDX-License-Identifier: GPL-2.0-or-later
*/
#include "blur.h"
#include "blurshader.h"
// KConfigSkeleton
#include "blurconfig.h"
#include <QGuiApplication>
#include <QMatrix4x4>
#include <QScreen>
#include <QTime>
#include <QTimer>
#include <QWindow>
#include <cmath> // for ceil()
#include <cstdlib>
#include <QFile>
#include <QBuffer>
#include <QDataStream>
#include <QColor>
#include <QPair>
#include <KConfigGroup>
#include <KSharedConfig>
#include <KDecoration2/Decoration>
namespace KWin
{
static const QByteArray s_blurAtomName = QByteArrayLiteral("_KDE_NET_WM_BLUR_BEHIND_REGION");
BlurEffect::BlurEffect() : m_sharedMemory("kwinreflect")
{
initConfig<BlurConfig>();
m_shader = new BlurShader(this);
m_reflectionTexture = nullptr;
reconfigure(ReconfigureAll);
// ### Hackish way to announce support.
// Should be included in _NET_SUPPORTED instead.
if (m_shader && m_shader->isValid()) {
if (effects->xcbConnection()) {
net_wm_blur_region = effects->announceSupportProperty(s_blurAtomName, this);
}
}
connect(effects, &EffectsHandler::windowAdded, this, &BlurEffect::slotWindowAdded);
connect(effects, &EffectsHandler::windowDeleted, this, &BlurEffect::slotWindowDeleted);
connect(effects, &EffectsHandler::windowDecorationChanged, this, &BlurEffect::setupDecorationConnections);
connect(effects, &EffectsHandler::propertyNotify, this, &BlurEffect::slotPropertyNotify);
connect(effects, &EffectsHandler::virtualScreenGeometryChanged, this, &BlurEffect::slotScreenGeometryChanged);
connect(effects, &EffectsHandler::xcbConnectionChanged, this, [this]() {
if (m_shader && m_shader->isValid()) {
net_wm_blur_region = effects->announceSupportProperty(s_blurAtomName, this);
}
});
// Fetch the blur regions for all windows
const auto stackingOrder = effects->stackingOrder();
for (EffectWindow *window : stackingOrder) {
slotWindowAdded(window);
}
}
void BlurEffect::updateTexture()
{
if(m_texturePath == "" || !QFile::exists(m_texturePath))
{
m_texturePath = QStringLiteral(":/effects/blur/reflection.png");
}
if(m_reflectionTexture != nullptr)
{
delete m_reflectionTexture;
}
m_reflectionTexture = new GLTexture(m_texturePath);
m_reflectionTexture->setFilter(GL_LINEAR);
m_reflectionTexture->setWrapMode(GL_REPEAT);
if(m_reflectionTexture != nullptr)
{
printf("Texture successfully loaded.\n");
}
}
bool BlurEffect::isWindowValid(KWin::EffectWindow *w)
{
QString windowclass = w->windowClass().split(' ')[0];
return !(w->isDesktop() || w->isToolbar() || w->isMenu() ||
w->isSplash() || w->isDropdownMenu() || w->isPopupMenu() ||
w->isTooltip() || w->isNotification() || w->isCriticalNotification() ||
w->isOnScreenDisplay() || w->isComboBox() || w->isDNDIcon() || w->isHidden() || /*(w->isDialog() && !w->isAppletPopup()) ||*/
w->isMinimized() || m_excludedWindows.contains(windowclass) /*|| (w->isSpecialWindow() && !w->isDock())*/);
}
bool BlurEffect::shouldColorize(KWin::EffectWindow *w)
{
QString windowclass = w->windowClass().split(' ')[0];
return !(w->isDesktop() || w->isSplash() || /*w->isHidden() || w->isMinimized() ||*/ m_excludedWindowsColorization.contains(windowclass));
}
BlurEffect::~BlurEffect()
{
if(m_reflectionTexture) delete m_reflectionTexture;
}
void BlurEffect::slotScreenGeometryChanged()
{
effects->makeOpenGLContextCurrent();
// Fetch the blur regions for all windows
const auto stackingOrder = effects->stackingOrder();
for (EffectWindow *window : stackingOrder) {
updateBlurRegion(window);
}
effects->doneOpenGLContextCurrent();
}
bool BlurEffect::readMemory(bool* skipFunc)
{
if(!m_sharedMemory.attach())
{
printf("Couldn't access shared memory! %s %d\n", m_sharedMemory.nativeKey().toStdString().c_str(), m_sharedMemory.error());
if(m_sharedMemory.error())
return false;
}
QBuffer buffer;
QDataStream in(&buffer);
QPair<QColor, QPair<bool,bool>> result;
//QString result;
m_sharedMemory.lock();
buffer.setData((char*)m_sharedMemory.constData(), m_sharedMemory.size());
buffer.open(QBuffer::ReadOnly);
in >> result;
m_sharedMemory.unlock();
m_sharedMemory.detach();
m_accentColor = result.first;
m_transparencyEnabled = result.second.first;
*skipFunc = result.second.second;
m_accentColorInactive = m_accentColor;
int saturation = m_accentColorInactive.hslSaturation() / 2;
m_accentColorInactive.setHsl(m_accentColorInactive.hslHue(), saturation, m_accentColorInactive.lightness());
return true;
}
void BlurEffect::reconfigure(ReconfigureFlags flags)
{
bool skip = false;
bool readColor = readMemory(&skip) && m_firstTimeReconfigure;
if(skip && m_firstTimeReconfigure)
return;
BlurConfig::self()->read();
if(!readColor)
{
m_accentColor = BlurConfig::accentColor();
m_accentColorInactive = m_accentColor;
int saturation = m_accentColorInactive.hslSaturation() / 2;
m_accentColorInactive.setHsl(m_accentColorInactive.hslHue(), saturation, m_accentColorInactive.lightness());
m_transparencyEnabled = BlurConfig::enableTransparency();
}
int blurStrength = BlurConfig::blurStrength() - 1;
m_offset = blurStrengthValues[blurStrength].offset;
m_expandSize = blurOffsets[m_downSampleIterations - 1].expandSize;
m_scalingFactor = std::max(1.0, QGuiApplication::primaryScreen()->logicalDotsPerInch() / 96.0);
m_translateTexture = BlurConfig::translateTexture();
m_enableColorization = BlurConfig::enableColorization();
m_texturePath = BlurConfig::textureLocation();
updateTexture();
m_excludedWindows = BlurConfig::excludedWindows().split(';');
m_excludedWindowsColorization = BlurConfig::excludedColorization().split(';');
m_firstTimeReconfigure = true;
// Update all windows for the blur to take effect
effects->addRepaintFull();
}
void BlurEffect::updateBlurRegion(EffectWindow *w)
{
QRegion region;
bool valid = false;
if (net_wm_blur_region != XCB_ATOM_NONE) {
const QByteArray value = w->readProperty(net_wm_blur_region, XCB_ATOM_CARDINAL, 32);
if (value.size() > 0 && !(value.size() % (4 * sizeof(uint32_t)))) {
const uint32_t *cardinals = reinterpret_cast<const uint32_t *>(value.constData());
for (unsigned int i = 0; i < value.size() / sizeof(uint32_t);) {
int x = cardinals[i++];
int y = cardinals[i++];
int w = cardinals[i++];
int h = cardinals[i++];
region += QRect(x,y,w,h);//fromXNative(QRect(x, y, w, h)).toRect();
}
}
valid = !value.isNull();
}
if (auto internal = w->internalWindow()) {
const auto property = internal->property("kwin_blur");
if (property.isValid()) {
region = property.value<QRegion>();
valid = true;
}
}
if (valid) {
blurRegions[w] = region;
} else {
blurRegions.remove(w);
}
}
void BlurEffect::slotWindowAdded(EffectWindow *w)
{
if (auto internal = w->internalWindow()) {
internal->installEventFilter(this);
}
setupDecorationConnections(w);
updateBlurRegion(w);
}
void BlurEffect::slotWindowDeleted(EffectWindow *w)
{
blurRegions.remove(w);
auto it = windowBlurChangedConnections.find(w);
if (it == windowBlurChangedConnections.end()) {
return;
}
disconnect(*it);
windowBlurChangedConnections.erase(it);
}
void BlurEffect::slotPropertyNotify(EffectWindow *w, long atom)
{
if (w && atom == net_wm_blur_region && net_wm_blur_region != XCB_ATOM_NONE) {
updateBlurRegion(w);
}
}
void BlurEffect::setupDecorationConnections(EffectWindow *w)
{
if (!w->decoration()) {
return;
}
connect(w->decoration(), &KDecoration2::Decoration::blurRegionChanged, this, [this, w]() {
updateBlurRegion(w);
});
}
bool BlurEffect::eventFilter(QObject *watched, QEvent *event)
{
auto internal = qobject_cast<QWindow *>(watched);
if (internal && event->type() == QEvent::DynamicPropertyChange) {
QDynamicPropertyChangeEvent *pe = static_cast<QDynamicPropertyChangeEvent *>(event);
if (pe->propertyName() == "kwin_blur") {
if (auto w = effects->findWindow(internal)) {
updateBlurRegion(w);
}
}
}
return false;
}
bool BlurEffect::enabledByDefault()
{
GLPlatform *gl = GLPlatform::instance();
if (gl->isIntel() && gl->chipClass() < SandyBridge) {
return false;
}
if (gl->isPanfrost() && gl->chipClass() <= MaliT8XX) {
return false;
}
// The blur effect works, but is painfully slow (FPS < 5) on Mali and VideoCore
if (gl->isLima() || gl->isVideoCore4() || gl->isVideoCore3D()) {
return false;
}
if (gl->isSoftwareEmulation()) {
return false;
}
return true;
}
bool BlurEffect::supported()
{
bool supported = effects->isOpenGLCompositing() && GLFramebuffer::supported() && GLFramebuffer::blitSupported();
if (supported) {
int maxTexSize;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTexSize);
const QSize screenSize = effects->virtualScreenSize();
if (screenSize.width() > maxTexSize || screenSize.height() > maxTexSize) {
supported = false;
}
}
return supported;
}
bool BlurEffect::decorationSupportsBlurBehind(const EffectWindow *w) const
{
return w->decoration() && !w->decoration()->blurRegion().isNull();
}
QRegion BlurEffect::decorationBlurRegion(const EffectWindow *w) const
{
if (!decorationSupportsBlurBehind(w)) {
return QRegion();
}
QRegion decorationRegion = QRegion(w->decoration()->rect()) - w->decorationInnerRect().toRect();
//! we return only blurred regions that belong to decoration region
return decorationRegion.intersected(w->decoration()->blurRegion());
}
QRect BlurEffect::expand(const QRect &rect) const
{
return rect.adjusted(-m_expandSize, -m_expandSize, m_expandSize, m_expandSize);
}
QRegion BlurEffect::expand(const QRegion &region) const
{
QRegion expanded;
for (const QRect &rect : region) {
expanded += expand(rect);
}
return expanded;
}
QRegion BlurEffect::blurRegion(const EffectWindow *w, bool internal) const
{
QRegion region;
if (auto it = blurRegions.find(w); it != blurRegions.end() && internal) {
const QRegion &appRegion = *it;
if (!appRegion.isEmpty()) {
QRegion temp = appRegion.translated(w->contentsRect().topLeft().toPoint());
if (w->decorationHasAlpha() && decorationSupportsBlurBehind(w)) {
region = decorationBlurRegion(w);
}
region |= temp & w->decorationInnerRect().toRect();
} else {
// An empty region means that the blur effect should be enabled
// for the whole window.
region = w->rect().toRect();
if (w->decorationHasAlpha() && decorationSupportsBlurBehind(w)) {
region &= w->decorationInnerRect().toRect();
}
}
}
if (w->decorationHasAlpha() && decorationSupportsBlurBehind(w)) {
// If the client hasn't specified a blur region, we'll only enable
// the effect behind the decoration.
region |= decorationBlurRegion(w);
}
return region;
}
void BlurEffect::uploadRegion(QVector2D *&map, const QRegion &region, const int downSampleIterations)
{
Q_ASSERT(map);
for (int i = 0; i <= downSampleIterations; i++) {
const int divisionRatio = (1 << i);
for (const QRect &r : region) {
const QVector2D topLeft(r.x() / divisionRatio, r.y() / divisionRatio);
const QVector2D topRight((r.x() + r.width()) / divisionRatio, r.y() / divisionRatio);
const QVector2D bottomLeft(r.x() / divisionRatio, (r.y() + r.height()) / divisionRatio);
const QVector2D bottomRight((r.x() + r.width()) / divisionRatio, (r.y() + r.height()) / divisionRatio);
// First triangle
*(map++) = topRight;
*(map++) = topLeft;
*(map++) = bottomLeft;
// Second triangle
*(map++) = bottomLeft;
*(map++) = bottomRight;
*(map++) = topRight;
}
}
}
bool BlurEffect::uploadGeometry(GLVertexBuffer *vbo, const QRegion &blurRegion, const QRegion &windowRegion)
{
const int vertexCount = ((blurRegion.rectCount() * (m_downSampleIterations + 1)) + windowRegion.rectCount()) * 6;
if (!vertexCount) {
return false;
}
QVector2D *map = (QVector2D *)vbo->map(vertexCount * sizeof(QVector2D));
if (!map) {
return false;
}
uploadRegion(map, blurRegion, m_downSampleIterations);
uploadRegion(map, windowRegion, 0);
vbo->unmap();
const GLVertexAttrib layout[] = {
{VA_Position, 2, GL_FLOAT, 0},
{VA_TexCoord, 2, GL_FLOAT, 0}};
vbo->setAttribLayout(layout, 2, sizeof(QVector2D));
return true;
}
void BlurEffect::prePaintScreen(ScreenPrePaintData &data, std::chrono::milliseconds presentTime)
{
m_paintedArea = QRegion();
m_currentBlur = QRegion();
effects->prePaintScreen(data, presentTime);
}
void BlurEffect::prePaintWindow(EffectWindow *w, WindowPrePaintData &data, std::chrono::milliseconds presentTime)
{
// this effect relies on prePaintWindow being called in the bottom to top order
effects->prePaintWindow(w, data, presentTime);
if (!m_shader || !m_shader->isValid()) {
return;
}
const QRegion oldOpaque = data.opaque;
if (data.opaque.intersects(m_currentBlur)) {
// to blur an area partially we have to shrink the opaque area of a window
QRegion newOpaque;
for (const QRect &rect : data.opaque) {
newOpaque |= rect.adjusted(m_expandSize, m_expandSize, -m_expandSize, -m_expandSize);
}
data.opaque = newOpaque;
// we don't have to blur a region we don't see
m_currentBlur -= newOpaque;
}
// if we have to paint a non-opaque part of this window that intersects with the
// currently blurred region we have to redraw the whole region
if ((data.paint - oldOpaque).intersects(m_currentBlur)) {
data.paint |= m_currentBlur;
}
// in case this window has regions to be blurred
const QRect screen = effects->virtualScreenGeometry();
const QRegion blurArea = blurRegion(w).translated(w->pos().toPoint()) & screen;
const QRegion expandedBlur = (w->isDock() ? blurArea : expand(blurArea)) & screen;
// if this window or a window underneath the blurred area is painted again we have to
// blur everything
if (m_paintedArea.intersects(expandedBlur) || data.paint.intersects(blurArea)) {
data.paint |= expandedBlur;
// we have to check again whether we do not damage a blurred area
// of a window
if (expandedBlur.intersects(m_currentBlur)) {
data.paint |= m_currentBlur;
}
}
m_currentBlur |= expandedBlur;
m_paintedArea -= data.opaque;
m_paintedArea |= data.paint;
}
bool BlurEffect::shouldBlur(const EffectWindow *w, int mask, const WindowPaintData &data) const
{
if(m_reflectionTexture == nullptr) return false;
if (!m_shader || !m_shader->isValid()) {
return false;
}
if (effects->activeFullScreenEffect() && !w->data(WindowForceBlurRole).toBool()) {
return false;
}
if (w->isDesktop()) {
return false;
}
bool scaled = !qFuzzyCompare(data.xScale(), 1.0) && !qFuzzyCompare(data.yScale(), 1.0);
bool translated = data.xTranslation() || data.yTranslation();
if ((scaled || (translated || (mask & PAINT_WINDOW_TRANSFORMED))) && !w->data(WindowForceBlurRole).toBool()) {
return false;
}
return true;
}
void BlurEffect::drawWindow(EffectWindow *w, int mask, const QRegion &region, WindowPaintData &data)
{
/*if(!isWindowValid(w)) {
effects->drawWindow(w, mask, region, data);
return;
}*/
if(shouldBlur(w, mask, data)) {
const QRect screen = effects->renderTargetRect();
QRegion shape = blurRegion(w, isWindowValid(w)).translated(w->pos().toPoint());
QRegion colorizationShape = blurRegion(w, shouldColorize(w)).translated(w->pos().toPoint());
auto handleShape = [&](QRegion shape) {
// let's do the evil parts - someone wants to blur behind a transformed window
const bool translated = data.xTranslation() || data.yTranslation();
const bool scaled = data.xScale() != 1 || data.yScale() != 1;
if (scaled) {
QPoint pt = shape.boundingRect().topLeft();
QRegion scaledShape;
for (QRect r : shape) {
r.moveTo(pt.x() + (r.x() - pt.x()) * data.xScale() + data.xTranslation(),
pt.y() + (r.y() - pt.y()) * data.yScale() + data.yTranslation());
r.setWidth(std::ceil(r.width() * data.xScale()));
r.setHeight(std::ceil(r.height() * data.yScale()));
scaledShape |= r;
}
shape = scaledShape;
// Only translated, not scaled
} else if (translated) {
shape = shape.translated(data.xTranslation(), data.yTranslation());
}
shape &= region;
return shape;
};
shape = handleShape(shape);
colorizationShape = handleShape(colorizationShape);
EffectWindow *modal = w->transientFor();
const bool transientForIsDock = (modal ? modal->isDock() : false);
// Note that we render blurring in logical coordinates since the
// textures used are of all screens. This means we need to ensure all
// rendering takes care of that, starting with the projection matrix
// here that we reset to a simple unscaled orthographic projection.
QMatrix4x4 projectionMatrix;
projectionMatrix.ortho(screen);
if(!colorizationShape.isEmpty() && m_enableColorization) {
doBlur(colorizationShape, screen, data.opacity(), projectionMatrix, w->isDock() || transientForIsDock, w->frameGeometry().toRect(), w->isFullScreen() || !w->isNormalWindow() || w == effects->activeWindow(), false);
}
if (!shape.isEmpty()) {
doBlur(shape, screen, data.opacity(), projectionMatrix, w->isDock() || transientForIsDock, w->frameGeometry().toRect());
}
}
// Draw the window over the blurred area
effects->drawWindow(w, mask, region, data);
}
void BlurEffect::doBlur(const QRegion &shape, const QRect &screen, const float opacity, const QMatrix4x4 &screenProjection, bool isDock, QRect windowRect, bool active, bool reflect)
{
// Blur would not render correctly on a secondary monitor because of wrong coordinates
// BUG: 393723
const int xTranslate = -screen.x();
const int yTranslate = effects->virtualScreenSize().height() - screen.height() - screen.y();
const QRegion expandedBlurRegion = expand(shape) & expand(screen);
// Upload geometry for the down and upsample iterations
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
vbo->reset();
if (!uploadGeometry(vbo, expandedBlurRegion.translated(xTranslate, yTranslate), shape)) {
return;
}
vbo->bindArrays();
const QRect logicalSourceRect = (expandedBlurRegion.boundingRect() & screen).translated(xTranslate, -screen.y());
const QRect deviceSourceRect = scaledRect(logicalSourceRect, effects->renderTargetScale()).toRect();
const QRect destRect = logicalSourceRect.translated(0, yTranslate + screen.y());
int blurRectCount = expandedBlurRegion.rectCount() * 6;
glEnable(GL_BLEND);
if(reflect)
{
if(opacity < 1.0) {
glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
} else {
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
}
renderReflection(vbo, blurRectCount * (m_downSampleIterations + 1), shape.rectCount() * 6, screenProjection, windowRect.topLeft(), windowRect.size(), opacity);
}
else
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
renderColorization(vbo, blurRectCount * (m_downSampleIterations + 1), shape.rectCount() * 6, screenProjection, opacity, active);
}
glDisable(GL_BLEND);
vbo->unbindArrays();
}
void BlurEffect::renderColorization(GLVertexBuffer *vbo, int vboStart, int blurRectCount, const QMatrix4x4 &screenProjection, float opacity, bool active)
{
m_shader->bind(true);
if(active || m_transparencyEnabled)
m_shader->setColor(m_accentColor);
else
m_shader->setColor(m_accentColorInactive);
if(!active && m_transparencyEnabled)
m_shader->setOpacity(opacity * 0.5f, true);
else
m_shader->setOpacity(opacity, true);
m_shader->setModelViewProjectionMatrix(screenProjection, true);
vbo->draw(GL_TRIANGLES, vboStart, blurRectCount);
m_shader->unbind();
}
void BlurEffect::renderReflection(GLVertexBuffer *vbo, int vboStart, int blurRectCount, const QMatrix4x4 &screenProjection, QPoint windowPosition, QSize windowSize, float opacity)
{
m_shader->bind();
m_shader->setScreenResolution(KWin::effects->virtualScreenSize()); //Screen resolution
m_shader->setWindowPosition(windowPosition); //Window position
m_shader->setWindowSize(windowSize); //Window size
m_shader->setTranslateTexture(m_translateTexture);
m_reflectionTexture->bind();
m_shader->setOpacity(opacity); //Window opacity
m_shader->setModelViewProjectionMatrix(screenProjection);
vbo->draw(GL_TRIANGLES, vboStart, blurRectCount);
m_shader->unbind();
}
bool BlurEffect::isActive() const
{
return !effects->isScreenLocked();
}
bool BlurEffect::blocksDirectScanout() const
{
return false;
}
} // namespace KWin