CC: No singleton for ColorCorrection

icc-effect-5.14.5
Casian Andrei 2012-08-27 17:00:29 +03:00
parent 1fbb413daf
commit 005ab28ad6
9 changed files with 43 additions and 50 deletions

View File

@ -55,8 +55,6 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "compositingprefs.h"
#include "notifications.h"
#include <kwinglcolorcorrection.h>
#include <stdio.h>
#include <QtCore/QtConcurrentRun>
@ -142,10 +140,6 @@ void Workspace::slotCompositingOptionsInitialized()
}
#endif
kDebug(1212) << "Color correction:" << options->isColorCorrected();
ColorCorrection::instance()->setEnabled(options->isColorCorrected());
connect(ColorCorrection::instance(), SIGNAL(changed()), this, SLOT(addRepaintFull()));
scene = new SceneOpenGL(this);
// TODO: Add 30 second delay to protect against screen freezes as well
@ -210,7 +204,6 @@ void Workspace::finishCompositing()
if (scene == NULL)
return;
m_finishingCompositing = true;
ColorCorrection::cleanup();
delete cm_selection;
foreach (Client * c, clients)
scene->windowClosed(c, NULL);

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@ -221,23 +221,8 @@ static const char s_ccAlteration[] =
* Color Correction
*/
ColorCorrection *ColorCorrection::s_colorCorrection = NULL;
ColorCorrection *ColorCorrection::instance()
{
if (!s_colorCorrection)
s_colorCorrection = new ColorCorrection;
return s_colorCorrection;
}
void ColorCorrection::cleanup()
{
delete s_colorCorrection;
s_colorCorrection = NULL;
}
ColorCorrection::ColorCorrection()
: QObject()
ColorCorrection::ColorCorrection(QObject *parent)
: QObject(parent)
, d_ptr(new ColorCorrectionPrivate(this))
{
@ -305,6 +290,7 @@ void ColorCorrection::setEnabled(bool enabled)
#endif
d->m_enabled = enabled;
GLShader::sColorCorrect = enabled;
kDebug(1212) << enabled;
}
@ -357,11 +343,6 @@ void ColorCorrection::reset()
QByteArray ColorCorrection::prepareFragmentShader(const QByteArray &sourceCode)
{
Q_D(ColorCorrection);
if (!d->m_enabled)
return sourceCode;
bool sourceIsValid = true;
/*

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@ -48,8 +48,8 @@ class KWIN_EXPORT ColorCorrection : public QObject
Q_OBJECT
public:
static ColorCorrection *instance();
static void cleanup();
explicit ColorCorrection(QObject *parent = 0);
virtual ~ColorCorrection();
/**
* Prepares color correction for the output number \param screen.
@ -65,14 +65,11 @@ public:
void reset();
/**
* When color correction is disabled, it does nothing and returns
* \param sourceCode.
*
* Else, it modifies \param sourceCode, making it suitable for performing
* Modifies \param sourceCode, making it suitable for performing
* color correction. This is done by inserting a 3d texture lookup operation
* just before the output fragment color is returned.
*/
QByteArray prepareFragmentShader(const QByteArray &sourceCode);
static QByteArray prepareFragmentShader(const QByteArray &sourceCode);
public slots:
/**
@ -88,14 +85,9 @@ signals:
*/
void changed();
private:
ColorCorrection();
virtual ~ColorCorrection();
private:
ColorCorrectionPrivate * const d_ptr;
Q_DECLARE_PRIVATE(ColorCorrection)
static ColorCorrection *s_colorCorrection;
};
} // KWin namespace

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@ -264,6 +264,8 @@ void popMatrix()
// GLShader
//****************************************
bool GLShader::sColorCorrect = false;
GLShader::GLShader()
: mProgram(0)
, mValid(false)
@ -318,8 +320,8 @@ const QByteArray GLShader::prepareSource(GLenum shaderType, const QByteArray &so
ba.append(source);
// Inject color correction code for fragment shaders, if possible
if (shaderType == GL_FRAGMENT_SHADER)
ba = ColorCorrection::instance()->prepareFragmentShader(ba);
if (shaderType == GL_FRAGMENT_SHADER && sColorCorrect)
ba = ColorCorrection::prepareFragmentShader(ba);
return ba;
}

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@ -220,6 +220,9 @@ private:
int mFloatLocation[FloatUniformCount];
int mIntLocation[IntUniformCount];
static bool sColorCorrect;
friend class ColorCorrection;
friend class ShaderManager;
};

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@ -122,6 +122,18 @@ bool SceneOpenGL::initFailed() const
return !init_ok;
}
ColorCorrection* SceneOpenGL::colorCorrection()
{
return m_colorCorrection;
}
void SceneOpenGL::initColorCorrection()
{
kDebug(1212) << "Color correction:" << options->isColorCorrected();
m_colorCorrection->setEnabled(options->isColorCorrected());
connect(m_colorCorrection, SIGNAL(changed()), wspace, SLOT(addRepaintFull()));
}
bool SceneOpenGL::selectMode()
{
if (!initDrawableConfigs())
@ -243,7 +255,7 @@ void SceneOpenGL::performPaintWindow(EffectWindowImpl* w, int mask, QRegion regi
void SceneOpenGL::windowAdded(Toplevel* c)
{
assert(!windows.contains(c));
windows[ c ] = new Window(c);
windows[ c ] = new Window(c, this);
connect(c, SIGNAL(opacityChanged(KWin::Toplevel*,qreal)), SLOT(windowOpacityChanged(KWin::Toplevel*)));
connect(c, SIGNAL(geometryShapeChanged(KWin::Toplevel*,QRect)), SLOT(windowGeometryShapeChanged(KWin::Toplevel*)));
connect(c, SIGNAL(windowClosed(KWin::Toplevel*,KWin::Deleted*)), SLOT(windowClosed(KWin::Toplevel*,KWin::Deleted*)));
@ -375,7 +387,7 @@ bool SceneOpenGL::Texture::load(const QPixmap& pixmap, GLenum target)
// SceneOpenGL::Window
//****************************************
SceneOpenGL::Window::Window(Toplevel* c)
SceneOpenGL::Window::Window(Toplevel* c, SceneOpenGL* scene)
: Scene::Window(c)
, texture()
, topTexture()
@ -383,6 +395,7 @@ SceneOpenGL::Window::Window(Toplevel* c)
, rightTexture()
, bottomTexture()
{
m_scene = scene;
}
SceneOpenGL::Window::~Window()
@ -524,8 +537,7 @@ void SceneOpenGL::Window::performPaint(int mask, QRegion region, WindowPaintData
data.shader = ShaderManager::instance()->pushShader(ShaderManager::SimpleShader);
data.shader->setUniform(GLShader::Offset, QVector2D(x(), y()));
}
if (options->isColorCorrected())
ColorCorrection::instance()->setupForOutput(data.screen());
m_scene->colorCorrection()->setupForOutput(data.screen());
sceneShader = true;
}
@ -883,8 +895,7 @@ void SceneOpenGL::Window::prepareShaderRenderStates(TextureType type, double opa
shader->setUniform(GLShader::Saturation, saturation);
shader->setUniform(GLShader::AlphaToOne, opaque ? 1 : 0);
if (options->isColorCorrected())
ColorCorrection::instance()->setupForOutput(screen);
m_scene->colorCorrection()->setupForOutput(screen);
}
void SceneOpenGL::Window::prepareRenderStates(TextureType type, double opacity, double brightness, double saturation, int screen, GLTexture *tex)

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@ -31,6 +31,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
namespace KWin
{
class ColorCorrection;
class LanczosFilter;
class SceneOpenGL
@ -55,6 +56,8 @@ public:
void idle();
ColorCorrection *colorCorrection();
protected:
virtual void paintGenericScreen(int mask, ScreenPaintData data);
virtual void paintBackground(QRegion region);
@ -71,6 +74,7 @@ private:
bool initRenderingContext();
bool initBufferConfigs();
bool initDrawableConfigs();
void initColorCorrection();
void waitSync();
#ifndef KWIN_HAVE_OPENGLES
void setupModelViewProjectionMatrix();
@ -111,6 +115,7 @@ private:
QRegion m_lastDamage;
int m_lastMask;
QWeakPointer<LanczosFilter> m_lanczosFilter;
ColorCorrection *m_colorCorrection;
};
class SceneOpenGL::TexturePrivate
@ -166,7 +171,7 @@ class SceneOpenGL::Window
: public Scene::Window
{
public:
Window(Toplevel* c);
Window(Toplevel* c, SceneOpenGL* scene);
virtual ~Window();
virtual void performPaint(int mask, QRegion region, WindowPaintData data);
virtual void pixmapDiscarded();
@ -204,6 +209,7 @@ private:
Texture leftTexture;
Texture rightTexture;
Texture bottomTexture;
SceneOpenGL *m_scene;
};
class SceneOpenGL::EffectFrame

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@ -31,6 +31,7 @@ int surfaceHasSubPost;
SceneOpenGL::SceneOpenGL(Workspace* ws)
: Scene(ws)
, init_ok(false)
, m_colorCorrection(new ColorCorrection(this))
{
if (!initRenderingContext())
return;
@ -51,6 +52,7 @@ SceneOpenGL::SceneOpenGL(Workspace* ws)
return;
}
debug = qstrcmp(qgetenv("KWIN_GL_DEBUG"), "1") == 0;
initColorCorrection();
if (!ShaderManager::instance()->isValid()) {
kError(1212) << "Shaders not valid, ES compositing not possible";
return;

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@ -39,6 +39,7 @@ SceneOpenGL::SceneOpenGL(Workspace* ws)
: Scene(ws)
, m_resetModelViewProjectionMatrix(true)
, init_ok(false)
, m_colorCorrection(new ColorCorrection(this))
{
initGLX();
// check for FBConfig support
@ -102,6 +103,8 @@ SceneOpenGL::SceneOpenGL(Workspace* ws)
debug = qstrcmp(qgetenv("KWIN_GL_DEBUG"), "1") == 0;
initColorCorrection();
// scene shader setup
if (GLPlatform::instance()->supports(GLSL)) {
if (!ShaderManager::instance()->isValid()) {