ARB Shader fallback to Lanczos filter.

This allows using Lanczos filter also on systems not supporting GLSL.
See http://svn.reviewboard.kde.org/r/5777/

svn path=/trunk/KDE/kdebase/workspace/; revision=1195273
icc-effect-5.14.5
Martin Gräßlin 2010-11-10 18:25:40 +00:00
parent ef605d6475
commit 6270b502ba
3 changed files with 189 additions and 38 deletions

View File

@ -401,8 +401,13 @@ void ARBBlurShader::bind()
void ARBBlurShader::unbind()
{
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
glDisable(GL_FRAGMENT_PROGRAM_ARB);
int boundObject;
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_BINDING_ARB, &boundObject);
if( boundObject == program )
{
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
glDisable(GL_FRAGMENT_PROGRAM_ARB);
}
}
int ARBBlurShader::maxKernelSize() const

View File

@ -3,6 +3,7 @@
This file is part of the KDE project.
Copyright (C) 2010 by Fredrik Höglund <fredrik@kde.org>
Copyright (C) 2010 Martin Gräßlin <kde@martin-graesslin.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
@ -39,7 +40,7 @@ LanczosFilter::LanczosFilter( QObject* parent )
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
, m_offscreenTex( 0 )
, m_offscreenTarget( 0 )
, m_shader( 0 )
, m_shader( new LanczosShader( this ) )
#endif
, m_inited( false)
{
@ -50,7 +51,6 @@ LanczosFilter::~LanczosFilter()
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
delete m_offscreenTarget;
delete m_offscreenTex;
delete m_shader;
#endif
}
@ -69,24 +69,10 @@ void LanczosFilter::init()
return;
}
if ( GLShader::fragmentShaderSupported() &&
GLShader::vertexShaderSupported() &&
GLRenderTarget::supported() )
if( !m_shader->init() )
{
m_shader = new GLShader(":/resources/lanczos-vertex.glsl", ":/resources/lanczos-fragment.glsl");
if (m_shader->isValid())
{
m_shader->bind();
m_uTexUnit = m_shader->uniformLocation("texUnit");
m_uKernel = m_shader->uniformLocation("kernel");
m_uOffsets = m_shader->uniformLocation("offsets");
m_shader->unbind();
}
else
{
kDebug(1212) << "Shader is not valid";
m_shader = 0;
}
delete m_shader;
m_shader = 0;
}
#endif
}
@ -133,7 +119,8 @@ static float lanczos( float x, float a )
return sinc( x ) * sinc( x / a );
}
void LanczosFilter::createKernel( float delta, int *size )
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
void LanczosShader::createKernel( float delta, int *size )
{
const float a = 2.0;
@ -164,7 +151,7 @@ void LanczosFilter::createKernel( float delta, int *size )
*size = kernelSize;
}
void LanczosFilter::createOffsets( int count, float width, Qt::Orientation direction )
void LanczosShader::createOffsets( int count, float width, Qt::Orientation direction )
{
memset(m_offsets, 0, 25 * sizeof(QVector2D));
for ( int i = 0; i < count; i++ ) {
@ -172,6 +159,7 @@ void LanczosFilter::createOffsets( int count, float width, Qt::Orientation direc
QVector2D( i / width, 0 ) : QVector2D( 0, i / width );
}
}
#endif
void LanczosFilter::performPaint( EffectWindowImpl* w, int mask, QRegion region, WindowPaintData& data )
{
@ -222,6 +210,7 @@ void LanczosFilter::performPaint( EffectWindowImpl* w, int mask, QRegion region,
if( cachedTexture->width() == tw && cachedTexture->height() == th )
{
cachedTexture->bind();
data.opacity *= 0.99;
prepareRenderStates( cachedTexture, data.opacity, data.brightness, data.saturation );
cachedTexture->render( textureRect, textureRect );
restoreRenderStates( cachedTexture, data.opacity, data.brightness, data.saturation );
@ -265,13 +254,11 @@ void LanczosFilter::performPaint( EffectWindowImpl* w, int mask, QRegion region,
// Set up the shader for horizontal scaling
float dx = sw / float(tw);
int kernelSize;
createKernel( dx, &kernelSize );
createOffsets( kernelSize, sw, Qt::Horizontal );
m_shader->createKernel( dx, &kernelSize );
m_shader->createOffsets( kernelSize, sw, Qt::Horizontal );
m_shader->bind();
glUniform1i( m_uTexUnit, 0 );
glUniform2fv( m_uOffsets, 25, (const GLfloat*)m_offsets );
glUniform4fv( m_uKernel, 25, (const GLfloat*)m_kernel );
m_shader->setUniforms();
// Draw the window back into the FBO, this time scaled horizontally
glClear( GL_COLOR_BUFFER_BIT );
@ -297,11 +284,9 @@ void LanczosFilter::performPaint( EffectWindowImpl* w, int mask, QRegion region,
// Set up the shader for vertical scaling
float dy = sh / float(th);
createKernel( dy, &kernelSize );
createOffsets( kernelSize, m_offscreenTex->height(), Qt::Vertical );
glUniform2fv( m_uOffsets, 25, (const GLfloat*)m_offsets );
glUniform4fv( m_uKernel, 25, (const GLfloat*)m_kernel );
m_shader->createKernel( dy, &kernelSize );
m_shader->createOffsets( kernelSize, m_offscreenTex->height(), Qt::Vertical );
m_shader->setUniforms();
// Now draw the horizontally scaled window in the FBO at the right
// coordinates on the screen, while scaling it vertically and blending it.
@ -512,5 +497,143 @@ void LanczosFilter::restoreRenderStates( GLTexture* tex, double opacity, double
#endif
}
/************************************************
* LanczosShader
************************************************/
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
LanczosShader::LanczosShader( QObject* parent )
: QObject( parent )
, m_shader( 0 )
, m_arbProgram( 0 )
{
}
LanczosShader::~LanczosShader()
{
delete m_shader;
if( m_arbProgram )
{
glDeleteProgramsARB(1, &m_arbProgram);
m_arbProgram = 0;
}
}
void LanczosShader::bind()
{
if( m_shader )
m_shader->bind();
else
{
glEnable(GL_FRAGMENT_PROGRAM_ARB);
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, m_arbProgram);
}
}
void LanczosShader::unbind()
{
if( m_shader )
m_shader->unbind();
else
{
int boundObject;
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_BINDING_ARB, &boundObject);
if( boundObject == m_arbProgram )
{
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
glDisable(GL_FRAGMENT_PROGRAM_ARB);
}
}
}
void LanczosShader::setUniforms()
{
if( m_shader )
{
glUniform1i( m_uTexUnit, 0 );
glUniform2fv( m_uOffsets, 25, (const GLfloat*)m_offsets );
glUniform4fv( m_uKernel, 25, (const GLfloat*)m_kernel );
}
else
{
for( int i=0; i<25; ++i )
{
glProgramLocalParameter4fARB( GL_FRAGMENT_PROGRAM_ARB, i, m_offsets[i].x(), m_offsets[i].y(), 0, 0 );
}
for( int i=0; i<25; ++i )
{
glProgramLocalParameter4fARB( GL_FRAGMENT_PROGRAM_ARB, i+25, m_kernel[i].x(), m_kernel[i].y(), m_kernel[i].z(), m_kernel[i].w() );
}
}
}
bool LanczosShader::init()
{
if ( GLShader::fragmentShaderSupported() &&
GLShader::vertexShaderSupported() &&
GLRenderTarget::supported() )
{
m_shader = new GLShader(":/resources/lanczos-vertex.glsl", ":/resources/lanczos-fragment.glsl");
if (m_shader->isValid())
{
m_shader->bind();
m_uTexUnit = m_shader->uniformLocation("texUnit");
m_uKernel = m_shader->uniformLocation("kernel");
m_uOffsets = m_shader->uniformLocation("offsets");
m_shader->unbind();
return true;
}
else
{
kDebug(1212) << "Shader is not valid";
m_shader = 0;
// try ARB shader
}
}
// try to create an ARB Shader
if( !hasGLExtension("GL_ARB_fragment_program") )
return false;
QByteArray text;
QTextStream stream(&text);
stream << "!!ARBfp1.0\n";
stream << "TEMP coord;\n"; // temporary variable to store texcoord
stream << "TEMP color;\n"; // temporary variable to store fetched texture colors
stream << "TEMP sum;\n"; // variable to render the final result
stream << "TEX sum, fragment.texcoord, texture[0], 2D;\n"; // sum = texture2D(texUnit, gl_TexCoord[0].st)
stream << "MUL sum, sum, program.local[25];\n"; // sum = sum * kernel[0]
for( int i=1; i<25; ++i )
{
stream << "ADD coord, fragment.texcoord, program.local[" << i << "];\n"; // coord = gl_TexCoord[0] + offset[i]
stream << "TEX color, coord, texture[0], 2D;\n"; // color = texture2D(texUnit, coord)
stream << "MAD sum, color, program.local[" << (25+i) << "], sum;\n"; // sum += color * kernel[i]
stream << "SUB coord, fragment.texcoord, program.local[" << i << "];\n"; // coord = gl_TexCoord[0] - offset[i]
stream << "TEX color, coord, texture[0], 2D;\n"; // color = texture2D(texUnit, coord)
stream << "MAD sum, color, program.local[" << (25+i) << "], sum;\n"; // sum += color * kernel[i]
}
stream << "MOV result.color, sum;\n"; // gl_FragColor = sum
stream << "END\n";
stream.flush();
glEnable(GL_FRAGMENT_PROGRAM_ARB);
glGenProgramsARB(1, &m_arbProgram);
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, m_arbProgram);
glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, text.length(), text.constData());
if( glGetError() )
{
const char *error = (const char*)glGetString(GL_PROGRAM_ERROR_STRING_ARB);
kError() << "Failed to compile fragment program:" << error;
return false;
}
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
glDisable(GL_FRAGMENT_PROGRAM_ARB);
kDebug( 1212 ) << "ARB Shader compiled, id: " << m_arbProgram;
return true;
}
#endif
} // namespace

View File

@ -3,6 +3,7 @@
This file is part of the KDE project.
Copyright (C) 2010 by Fredrik Höglund <fredrik@kde.org>
Copyright (C) 2010 Martin Gräßlin <kde@martin-graesslin.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
@ -37,6 +38,7 @@ class WindowPaintData;
class GLTexture;
class GLRenderTarget;
class GLShader;
class LanczosShader;
class LanczosFilter
: public QObject
@ -53,23 +55,44 @@ class LanczosFilter
private:
void init();
void updateOffscreenSurfaces();
void createKernel(float delta, int *kernelSize);
void createOffsets(int count, float width, Qt::Orientation direction);
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
void prepareRenderStates( GLTexture* tex, double opacity, double brightness, double saturation );
void restoreRenderStates( GLTexture* tex, double opacity, double brightness, double saturation );
GLTexture *m_offscreenTex;
GLRenderTarget *m_offscreenTarget;
GLShader *m_shader;
LanczosShader *m_shader;
#endif
QBasicTimer m_timer;
QVector2D m_offsets[25];
QVector4D m_kernel[25];
bool m_inited;
};
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
class LanczosShader
: public QObject
{
Q_OBJECT
public:
explicit LanczosShader( QObject* parent = 0 );
virtual ~LanczosShader();
bool init();
void bind();
void unbind();
void setUniforms();
void createKernel(float delta, int *kernelSize);
void createOffsets(int count, float width, Qt::Orientation direction);
private:
GLShader *m_shader;
int m_uTexUnit;
int m_uOffsets;
int m_uKernel;
QVector2D m_offsets[25];
QVector4D m_kernel[25];
uint m_arbProgram; // TODO: GLuint
};
#endif
} // namespace