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blur.cpp
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blur.cpp
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#include <wayfire/per-output-plugin.hpp>
#include <memory>
#include <wayfire/config/types.hpp>
#include <wayfire/plugin.hpp>
#include <wayfire/view.hpp>
#include <wayfire/matcher.hpp>
#include <wayfire/output.hpp>
#include <wayfire/view-transform.hpp>
#include <wayfire/workspace-stream.hpp>
#include <wayfire/workspace-set.hpp>
#include <wayfire/signal-definitions.hpp>
#include <wayfire/bindings-repository.hpp>
#include "blur.hpp"
#include "wayfire/core.hpp"
#include "wayfire/debug.hpp"
#include "wayfire/geometry.hpp"
#include "wayfire/opengl.hpp"
#include "wayfire/region.hpp"
#include "wayfire/scene-render.hpp"
#include "wayfire/scene.hpp"
#include "wayfire/signal-provider.hpp"
using blur_algorithm_provider =
std::function<nonstd::observer_ptr<wf_blur_base>()>;
static int calculate_damage_padding(const wf::render_target_t& target, int blur_radius)
{
float scale = target.scale;
if (target.subbuffer)
{
const float subbox_scale_x = 1.0 * target.subbuffer->width / target.geometry.width;
const float subbox_scale_y = 1.0 * target.subbuffer->height / target.geometry.height;
scale *= std::max(subbox_scale_x, subbox_scale_y);
}
return std::ceil(blur_radius / scale);
}
namespace wf
{
namespace scene
{
class blur_node_t : public transformer_base_node_t
{
public:
blur_algorithm_provider provider;
blur_node_t(blur_algorithm_provider provider) : transformer_base_node_t(false)
{
this->provider = provider;
}
~blur_node_t()
{
OpenGL::render_begin();
for (auto& buffer : saved_pixels)
{
buffer.pixels.release();
}
OpenGL::render_end();
}
std::string stringify() const override
{
return "blur";
}
void gen_render_instances(std::vector<render_instance_uptr>& instances,
damage_callback push_damage, wf::output_t *shown_on) override;
struct saved_pixels_t
{
wf::framebuffer_t pixels;
wf::region_t region;
bool taken = false;
};
std::list<saved_pixels_t> saved_pixels;
saved_pixels_t *acquire_saved_pixel_buffer()
{
auto it = std::find_if(saved_pixels.begin(), saved_pixels.end(),
[] (const saved_pixels_t& buffer) { return !buffer.taken; });
if (it != saved_pixels.end())
{
it->taken = true;
return &(*it);
}
saved_pixels.emplace_back();
saved_pixels.back().taken = true;
return &saved_pixels.back();
}
void release_saved_pixel_buffer(saved_pixels_t *buffer)
{
buffer->taken = false;
}
};
class blur_render_instance_t : public transformer_render_instance_t<blur_node_t>
{
blur_node_t::saved_pixels_t *saved_pixels = nullptr;
public:
using transformer_render_instance_t::transformer_render_instance_t;
bool is_fully_opaque(wf::region_t damage)
{
if (self->get_children().size() == 1)
{
if (auto opaque = dynamic_cast<opaque_region_node_t*>(self->get_children().front().get()))
{
return (damage ^ opaque->get_opaque_region()).empty();
}
}
return false;
}
wf::region_t calculate_translucent_damage(const wf::render_target_t& target, wf::region_t damage)
{
if (self->get_children().size() == 1)
{
if (auto opaque = dynamic_cast<opaque_region_node_t*>(self->get_children().front().get()))
{
const int padding =
calculate_damage_padding(target, self->provider()->calculate_blur_radius());
auto opaque_region = opaque->get_opaque_region();
opaque_region.expand_edges(-padding);
wf::region_t translucent_region = damage ^ opaque_region;
return translucent_region;
}
}
return damage;
}
void schedule_instructions(std::vector<render_instruction_t>& instructions,
const wf::render_target_t& target, wf::region_t& damage) override
{
const int padding = calculate_damage_padding(target, self->provider()->calculate_blur_radius());
auto bbox = self->get_bounding_box();
// In order to render a part of the blurred background, we need to sample
// from area which is larger than the damaged area. However, the edges
// of the expanded area suffer from the same problem (e.g. the blurred
// background has artifacts). The solution to this is to expand the
// damage and keep a copy of the pixels where we redraw, but wouldn't
// have redrawn if not for blur. After that, we copy those old areas
// back to the destination framebuffer, giving the illusion that they
// were never damaged.
auto padded_region = damage & bbox;
if (is_fully_opaque(padded_region & target.geometry))
{
// If there are no regions to blur, we can directly render them.
for (auto& ch : this->children)
{
ch->schedule_instructions(instructions, target, damage);
}
return;
}
padded_region.expand_edges(padding);
padded_region &= bbox;
// Don't forget to keep expanded damage within the bounds of the render
// target, otherwise we may be sampling from outside of it (undefined
// contents).
padded_region &= target.geometry;
// Actual region which will be repainted by this render instance.
wf::region_t we_repaint = padded_region;
this->saved_pixels = self->acquire_saved_pixel_buffer();
saved_pixels->region =
target.framebuffer_region_from_geometry_region(padded_region) ^
target.framebuffer_region_from_geometry_region(damage);
// Nodes below should re-render the padded areas so that we can sample from them
damage |= padded_region;
OpenGL::render_begin();
saved_pixels->pixels.allocate(target.viewport_width, target.viewport_height);
saved_pixels->pixels.bind();
GL_CALL(glBindFramebuffer(GL_READ_FRAMEBUFFER, target.fb));
/* Copy pixels in padded_region from target_fb to saved_pixels. */
for (const auto& box : saved_pixels->region)
{
GL_CALL(glBlitFramebuffer(
box.x1, target.viewport_height - box.y2,
box.x2, target.viewport_height - box.y1,
box.x1, box.y1, box.x2, box.y2,
GL_COLOR_BUFFER_BIT, GL_LINEAR));
}
OpenGL::render_end();
instructions.push_back(render_instruction_t{
.instance = this,
.target = target,
.damage = we_repaint,
});
}
void render(const wf::render_target_t& target, const wf::region_t& damage) override
{
auto tex = get_texture(target.scale);
auto bounding_box = self->get_bounding_box();
if (!damage.empty())
{
auto translucent_damage = calculate_translucent_damage(target, damage);
self->provider()->prepare_blur(target, translucent_damage);
self->provider()->render(tex, bounding_box, damage, target, target);
}
OpenGL::render_begin(target);
// Setup framebuffer I/O. target_fb contains the frame
// rendered with expanded damage and artifacts on the edges.
// saved_pixels has the the padded region of pixels to overwrite the
// artifacts that blurring has left behind.
GL_CALL(glBindFramebuffer(GL_READ_FRAMEBUFFER, saved_pixels->pixels.fb));
/* Copy pixels back from saved_pixels to target_fb. */
for (const auto& box : saved_pixels->region)
{
GL_CALL(glBlitFramebuffer(
box.x1, box.y1, box.x2, box.y2,
box.x1, target.viewport_height - box.y2,
box.x2, target.viewport_height - box.y1,
GL_COLOR_BUFFER_BIT, GL_LINEAR));
}
/* Reset stuff */
saved_pixels->region.clear();
self->release_saved_pixel_buffer(saved_pixels);
saved_pixels = NULL;
OpenGL::render_end();
}
direct_scanout try_scanout(wf::output_t *output) override
{
// Enable direct scanout if it is possible
return scene::try_scanout_from_list(children, output);
}
};
void blur_node_t::gen_render_instances(std::vector<render_instance_uptr>& instances,
damage_callback push_damage, wf::output_t *shown_on)
{
auto uptr =
std::make_unique<blur_render_instance_t>(this, push_damage, shown_on);
if (uptr->has_instances())
{
instances.push_back(std::move(uptr));
}
}
}
}
class wayfire_blur : public wf::plugin_interface_t
{
// Before doing a render pass, expand the damage by the blur radius.
// This is needed, because when blurring, the pixels that changed
// affect a larger area than the really damaged region, e.g. the region
// that comes from client damage.
wf::signal::connection_t<wf::scene::render_pass_begin_signal>
on_render_pass_begin = [=] (wf::scene::render_pass_begin_signal *ev)
{
if (!provider)
{
return;
}
const int padding = calculate_damage_padding(ev->target, provider()->calculate_blur_radius());
ev->damage.expand_edges(padding);
ev->damage &= ev->target.geometry;
};
public:
blur_algorithm_provider provider;
wf::button_callback button_toggle;
wf::signal::connection_t<wf::view_mapped_signal> on_view_mapped = [=] (wf::view_mapped_signal *ev)
{
if (blur_by_default.matches(ev->view))
{
add_transformer(ev->view);
}
};
wf::view_matcher_t blur_by_default{"blur/blur_by_default"};
wf::option_wrapper_t<std::string> method_opt{"blur/method"};
wf::option_wrapper_t<wf::buttonbinding_t> toggle_button{"blur/toggle"};
wf::config::option_base_t::updated_callback_t blur_method_changed;
std::unique_ptr<wf_blur_base> blur_algorithm;
void add_transformer(wayfire_view view)
{
auto tmanager = view->get_transformed_node();
if (tmanager->get_transformer<wf::scene::blur_node_t>())
{
return;
}
auto provider = [=] ()
{
return blur_algorithm.get();
};
auto node = std::make_shared<wf::scene::blur_node_t>(provider);
tmanager->add_transformer(node, wf::TRANSFORMER_BLUR);
}
void pop_transformer(wayfire_view view)
{
auto tmanager = view->get_transformed_node();
tmanager->rem_transformer<wf::scene::blur_node_t>();
}
void remove_transformers()
{
for (auto& view : wf::get_core().get_all_views())
{
pop_transformer(view);
}
}
public:
void init() override
{
wf::get_core().connect(&on_render_pass_begin);
blur_method_changed = [=] ()
{
blur_algorithm = create_blur_from_name(method_opt);
wf::scene::damage_node(wf::get_core().scene(), wf::get_core().scene()->get_bounding_box());
};
/* Create initial blur algorithm */
blur_method_changed();
method_opt.set_callback(blur_method_changed);
/* Toggles the blur state of the view the user clicked on */
button_toggle = [=] (auto)
{
auto view = wf::get_core().get_cursor_focus_view();
if (!view)
{
return false;
}
if (view->get_transformed_node()->get_transformer<wf::scene::blur_node_t>())
{
pop_transformer(view);
} else
{
add_transformer(view);
}
return true;
};
wf::get_core().bindings->add_button(toggle_button, &button_toggle);
provider = [=] () { return this->blur_algorithm.get(); };
wf::get_core().connect(&on_view_mapped);
for (auto& view : wf::get_core().get_all_views())
{
if (blur_by_default.matches(view))
{
add_transformer(view);
}
}
}
void fini() override
{
remove_transformers();
wf::get_core().bindings->rem_binding(&button_toggle);
/* Call blur algorithm destructor */
blur_algorithm = nullptr;
}
};
DECLARE_WAYFIRE_PLUGIN(wayfire_blur);