3440fbd358
ClutterBlur is a small helper structure that implements blurring a texture. Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1627>
422 lines
14 KiB
C
422 lines
14 KiB
C
/*
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* Copyright (C) 2020 Endless OS Foundation, LLC
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "clutter-blur-private.h"
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#include "clutter-backend.h"
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/**
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* SECTION:clutter-blur
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* @short_description: Blur textures
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*
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* #ClutterBlur is a moderately fast gaussian blur implementation.
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*
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* # Optimizations
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*
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* There are a number of optimizations in place to make this blur implementation
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* real-time. All in all, the implementation performs best when using large
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* blur-radii that allow downscaling the texture to smaller sizes, at small
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* radii where no downscaling is possible this can easily halve the framerate.
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*
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* ## Multipass
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*
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* It is implemented in 2 passes: vertical and horizontal.
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*
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* ## Downscaling
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*
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* #ClutterBlur uses dynamic downscaling to speed up blurring. Downscaling
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* happens in factors of 2 (the image is downscaled either by 2, 4, 8, 16, …)
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* and depends on the blur radius, the texture size, among others.
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*
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* The texture is drawn into a downscaled framebuffer; the blur passes are
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* applied on the downscaled texture contents; and finally, the blurred
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* contents are drawn
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* upscaled again.
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*
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* ## Hardware Interpolation
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*
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* This blur implementation cuts down the number of sampling operations by
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* exploiting the hardware interpolation that is performed when sampling between
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* pixel boundaries. This technique is described at:
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*
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* http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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*
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* ## Incremental gauss-factor calculation
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*
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* The kernel values for the gaussian kernel are computed incrementally instead
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* of running the expensive calculations multiple times inside the blur shader.
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* The implementation is based on the algorithm presented by K. Turkowski in
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* GPU Gems 3, chapter 40:
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*
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* https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch40.html
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*
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*/
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static const char *gaussian_blur_glsl_declarations =
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"uniform float sigma; \n"
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"uniform float pixel_step; \n"
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"uniform int vertical; \n";
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static const char *gaussian_blur_glsl =
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" int horizontal = 1 - vertical; \n"
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" \n"
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" vec2 uv = vec2 (cogl_tex_coord.st); \n"
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" \n"
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" vec3 gauss_coefficient; \n"
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" gauss_coefficient.x = 1.0 / (sqrt (2.0 * 3.14159265) * sigma); \n"
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" gauss_coefficient.y = exp (-0.5 / (sigma * sigma)); \n"
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" gauss_coefficient.z = gauss_coefficient.y * gauss_coefficient.y; \n"
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" \n"
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" float gauss_coefficient_total = gauss_coefficient.x; \n"
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" \n"
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" vec4 ret = texture2D (cogl_sampler, uv) * gauss_coefficient.x; \n"
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" gauss_coefficient.xy *= gauss_coefficient.yz; \n"
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" \n"
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" int n_steps = int (ceil (3 * sigma)); \n"
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" \n"
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" for (int i = 1; i < n_steps; i += 2) { \n"
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" float coefficient_subtotal = gauss_coefficient.x; \n"
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" gauss_coefficient.xy *= gauss_coefficient.yz; \n"
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" coefficient_subtotal += gauss_coefficient.x; \n"
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" \n"
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" float gauss_ratio = gauss_coefficient.x / coefficient_subtotal; \n"
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" \n"
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" float foffset = float (i) + gauss_ratio; \n"
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" vec2 offset = vec2 (foffset * pixel_step * float (horizontal), \n"
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" foffset * pixel_step * float (vertical)); \n"
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" \n"
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" ret += texture2D (cogl_sampler, uv + offset) * coefficient_subtotal; \n"
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" ret += texture2D (cogl_sampler, uv - offset) * coefficient_subtotal; \n"
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" \n"
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" gauss_coefficient_total += 2.0 * coefficient_subtotal; \n"
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" gauss_coefficient.xy *= gauss_coefficient.yz; \n"
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" } \n"
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" \n"
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" cogl_texel = ret / gauss_coefficient_total; \n";
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#define MIN_DOWNSCALE_SIZE 256.f
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#define MAX_SIGMA 6.f
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enum
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{
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VERTICAL,
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HORIZONTAL,
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};
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typedef struct
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{
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CoglFramebuffer *framebuffer;
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CoglPipeline *pipeline;
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CoglTexture *texture;
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int orientation;
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int sigma_uniform;
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int pixel_step_uniform;
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int vertical_uniform;
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} BlurPass;
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struct _ClutterBlur
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{
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CoglTexture *source_texture;
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unsigned int sigma;
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float downscale_factor;
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BlurPass pass[2];
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};
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static CoglPipeline*
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create_blur_pipeline (void)
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{
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static CoglPipelineKey blur_pipeline_key = "clutter-blur-pipeline-private";
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CoglContext *ctx =
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clutter_backend_get_cogl_context (clutter_get_default_backend ());
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CoglPipeline *blur_pipeline;
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blur_pipeline =
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cogl_context_get_named_pipeline (ctx, &blur_pipeline_key);
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if (G_UNLIKELY (blur_pipeline == NULL))
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{
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CoglSnippet *snippet;
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blur_pipeline = cogl_pipeline_new (ctx);
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cogl_pipeline_set_layer_null_texture (blur_pipeline, 0);
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cogl_pipeline_set_layer_filters (blur_pipeline,
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0,
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COGL_PIPELINE_FILTER_LINEAR,
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COGL_PIPELINE_FILTER_LINEAR);
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cogl_pipeline_set_layer_wrap_mode (blur_pipeline,
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0,
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COGL_PIPELINE_WRAP_MODE_CLAMP_TO_EDGE);
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snippet = cogl_snippet_new (COGL_SNIPPET_HOOK_TEXTURE_LOOKUP,
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gaussian_blur_glsl_declarations,
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NULL);
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cogl_snippet_set_replace (snippet, gaussian_blur_glsl);
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cogl_pipeline_add_layer_snippet (blur_pipeline, 0, snippet);
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cogl_object_unref (snippet);
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cogl_context_set_named_pipeline (ctx, &blur_pipeline_key, blur_pipeline);
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}
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return cogl_pipeline_copy (blur_pipeline);
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}
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static void
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update_blur_uniforms (ClutterBlur *blur,
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BlurPass *pass)
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{
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gboolean vertical = pass->orientation == VERTICAL;
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pass->pixel_step_uniform =
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cogl_pipeline_get_uniform_location (pass->pipeline, "pixel_step");
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if (pass->pixel_step_uniform > -1)
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{
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float pixel_step;
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if (vertical)
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pixel_step = 1.f / cogl_texture_get_height (pass->texture);
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else
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pixel_step = 1.f / cogl_texture_get_width (pass->texture);
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cogl_pipeline_set_uniform_1f (pass->pipeline,
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pass->pixel_step_uniform,
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pixel_step);
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}
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pass->sigma_uniform =
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cogl_pipeline_get_uniform_location (pass->pipeline, "sigma");
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if (pass->sigma_uniform > -1)
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{
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cogl_pipeline_set_uniform_1f (pass->pipeline,
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pass->sigma_uniform,
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blur->sigma / blur->downscale_factor);
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}
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pass->vertical_uniform =
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cogl_pipeline_get_uniform_location (pass->pipeline, "vertical");
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if (pass->vertical_uniform > -1)
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{
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cogl_pipeline_set_uniform_1i (pass->pipeline,
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pass->vertical_uniform,
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vertical);
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}
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}
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static gboolean
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create_fbo (ClutterBlur *blur,
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BlurPass *pass)
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{
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CoglContext *ctx =
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clutter_backend_get_cogl_context (clutter_get_default_backend ());
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graphene_matrix_t projection;
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float scaled_height;
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float scaled_width;
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float height;
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float width;
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g_clear_pointer (&pass->texture, cogl_object_unref);
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g_clear_object (&pass->framebuffer);
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width = cogl_texture_get_width (blur->source_texture);
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height = cogl_texture_get_height (blur->source_texture);
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scaled_width = floorf (width / blur->downscale_factor);
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scaled_height = floorf (height / blur->downscale_factor);
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pass->texture = COGL_TEXTURE (cogl_texture_2d_new_with_size (ctx,
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scaled_width,
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scaled_height));
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if (!pass->texture)
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return FALSE;
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pass->framebuffer =
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COGL_FRAMEBUFFER (cogl_offscreen_new_with_texture (pass->texture));
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if (!pass->framebuffer)
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{
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g_warning ("%s: Unable to create an Offscreen buffer", G_STRLOC);
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return FALSE;
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}
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graphene_matrix_init_translate (&projection,
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&GRAPHENE_POINT3D_INIT (-scaled_width / 2.f,
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-scaled_height / 2.f,
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0.f));
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graphene_matrix_scale (&projection,
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2.f / scaled_width,
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-2.f / scaled_height,
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1.f);
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cogl_framebuffer_set_projection_matrix (pass->framebuffer, &projection);
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return TRUE;
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}
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static gboolean
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setup_blur_pass (ClutterBlur *blur,
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BlurPass *pass,
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int orientation,
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CoglTexture *texture)
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{
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pass->orientation = orientation;
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pass->pipeline = create_blur_pipeline ();
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cogl_pipeline_set_layer_texture (pass->pipeline, 0, texture);
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if (!create_fbo (blur, pass))
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return FALSE;
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update_blur_uniforms (blur, pass);
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return TRUE;
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}
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static float
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calculate_downscale_factor (float width,
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float height,
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float sigma)
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{
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float downscale_factor = 1.f;
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float scaled_width = width;
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float scaled_height = height;
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float scaled_sigma = sigma;
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/* This is the algorithm used by Firefox; keep downscaling until either the
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* blur radius is lower than the threshold, or the downscaled texture is too
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* small.
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*/
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while (scaled_sigma > MAX_SIGMA &&
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scaled_width > MIN_DOWNSCALE_SIZE &&
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scaled_height > MIN_DOWNSCALE_SIZE)
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{
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downscale_factor *= 2.f;
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scaled_width = width / downscale_factor;
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scaled_height = height / downscale_factor;
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scaled_sigma = sigma / downscale_factor;
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}
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return downscale_factor;
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}
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static void
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apply_blur_pass (BlurPass *pass)
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{
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CoglColor transparent;
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cogl_color_init_from_4ub (&transparent, 0, 0, 0, 0);
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cogl_framebuffer_clear (pass->framebuffer,
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COGL_BUFFER_BIT_COLOR,
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&transparent);
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cogl_framebuffer_draw_rectangle (pass->framebuffer,
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pass->pipeline,
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0, 0,
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cogl_texture_get_width (pass->texture),
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cogl_texture_get_height (pass->texture));
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}
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static void
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clear_blur_pass (BlurPass *pass)
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{
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g_clear_pointer (&pass->pipeline, cogl_object_unref);
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g_clear_pointer (&pass->texture, cogl_object_unref);
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g_clear_object (&pass->framebuffer);
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}
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/**
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* clutter_blur_new:
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* @texture: a #CoglTexture
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* @sigma: blur sigma
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*
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* Creates a new #ClutterBlur.
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*
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* Returns: (transfer full) (nullable): A newly created #ClutterBlur
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*/
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ClutterBlur *
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clutter_blur_new (CoglTexture *texture,
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unsigned int sigma)
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{
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ClutterBlur *blur;
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unsigned int height;
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unsigned int width;
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BlurPass *hpass;
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BlurPass *vpass;
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width = cogl_texture_get_width (texture);
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height = cogl_texture_get_height (texture);
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blur = g_new0 (ClutterBlur, 1);
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blur->sigma = sigma;
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blur->source_texture = cogl_object_ref (texture);
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blur->downscale_factor = calculate_downscale_factor (width, height, sigma);
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vpass = &blur->pass[VERTICAL];
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hpass = &blur->pass[HORIZONTAL];
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if (!setup_blur_pass (blur, vpass, VERTICAL, texture) ||
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!setup_blur_pass (blur, hpass, HORIZONTAL, vpass->texture))
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{
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clutter_blur_free (blur);
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return NULL;
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}
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return g_steal_pointer (&blur);
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}
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/**
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* clutter_blur_apply:
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* @blur: a #ClutterBlur
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*
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* Applies the blur. The resulting texture can be retrieved by
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* clutter_blur_get_texture().
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*/
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void
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clutter_blur_apply (ClutterBlur *blur)
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{
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apply_blur_pass (&blur->pass[VERTICAL]);
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apply_blur_pass (&blur->pass[HORIZONTAL]);
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}
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/**
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* clutter_blur_get_texture:
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* @blur: a #ClutterBlur
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*
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* Retrieves the texture where the blurred contents are stored. The
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* contents are undefined until clutter_blur_apply() is called.
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*
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* Returns: (transfer none): a #CoglTexture
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*/
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CoglTexture *
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clutter_blur_get_texture (ClutterBlur *blur)
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{
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return blur->pass[HORIZONTAL].texture;
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}
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/**
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* clutter_blur_free:
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* @blur: A #ClutterBlur
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*
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* Frees @blur.
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*/
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void
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clutter_blur_free (ClutterBlur *blur)
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{
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g_assert (blur);
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clear_blur_pass (&blur->pass[VERTICAL]);
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clear_blur_pass (&blur->pass[HORIZONTAL]);
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cogl_clear_object (&blur->source_texture);
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g_free (blur);
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}
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