[gnome-shell] st: Use blur node to render shadow pipeline
- From: Marge Bot <marge-bot src gnome org>
- To: commits-list gnome org
- Cc:
- Subject: [gnome-shell] st: Use blur node to render shadow pipeline
- Date: Tue, 15 Dec 2020 23:34:35 +0000 (UTC)
commit e59069c012adc66822d8584001f6ca0e55b938fd
Author: Georges Basile Stavracas Neto <georges stavracas gmail com>
Date: Thu Dec 10 12:47:23 2020 -0300
st: Use blur node to render shadow pipeline
It is generally faster than downloading the texture, blurring
with the CPU, and uploading the blurred texture. Notice that
'n_values' is calculated differently from the blur_pixels()
function; that's because it needs to match Clutter's blur
shader interpretation of sigma [1].
[1] https://gitlab.gnome.org/GNOME/mutter/-/blob/master/clutter/clutter/clutter-blur.c#L89
Part-of: <https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/1539>
src/st/st-private.c | 87 +++++++++++++++++++++++++++++++++++------------------
1 file changed, 57 insertions(+), 30 deletions(-)
---
diff --git a/src/st/st-private.c b/src/st/st-private.c
index 65ad250452..8387bbc8df 100644
--- a/src/st/st-private.c
+++ b/src/st/st-private.c
@@ -382,46 +382,74 @@ _st_create_shadow_pipeline (StShadow *shadow_spec,
{
ClutterBackend *backend = clutter_get_default_backend ();
CoglContext *ctx = clutter_backend_get_cogl_context (backend);
- GError *error = NULL;
-
- static CoglPipeline *shadow_pipeline_template = NULL;
-
+ g_autoptr (ClutterPaintNode) texture_node = NULL;
+ g_autoptr (ClutterPaintNode) blur_node = NULL;
+ g_autoptr (CoglOffscreen) offscreen = NULL;
+ g_autoptr (GError) error = NULL;
+ ClutterPaintContext *paint_context;
+ CoglFramebuffer *fb;
CoglPipeline *pipeline;
CoglTexture *texture;
- guchar *pixels_in, *pixels_out;
- gint width_in, height_in, rowstride_in;
- gint width_out, height_out, rowstride_out;
+ double sigma;
+ int src_height, dst_height;
+ int src_width, dst_width;
+ int n_values;
+ int half;
+
+ static CoglPipeline *shadow_pipeline_template = NULL;
g_return_val_if_fail (shadow_spec != NULL, NULL);
g_return_val_if_fail (src_texture != NULL, NULL);
- width_in = cogl_texture_get_width (src_texture);
- height_in = cogl_texture_get_height (src_texture);
- rowstride_in = (width_in + 3) & ~3;
-
- pixels_in = g_malloc0 (rowstride_in * height_in);
-
- cogl_texture_get_data (src_texture, COGL_PIXEL_FORMAT_A_8,
- rowstride_in, pixels_in);
+ sigma = shadow_spec->blur / 2.f;
+ n_values = ceil (3 * sigma);
+ half = n_values / 2;
- pixels_out = blur_pixels (pixels_in, width_in, height_in, rowstride_in,
- shadow_spec->blur * resource_scale,
- &width_out, &height_out, &rowstride_out);
- g_free (pixels_in);
+ src_width = cogl_texture_get_width (src_texture);
+ src_height = cogl_texture_get_height (src_texture);
+ dst_width = src_width + 2 * half;
+ dst_height = src_height + 2 * half;
- texture = COGL_TEXTURE (cogl_texture_2d_new_from_data (ctx, width_out, height_out,
- COGL_PIXEL_FORMAT_A_8,
- rowstride_out,
- pixels_out,
- &error));
+ texture = cogl_texture_2d_new_with_size (ctx, dst_width, dst_height);
+ if (!texture)
+ return NULL;
- if (error)
+ offscreen = cogl_offscreen_new_with_texture (texture);
+ fb = COGL_FRAMEBUFFER (offscreen);
+ if (!cogl_framebuffer_allocate (fb, &error))
{
- g_warning ("Failed to allocate texture: %s", error->message);
- g_error_free (error);
+ cogl_clear_object (&texture);
+ return NULL;
}
- g_free (pixels_out);
+ cogl_framebuffer_clear4f (fb, COGL_BUFFER_BIT_COLOR, 0.f, 0.f, 0.f, 0.f);
+ cogl_framebuffer_orthographic (fb, 0, 0, dst_width, dst_height, 0, 1.0);
+ cogl_framebuffer_scale (fb, resource_scale, resource_scale, 1);
+
+ /* Blur */
+ blur_node = clutter_blur_node_new (dst_width, dst_height, sigma);
+ clutter_paint_node_add_rectangle (blur_node,
+ &(ClutterActorBox) {
+ 0.f, 0.f,
+ dst_width, dst_height,
+ });
+
+ /* Texture */
+ texture_node = clutter_texture_node_new (src_texture,
+ 0,
+ CLUTTER_SCALING_FILTER_NEAREST,
+ CLUTTER_SCALING_FILTER_NEAREST);
+ clutter_paint_node_add_child (blur_node, texture_node);
+ clutter_paint_node_add_rectangle (texture_node,
+ &(ClutterActorBox) {
+ half, half,
+ src_width, src_height,
+ });
+
+ paint_context =
+ clutter_paint_context_new_for_framebuffer (fb, NULL, CLUTTER_PAINT_FLAG_NONE);
+ clutter_paint_node_paint (blur_node, paint_context);
+ clutter_paint_context_destroy (paint_context);
if (G_UNLIKELY (shadow_pipeline_template == NULL))
{
@@ -438,8 +466,7 @@ _st_create_shadow_pipeline (StShadow *shadow_spec,
pipeline = cogl_pipeline_copy (shadow_pipeline_template);
cogl_pipeline_set_layer_texture (pipeline, 0, texture);
- if (texture)
- cogl_object_unref (texture);
+ cogl_clear_object (&texture);
return pipeline;
}
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