Major blur rework: optimization & fixes

Blur should be considerably faster now and work on full damage tracking
This commit is contained in:
vaxerski
2022-05-02 16:54:40 +02:00
parent b5b78f3836
commit 43fc7662cc
4 changed files with 205 additions and 111 deletions

View File

@@ -140,9 +140,11 @@ void CHyprOpenGLImpl::begin(SMonitor* pMonitor, pixman_region32_t* pDamage) {
m_mMonitorRenderResources[pMonitor].primaryFB.m_pStencilTex = &m_mMonitorRenderResources[pMonitor].stencilTex;
m_mMonitorRenderResources[pMonitor].mirrorFB.m_pStencilTex = &m_mMonitorRenderResources[pMonitor].stencilTex;
m_mMonitorRenderResources[pMonitor].mirrorSwapFB.m_pStencilTex = &m_mMonitorRenderResources[pMonitor].stencilTex;
m_mMonitorRenderResources[pMonitor].primaryFB.alloc(pMonitor->vecSize.x * pMonitor->scale, pMonitor->vecSize.y * pMonitor->scale);
m_mMonitorRenderResources[pMonitor].mirrorFB.alloc(pMonitor->vecSize.x * pMonitor->scale, pMonitor->vecSize.y * pMonitor->scale);
m_mMonitorRenderResources[pMonitor].mirrorSwapFB.alloc(pMonitor->vecSize.x * pMonitor->scale, pMonitor->vecSize.y * pMonitor->scale);
createBGTextureForMonitor(pMonitor);
}
@@ -212,6 +214,11 @@ void CHyprOpenGLImpl::scissor(const pixman_box32* pBox) {
glEnable(GL_SCISSOR_TEST);
}
void CHyprOpenGLImpl::scissor(const int x, const int y, const int w, const int h) {
wlr_box box = {x,y,w,h};
scissor(&box);
}
void CHyprOpenGLImpl::renderRect(wlr_box* box, const CColor& col) {
RASSERT((box->width > 0 && box->height > 0), "Tried to render rect with width/height < 0!");
RASSERT(m_RenderData.pMonitor, "Tried to render rect without begin()!");
@@ -344,6 +351,133 @@ void CHyprOpenGLImpl::renderTextureInternal(const CTexture& tex, wlr_box* pBox,
// but it works... well, I guess?
//
// Dual (or more) kawase blur
CFramebuffer* CHyprOpenGLImpl::blurMainFramebufferWithDamage(float a, wlr_box* pBox) {
glDisable(GL_BLEND);
glDisable(GL_STENCIL_TEST);
// get transforms for the full monitor
const auto TRANSFORM = wlr_output_transform_invert(WL_OUTPUT_TRANSFORM_NORMAL);
float matrix[9];
wlr_box MONITORBOX = {0, 0, m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y};
wlr_matrix_project_box(matrix, &MONITORBOX, TRANSFORM, 0, m_RenderData.pMonitor->output->transform_matrix);
float glMatrix[9];
wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrix);
wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
wlr_matrix_transpose(glMatrix, glMatrix);
// get the config settings
const auto BLURSIZE = g_pConfigManager->getInt("decoration:blur_size");
const auto BLURPASSES = g_pConfigManager->getInt("decoration:blur_passes");
const auto BLURRADIUS = BLURSIZE * BLURPASSES;
// now, prep the damage, get the extended damage region
pixman_region32_t damage;
pixman_region32_init(&damage);
pixman_region32_intersect_rect(&damage, m_RenderData.pDamage, pBox->x, pBox->y, pBox->width, pBox->height); // clip it to the box
wlr_region_expand(&damage, &damage, BLURRADIUS); // expand for proper blurring
pixman_region32_intersect_rect(&damage, &damage, 0, 0, m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y); // clip it to the monitor
// helper
const auto PMIRRORFB = &m_mMonitorRenderResources[m_RenderData.pMonitor].mirrorFB;
const auto PMIRRORSWAPFB = &m_mMonitorRenderResources[m_RenderData.pMonitor].mirrorSwapFB;
CFramebuffer* currentRenderToFB = &m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB;
Vector2D sample = m_RenderData.pMonitor->vecSize;
// declare the draw func
auto drawPass = [&](CShader* pShader, pixman_region32_t* pDamage) {
if (currentRenderToFB == PMIRRORFB)
PMIRRORSWAPFB->bind();
else
PMIRRORFB->bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(currentRenderToFB->m_cTex.m_iTarget, currentRenderToFB->m_cTex.m_iTexID);
glTexParameteri(currentRenderToFB->m_cTex.m_iTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glUseProgram(pShader->program);
// prep two shaders
glUniformMatrix3fv(pShader->proj, 1, GL_FALSE, glMatrix);
glUniform1f(glGetUniformLocation(pShader->program, "radius"), BLURSIZE * (a / 255.f)); // this makes the blursize change with a
if (pShader == &m_shBLUR1)
glUniform2f(glGetUniformLocation(m_shBLUR1.program, "halfpixel"), 0.5f / (sample.x / 2.f), 0.5f / (sample.y / 2.f));
else
glUniform2f(glGetUniformLocation(m_shBLUR2.program, "halfpixel"), 0.5f / (sample.x * 2.f), 0.5f / (sample.y * 2.f));
glUniform1i(pShader->tex, 0);
glVertexAttribPointer(pShader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glVertexAttribPointer(pShader->texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glEnableVertexAttribArray(pShader->posAttrib);
glEnableVertexAttribArray(pShader->texAttrib);
if (pixman_region32_not_empty(pDamage)) {
PIXMAN_DAMAGE_FOREACH(pDamage) {
const auto RECT = RECTSARR[i];
scissor(&RECT);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
}
glDisableVertexAttribArray(pShader->posAttrib);
glDisableVertexAttribArray(pShader->texAttrib);
if (currentRenderToFB != PMIRRORFB)
currentRenderToFB = PMIRRORFB;
else
currentRenderToFB = PMIRRORSWAPFB;
};
// draw the things.
// first draw is prim -> mirr
PMIRRORSWAPFB->bind();
clear(CColor(0, 0, 0, 0));
PMIRRORFB->bind();
clear(CColor(0, 0, 0, 0));
glBindTexture(m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB.m_cTex.m_iTarget, m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB.m_cTex.m_iTexID);
// damage region will be scaled, make a temp
pixman_region32_t tempDamage;
pixman_region32_init(&tempDamage);
wlr_region_scale(&tempDamage, &damage, 1.f / 2.f); // when DOWNscaling, we make the region twice as small because it's the TARGET
drawPass(&m_shBLUR1, &tempDamage);
// and draw
for (int i = 1; i < BLURPASSES; ++i) {
sample = m_RenderData.pMonitor->vecSize / (1 << i);
wlr_region_scale(&tempDamage, &damage, 1.f / (1 << (i + 1)));
drawPass(&m_shBLUR1, &tempDamage); // down
}
for (int i = BLURPASSES - 1; i >= 0; --i) {
sample = m_RenderData.pMonitor->vecSize / (1 << i);
wlr_region_scale(&tempDamage, &damage, 1.f / (1 << i)); // when upsampling we make the region twice as big
drawPass(&m_shBLUR2, &tempDamage); // up
}
// finish
pixman_region32_fini(&tempDamage);
pixman_region32_fini(&damage);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(PMIRRORFB->m_cTex.m_iTarget, 0);
return currentRenderToFB;
}
void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox, float a, int round) {
RASSERT(m_RenderData.pMonitor, "Tried to render texture with blur without begin()!");
@@ -352,82 +486,16 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
return;
}
// TODO: only blur selected regions when damaged
// blur region + pad (blur size)
if (!pixman_region32_not_empty(m_RenderData.pDamage))
return;
// basics
const auto TRANSFORM = wlr_output_transform_invert(WL_OUTPUT_TRANSFORM_NORMAL);
float matrix[9];
wlr_matrix_project_box(matrix, pBox, TRANSFORM, 0, m_RenderData.pMonitor->output->transform_matrix);
// blur the main FB, it will be rendered onto the mirror
const auto POUTFB = blurMainFramebufferWithDamage(a, pBox);
// blur the primary FB into the mirrored one
m_mMonitorRenderResources[m_RenderData.pMonitor].mirrorFB.bind();
clear(CColor(0, 0, 0, 0));
// bind primary
m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB.bind();
// matrix
float matrixFull[9];
wlr_box fullMonBox = {0, 0, m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y};
wlr_matrix_project_box(matrixFull, &fullMonBox, TRANSFORM, 0, m_RenderData.pMonitor->output->transform_matrix);
float glMatrix[9];
wlr_matrix_multiply(glMatrix, m_RenderData.projection, matrixFull);
wlr_matrix_multiply(glMatrix, matrixFlip180, glMatrix);
wlr_matrix_transpose(glMatrix, glMatrix);
const auto BLURSIZE = g_pConfigManager->getInt("decoration:blur_size");
const auto BLURPASSES = g_pConfigManager->getInt("decoration:blur_passes");
auto drawWithShader = [&](CShader* pShader, Vector2D halfpixel) {
glActiveTexture(GL_TEXTURE0);
glTexParameteri(tex.m_iTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glUseProgram(pShader->program);
// glUniform2f(glGetUniformLocation(pShader->program, "resolution"), m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y);
glUniformMatrix3fv(pShader->proj, 1, GL_FALSE, glMatrix);
glUniform1i(pShader->tex, 0);
glUniform1f(glGetUniformLocation(pShader->program, "radius"), BLURSIZE * (a / 255.f) /* nice effect: less blur when less a */);
glUniform2f(glGetUniformLocation(pShader->program, "halfpixel"), halfpixel.x, halfpixel.y);
glVertexAttribPointer(pShader->posAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glVertexAttribPointer(pShader->texAttrib, 2, GL_FLOAT, GL_FALSE, 0, fullVerts);
glEnableVertexAttribArray(pShader->posAttrib);
glEnableVertexAttribArray(pShader->texAttrib);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(pShader->posAttrib);
glDisableVertexAttribArray(pShader->texAttrib);
};
int sampleW = 0, sampleH = 0;
glBindTexture(m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB.m_cTex.m_iTarget, m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB.m_cTex.m_iTexID);
sampleW = m_RenderData.pMonitor->vecSize.x / 2.f;
sampleH = m_RenderData.pMonitor->vecSize.y / 2.f;
drawWithShader(&m_shBLUR1, Vector2D(0.5f / sampleW, 0.5f / sampleH)); // down
glBindTexture(m_mMonitorRenderResources[m_RenderData.pMonitor].mirrorFB.m_cTex.m_iTarget, m_mMonitorRenderResources[m_RenderData.pMonitor].mirrorFB.m_cTex.m_iTexID);
for (int i = 1; i < BLURPASSES; ++i) {
drawWithShader(&m_shBLUR1, Vector2D(0.5f / sampleW, 0.5f / sampleH)); // down
}
sampleW = m_RenderData.pMonitor->vecSize.x * 2.f;
sampleH = m_RenderData.pMonitor->vecSize.y * 2.f;
for (int i = BLURPASSES - 1; i >= 0; --i) {
drawWithShader(&m_shBLUR2, Vector2D(0.5f / sampleW, 0.5f / sampleH)); // up
}
glBindTexture(tex.m_iTarget, 0);
// ok, now we can make a stencil for our window to affect the draw of the copy
// make a stencil for rounded corners to work with blur
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
@@ -437,38 +505,48 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
renderTextureInternal(tex, pBox, a, round, true); // discard opaque
renderTextureInternal(tex, pBox, a, round, true); // discard opaque
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glStencilFunc(GL_EQUAL, 1, -1);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
// Now we have a stencil and we need to scissor the updated regions
// make a damage region for this window
pixman_region32_t damage;
pixman_region32_init(&damage);
pixman_region32_intersect_rect(&damage, m_RenderData.pDamage, pBox->x, pBox->y, pBox->width, pBox->height); // clip it to the box
// bind the primary fb again for final drawing
m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB.bind();
if (pixman_region32_not_empty(m_RenderData.pDamage)) {
PIXMAN_DAMAGE_FOREACH(m_RenderData.pDamage) {
const auto RECT = RECTSARR[i];
scissor(&RECT);
// stencil done. Render everything.
wlr_box MONITORBOX = {0, 0, m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y};
if (pixman_region32_not_empty(&damage)) {
{
PIXMAN_DAMAGE_FOREACH(&damage) {
const auto RECT = RECTSARR[i];
scissor(&RECT);
// render our great blurred FB
renderTextureInternal(m_mMonitorRenderResources[m_RenderData.pMonitor].mirrorFB.m_cTex, &fullMonBox, 255.f); // 255.f because we adjusted blur strength to a
// render our great blurred FB
renderTextureInternal(POUTFB->m_cTex, &MONITORBOX, 255.f); // 255.f because we adjusted blur strength to a
}
}
// render the window, but disable stencil for it
// because stencil has ignoreopaque
glDisable(GL_STENCIL_TEST);
// render the window, but disable stencil for it
// because stencil has ignoreopaque
glDisable(GL_STENCIL_TEST);
glEnable(GL_BLEND);
renderTextureInternal(tex, pBox, a, round);
glEnable(GL_STENCIL_TEST);
{
PIXMAN_DAMAGE_FOREACH(&damage) {
const auto RECT = RECTSARR[i];
scissor(&RECT);
renderTextureInternal(tex, pBox, a, round);
}
}
}
// disable the stencil
// disable the stencil, finalize everything
glStencilMask(-1);
glStencilFunc(GL_ALWAYS, 1, 0xFF);
glDisable(GL_STENCIL_TEST);
pixman_region32_fini(&damage);
scissor((wlr_box*)nullptr);
}