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

@ -30,6 +30,8 @@ void CConfigManager::setDefaultVars() {
configValues["general:col.active_border"].intValue = 0xffffffff; configValues["general:col.active_border"].intValue = 0xffffffff;
configValues["general:col.inactive_border"].intValue = 0xff444444; configValues["general:col.inactive_border"].intValue = 0xff444444;
configValues["debug:int"].intValue = 0;
configValues["decoration:rounding"].intValue = 1; configValues["decoration:rounding"].intValue = 1;
configValues["decoration:blur"].intValue = 1; configValues["decoration:blur"].intValue = 1;
configValues["decoration:blur_size"].intValue = 8; configValues["decoration:blur_size"].intValue = 8;

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].primaryFB.m_pStencilTex = &m_mMonitorRenderResources[pMonitor].stencilTex;
m_mMonitorRenderResources[pMonitor].mirrorFB.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].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].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); createBGTextureForMonitor(pMonitor);
} }
@ -212,6 +214,11 @@ void CHyprOpenGLImpl::scissor(const pixman_box32* pBox) {
glEnable(GL_SCISSOR_TEST); 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) { 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((box->width > 0 && box->height > 0), "Tried to render rect with width/height < 0!");
RASSERT(m_RenderData.pMonitor, "Tried to render rect without begin()!"); 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? // but it works... well, I guess?
// //
// Dual (or more) kawase blur // 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) { 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()!"); 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; return;
} }
// TODO: only blur selected regions when damaged if (!pixman_region32_not_empty(m_RenderData.pDamage))
// blur region + pad (blur size) return;
// basics // blur the main FB, it will be rendered onto the mirror
const auto TRANSFORM = wlr_output_transform_invert(WL_OUTPUT_TRANSFORM_NORMAL); const auto POUTFB = blurMainFramebufferWithDamage(a, pBox);
float matrix[9];
wlr_matrix_project_box(matrix, pBox, TRANSFORM, 0, m_RenderData.pMonitor->output->transform_matrix);
// blur the primary FB into the mirrored one // bind primary
m_mMonitorRenderResources[m_RenderData.pMonitor].mirrorFB.bind(); m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB.bind();
clear(CColor(0, 0, 0, 0));
// matrix // make a stencil for rounded corners to work with blur
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
glClearStencil(0); glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT); glClear(GL_STENCIL_BUFFER_BIT);
@ -443,32 +511,42 @@ void CHyprOpenGLImpl::renderTextureWithBlur(const CTexture& tex, wlr_box* pBox,
glStencilFunc(GL_EQUAL, 1, -1); glStencilFunc(GL_EQUAL, 1, -1);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); 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 // stencil done. Render everything.
m_mMonitorRenderResources[m_RenderData.pMonitor].primaryFB.bind(); wlr_box MONITORBOX = {0, 0, m_RenderData.pMonitor->vecSize.x, m_RenderData.pMonitor->vecSize.y};
if (pixman_region32_not_empty(m_RenderData.pDamage)) { if (pixman_region32_not_empty(&damage)) {
PIXMAN_DAMAGE_FOREACH(m_RenderData.pDamage) { {
PIXMAN_DAMAGE_FOREACH(&damage) {
const auto RECT = RECTSARR[i]; const auto RECT = RECTSARR[i];
scissor(&RECT); scissor(&RECT);
// render our great blurred FB // 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 renderTextureInternal(POUTFB->m_cTex, &MONITORBOX, 255.f); // 255.f because we adjusted blur strength to a
}
}
// render the window, but disable stencil for it // render the window, but disable stencil for it
// because stencil has ignoreopaque // because stencil has ignoreopaque
glDisable(GL_STENCIL_TEST); glDisable(GL_STENCIL_TEST);
glEnable(GL_BLEND);
{
PIXMAN_DAMAGE_FOREACH(&damage) {
const auto RECT = RECTSARR[i];
scissor(&RECT);
renderTextureInternal(tex, pBox, a, round); renderTextureInternal(tex, pBox, a, round);
glEnable(GL_STENCIL_TEST); }
} }
} }
// disable the stencil // disable the stencil, finalize everything
glStencilMask(-1); glStencilMask(-1);
glStencilFunc(GL_ALWAYS, 1, 0xFF); glStencilFunc(GL_ALWAYS, 1, 0xFF);
glDisable(GL_STENCIL_TEST); glDisable(GL_STENCIL_TEST);
pixman_region32_fini(&damage);
scissor((wlr_box*)nullptr); scissor((wlr_box*)nullptr);
} }

View file

@ -23,6 +23,12 @@ inline const float fullVerts[] = {
1, 1, // bottom right 1, 1, // bottom right
0, 1, // bottom left 0, 1, // bottom left
}; };
inline const float fanVertsFull[] = {
-1.0f, -1.0f,
1.0f, -1.0f,
1.0f, 1.0f,
-1.0f, 1.0f
};
struct SCurrentRenderData { struct SCurrentRenderData {
SMonitor* pMonitor = nullptr; SMonitor* pMonitor = nullptr;
@ -34,6 +40,7 @@ struct SCurrentRenderData {
struct SMonitorRenderData { struct SMonitorRenderData {
CFramebuffer primaryFB; CFramebuffer primaryFB;
CFramebuffer mirrorFB; CFramebuffer mirrorFB;
CFramebuffer mirrorSwapFB;
CTexture stencilTex; CTexture stencilTex;
}; };
@ -59,6 +66,7 @@ public:
void clearWithTex(); void clearWithTex();
void scissor(const wlr_box*); void scissor(const wlr_box*);
void scissor(const pixman_box32*); void scissor(const pixman_box32*);
void scissor(const int x, const int y, const int w, const int h);
void destroyMonitorResources(SMonitor*); void destroyMonitorResources(SMonitor*);
@ -91,6 +99,9 @@ private:
GLuint compileShader(const GLuint&, std::string); GLuint compileShader(const GLuint&, std::string);
void createBGTextureForMonitor(SMonitor*); void createBGTextureForMonitor(SMonitor*);
// returns the out FB, can be either Mirror or MirrorSwap
CFramebuffer* blurMainFramebufferWithDamage(float a, wlr_box* pBox);
void renderTextureInternal(const CTexture&, wlr_box* pBox, float a, int round = 0, bool discardOpaque = false); void renderTextureInternal(const CTexture&, wlr_box* pBox, float a, int round = 0, bool discardOpaque = false);
void renderTextureWithBlurInternal(const CTexture&, wlr_box*, float a, int round = 0); void renderTextureWithBlurInternal(const CTexture&, wlr_box*, float a, int round = 0);

View file

@ -154,46 +154,49 @@ void main() {
gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha; gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0) * alpha;
})#"; })#";
// thanks to Loadus
// https://www.shadertoy.com/view/Mtl3Rj
// for this pseudo-gaussian blur!
inline const std::string FRAGBLUR1 = R"#( inline const std::string FRAGBLUR1 = R"#(
#version 100
precision mediump float; precision mediump float;
varying vec2 v_texcoord; // is in 0-1 varying mediump vec2 v_texcoord; // is in 0-1
uniform sampler2D tex; uniform sampler2D tex;
uniform float radius; uniform float radius;
uniform vec2 resolution;
uniform vec2 halfpixel; uniform vec2 halfpixel;
void main() { void main() {
vec4 sum = texture2D(tex, v_texcoord) * 4.0; vec2 uv = v_texcoord * 2.0;
sum += texture2D(tex, v_texcoord - halfpixel.xy * radius);
sum += texture2D(tex, v_texcoord + halfpixel.xy * radius); vec4 sum = texture2D(tex, uv) * 4.0;
sum += texture2D(tex, v_texcoord + vec2(halfpixel.x, -halfpixel.y) * radius); sum += texture2D(tex, uv - halfpixel.xy * radius);
sum += texture2D(tex, v_texcoord - vec2(halfpixel.x, -halfpixel.y) * radius); sum += texture2D(tex, uv + halfpixel.xy * radius);
sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius);
sum += texture2D(tex, uv - vec2(halfpixel.x, -halfpixel.y) * radius);
gl_FragColor = sum / 8.0; gl_FragColor = sum / 8.0;
} }
)#"; )#";
inline const std::string FRAGBLUR2 = R"#( inline const std::string FRAGBLUR2 = R"#(
#version 100
precision mediump float; precision mediump float;
varying vec2 v_texcoord; // is in 0-1 varying mediump vec2 v_texcoord; // is in 0-1
uniform sampler2D tex; uniform sampler2D tex;
uniform float radius; uniform float radius;
uniform vec2 resolution;
uniform vec2 halfpixel; uniform vec2 halfpixel;
void main() { void main() {
vec4 sum = texture2D(tex, v_texcoord + vec2(-halfpixel.x * 2.0, 0.0) * radius); vec2 uv = v_texcoord / 2.0;
sum += texture2D(tex, v_texcoord + vec2(-halfpixel.x, halfpixel.y) * radius) * 2.0;
sum += texture2D(tex, v_texcoord + vec2(0.0, halfpixel.y * 2.0) * radius); vec4 sum = texture2D(tex, uv + vec2(-halfpixel.x * 2.0, 0.0) * radius);
sum += texture2D(tex, v_texcoord + vec2(halfpixel.x, halfpixel.y) * radius) * 2.0;
sum += texture2D(tex, v_texcoord + vec2(halfpixel.x * 2.0, 0.0) * radius); sum += texture2D(tex, uv + vec2(-halfpixel.x, halfpixel.y) * radius) * 2.0;
sum += texture2D(tex, v_texcoord + vec2(halfpixel.x, -halfpixel.y) * radius) * 2.0; sum += texture2D(tex, uv + vec2(0.0, halfpixel.y * 2.0) * radius);
sum += texture2D(tex, v_texcoord + vec2(0.0, -halfpixel.y * 2.0) * radius); sum += texture2D(tex, uv + vec2(halfpixel.x, halfpixel.y) * radius) * 2.0;
sum += texture2D(tex, v_texcoord + vec2(-halfpixel.x, -halfpixel.y) * radius) * 2.0; sum += texture2D(tex, uv + vec2(halfpixel.x * 2.0, 0.0) * radius);
sum += texture2D(tex, uv + vec2(halfpixel.x, -halfpixel.y) * radius) * 2.0;
sum += texture2D(tex, uv + vec2(0.0, -halfpixel.y * 2.0) * radius);
sum += texture2D(tex, uv + vec2(-halfpixel.x, -halfpixel.y) * radius) * 2.0;
gl_FragColor = sum / 12.0; gl_FragColor = sum / 12.0;
} }
)#"; )#";