moved more to fx_renderer
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a5a38efc00
3 changed files with 26 additions and 23 deletions
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@ -189,9 +189,6 @@ void fx_render_box_shadow(struct fx_renderer *renderer, const struct wlr_box *bo
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const float color[static 4], const float matrix[static 9], int radius,
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float blur_sigma);
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void fx_render_blur_segments(struct fx_renderer *renderer,
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const float matrix[static 9], pixman_region32_t* damage,
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struct fx_framebuffer **buffer, struct blur_shader* shader,
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const struct wlr_box *box, int blur_radius);
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void fx_render_main_buffer_blur(struct fx_renderer *renderer, const float gl_matrix[static 9], pixman_region32_t *damage, const struct wlr_box *dst_box, struct fx_framebuffer *current_buffer, int blur_radius, int blur_passes);
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#endif
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@ -11,6 +11,7 @@
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#include <wlr/render/gles2.h>
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#include <wlr/types/wlr_matrix.h>
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#include <wlr/util/box.h>
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#include <wlr/util/region.h>
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#include "log.h"
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#include "sway/desktop/fx_renderer/fx_framebuffer.h"
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@ -875,3 +876,26 @@ void fx_render_blur_segments(struct fx_renderer *renderer,
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*buffer = &renderer->effects_buffer_swapped;
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}
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}
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void fx_render_main_buffer_blur(struct fx_renderer *renderer, const float gl_matrix[static 9], pixman_region32_t *damage, const struct wlr_box *dst_box, struct fx_framebuffer *current_buffer, int blur_radius, int blur_passes) {
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// damage region will be scaled, make a temp
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pixman_region32_t tempDamage;
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pixman_region32_init(&tempDamage);
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// Downscale
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for (int i = 0; i < blur_passes; ++i) {
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wlr_region_scale(&tempDamage, damage, 1.0f / (1 << (i + 1)));
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fx_render_blur_segments(renderer, gl_matrix, &tempDamage, ¤t_buffer,
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&renderer->shaders.blur1, dst_box, blur_radius);
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}
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// Upscale
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for (int i = blur_passes - 1; i >= 0; --i) {
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// when upsampling we make the region twice as big
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wlr_region_scale(&tempDamage, damage, 1.0f / (1 << i));
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fx_render_blur_segments(renderer, gl_matrix, &tempDamage, ¤t_buffer,
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&renderer->shaders.blur2, dst_box, blur_radius);
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}
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pixman_region32_fini(&tempDamage);
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}
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@ -206,29 +206,11 @@ struct fx_framebuffer *render_main_buffer_blur(struct sway_output *output,
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fx_framebuffer_bind(&renderer->effects_buffer);
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glBindTexture(renderer->main_buffer.texture.target, renderer->main_buffer.texture.id);
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// damage region will be scaled, make a temp
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pixman_region32_t tempDamage;
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pixman_region32_init(&tempDamage);
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int blur_radius = config->blur_params.radius;
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int blur_passes = config->blur_params.num_passes;
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// Downscale
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for (int i = 0; i < blur_passes; ++i) {
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wlr_region_scale(&tempDamage, &damage, 1.0f / (1 << (i + 1)));
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fx_render_blur_segments(renderer, gl_matrix, &tempDamage, ¤t_buffer,
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&renderer->shaders.blur1, dst_box, blur_radius);
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}
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fx_render_main_buffer_blur(renderer, gl_matrix, &damage, dst_box, current_buffer, blur_radius, blur_passes);
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// Upscale
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for (int i = blur_passes - 1; i >= 0; --i) {
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// when upsampling we make the region twice as big
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wlr_region_scale(&tempDamage, &damage, 1.0f / (1 << i));
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fx_render_blur_segments(renderer, gl_matrix, &tempDamage, ¤t_buffer,
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&renderer->shaders.blur2, dst_box, blur_radius);
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}
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pixman_region32_fini(&tempDamage);
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pixman_region32_fini(&damage);
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// Bind back to the default buffer
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