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backend: gl_common: implement dual-filter kawase blur method
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Implement the dual-filter kawase blur algorithm for the new OpenGL backend
as seen in kwin [1]. Use with `--blur-method dual_kawase` and set the
desired strength with `--blur-strength level` (1-20).

The dual-filter kawase algorithm produces results close to a traditional
gaussian blur with higher performace, especially at high blur radii. The
supported strength levels provide an effect similar to gauss-radii between
4 and 500 pixels.

As this algorithm relies heavily on the texture-filtering units of a
GPU, there is no support for the xrender backend — at least for now.

[1](https://kwin.kde.narkive.com/aSqRYYw7/d9848-updated-the-blur-method-to-use-the-more-efficient-dual-kawase-blur-algorithm)
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tryone144 committed Aug 30, 2020
1 parent a2e30fc commit b698735
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Showing 2 changed files with 292 additions and 16 deletions.
307 changes: 291 additions & 16 deletions src/backend/gl/gl_common.c
Original file line number Diff line number Diff line change
Expand Up @@ -544,6 +544,7 @@ void gl_compose(backend_t *base, void *image_data, int dst_x, int dst_y,
* Blur contents in a particular region.
*/
bool gl_kernel_blur(backend_t *base, double opacity, void *ctx, const rect_t *extent,
const int width attr_unused, const int height attr_unused,
const int nrects, const GLuint vao[2]) {
auto bctx = (struct gl_blur_context *)ctx;
auto gd = (struct gl_data *)base;
Expand Down Expand Up @@ -623,13 +624,119 @@ bool gl_kernel_blur(backend_t *base, double opacity, void *ctx, const rect_t *ex
return true;
}

bool gl_dual_kawase_blur(backend_t *base, double opacity attr_unused, void *ctx,
const rect_t *extent attr_unused, const int nrects attr_unused,
const GLuint vao[2] attr_unused) {
auto bctx attr_unused = (struct gl_blur_context *)ctx;
auto gd attr_unused = (struct gl_data *)base;
bool gl_dual_kawase_blur(backend_t *base, double opacity, void *ctx, const rect_t *extent,
const int width, const int height, const int nrects,
const GLuint vao[2]) {
auto bctx = (struct gl_blur_context *)ctx;
auto gd = (struct gl_data *)base;

int dst_y_screen_coord = gd->height - extent->y2,
dst_y_fb_coord = bctx->fb_height - extent->y2;

// Reduce number of iterations until the last one renders at least 1px in both
// dimensions
int iterations = bctx->blur_texture_count;
while (((width / (1 << iterations)) < 1 || (height / (1 << iterations)) < 1) &&
iterations > 0) {
--iterations;
}
assert(iterations < (int)(sizeof(int) * 8));

// Kawase downsample pass
const gl_blur_shader_t *down_pass = &bctx->blur_shader[0];
assert(down_pass->prog);
glUseProgram(down_pass->prog);

// Downsample always renders with resize offset
glUniform2f(down_pass->orig_loc, (GLfloat)bctx->resize_width,
-(GLfloat)bctx->resize_height);

for (int i = 0; i < iterations; ++i) {
GLuint src_texture;
int tex_width, tex_height;
int texorig_x, texorig_y;

if (i == 0) {
// first pass: copy from back buffer
src_texture = gd->back_texture;
tex_width = gd->width;
tex_height = gd->height;

texorig_x = extent->x1;
texorig_y = dst_y_screen_coord;
} else {
// copy from previous pass
src_texture = bctx->blur_textures[i - 1];
auto src_size = bctx->texture_sizes[i - 1];
tex_width = src_size.width;
tex_height = src_size.height;

texorig_x = extent->x1 + bctx->resize_width;
texorig_y = dst_y_fb_coord - bctx->resize_height;
}

assert(src_texture);
assert(bctx->blur_fbos[i]);

glBindTexture(GL_TEXTURE_2D, src_texture);
glBindVertexArray(vao[1]);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, bctx->blur_fbos[i]);
glDrawBuffer(GL_COLOR_ATTACHMENT0);

glUniform2f(down_pass->texorig_loc, (GLfloat)texorig_x, (GLfloat)texorig_y);
glUniform1f(down_pass->scale_loc, (GLfloat)(1 << (i + 1)));

glUniform2f(down_pass->unifm_pixel_norm, 1.0f / (GLfloat)tex_width,
1.0f / (GLfloat)tex_height);

// TODO: Blur with dual_kawase shaders
glDrawElements(GL_TRIANGLES, nrects * 6, GL_UNSIGNED_INT, NULL);
}

// Kawase upsample pass
const gl_blur_shader_t *up_pass = &bctx->blur_shader[1];
assert(up_pass->prog);
glUseProgram(up_pass->prog);

// Upsample always samples from textures with resize offset
glUniform2f(up_pass->texorig_loc, (GLfloat)(extent->x1 + bctx->resize_width),
(GLfloat)(dst_y_fb_coord - bctx->resize_height));

for (int i = iterations - 1; i >= 0; --i) {
const GLuint src_texture = bctx->blur_textures[i];
assert(src_texture);

// Calculate normalized half-width/-height of a src pixel
auto src_size = bctx->texture_sizes[i];
int tex_width = src_size.width;
int tex_height = src_size.height;

glBindTexture(GL_TEXTURE_2D, src_texture);
if (i > 0) {
assert(bctx->blur_fbos[i - 1]);

// not last pass, draw into next framebuffer
glBindVertexArray(vao[1]);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, bctx->blur_fbos[i - 1]);
glDrawBuffer(GL_COLOR_ATTACHMENT0);

glUniform2f(up_pass->orig_loc, (GLfloat)bctx->resize_width,
-(GLfloat)bctx->resize_height);
glUniform1f(up_pass->unifm_opacity, (GLfloat)1);
} else {
// last pass, draw directly into the back buffer
glBindVertexArray(vao[0]);
glBindFramebuffer(GL_FRAMEBUFFER, gd->back_fbo);

glUniform2f(up_pass->orig_loc, (GLfloat)0, (GLfloat)0);
glUniform1f(up_pass->unifm_opacity, (GLfloat)opacity);
}

glUniform1f(up_pass->scale_loc, (GLfloat)(1 << i));
glUniform2f(up_pass->unifm_pixel_norm, 1.0f / (GLfloat)tex_width,
1.0f / (GLfloat)tex_height);

glDrawElements(GL_TRIANGLES, nrects * 6, GL_UNSIGNED_INT, NULL);
}

return true;
}
Expand All @@ -651,7 +758,10 @@ bool gl_blur(backend_t *base, double opacity, void *ctx, const region_t *reg_blu
for (int i = 0; i < bctx->blur_texture_count; ++i) {
auto tex_size = bctx->texture_sizes + i;
if (bctx->method == BLUR_METHOD_DUAL_KAWASE) {
// TODO: Use smaller textures for each iteration
// Use smaller textures for each iteration (quarter of the
// previous texture)
tex_size->width = 1 + (bctx->fb_width - 1) / (1 << (i + 1));
tex_size->height = 1 + (bctx->fb_height - 1) / (1 << (i + 1));
} else {
tex_size->width = bctx->fb_width;
tex_size->height = bctx->fb_height;
Expand All @@ -660,7 +770,22 @@ bool gl_blur(backend_t *base, double opacity, void *ctx, const region_t *reg_blu
glBindTexture(GL_TEXTURE_2D, bctx->blur_textures[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, tex_size->width,
tex_size->height, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);

if (bctx->method == BLUR_METHOD_DUAL_KAWASE) {
// Attach texture to FBO target
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, bctx->blur_fbos[i]);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
bctx->blur_textures[i], 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) !=
GL_FRAMEBUFFER_COMPLETE) {
log_error("Framebuffer attachment failed.");
glBindFramebuffer(GL_FRAMEBUFFER, 0);
return false;
}
}
}
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}

// Remainder: regions are in Xorg coordinates
Expand Down Expand Up @@ -725,9 +850,11 @@ bool gl_blur(backend_t *base, double opacity, void *ctx, const region_t *reg_blu
sizeof(GLint) * 4, (void *)(sizeof(GLint) * 2));

if (bctx->method == BLUR_METHOD_DUAL_KAWASE) {
ret = gl_dual_kawase_blur(base, opacity, ctx, extent_resized, nrects, vao);
ret = gl_dual_kawase_blur(base, opacity, ctx, extent_resized, width,
height, nrects, vao);
} else {
ret = gl_kernel_blur(base, opacity, ctx, extent_resized, nrects, vao);
ret = gl_kernel_blur(base, opacity, ctx, extent_resized, width, height,
nrects, vao);
}

glBindFramebuffer(GL_FRAMEBUFFER, 0);
Expand All @@ -751,13 +878,14 @@ bool gl_blur(backend_t *base, double opacity, void *ctx, const region_t *reg_blu
// clang-format off
const char *vertex_shader = GLSL(330,
uniform mat4 projection;
uniform float scale = 1.0;
uniform vec2 orig;
uniform vec2 texorig;
layout(location = 0) in vec2 coord;
layout(location = 1) in vec2 in_texcoord;
out vec2 texcoord;
void main() {
gl_Position = projection * vec4(coord + orig, 0, 1);
gl_Position = projection * vec4(coord + orig, 0, scale);
texcoord = in_texcoord + texorig;
}
);
Expand Down Expand Up @@ -1190,17 +1318,164 @@ bool gl_create_kernel_blur_context(void *blur_context, GLfloat *projection,
return success;
}

bool gl_create_dual_kawase_blur_context(void *blur_context, GLfloat *projection attr_unused,
enum blur_method method attr_unused,
void *args attr_unused) {
bool gl_create_dual_kawase_blur_context(void *blur_context, GLfloat *projection,
enum blur_method method, void *args) {
bool success = false;
auto ctx = (struct gl_blur_context *)blur_context;

// TODO: Create and initialize down and upsample shader
ctx->method = method;

auto blur_params = generate_dual_kawase_params(args);

// Specify required textures and FBOs
ctx->blur_texture_count = blur_params->iterations;
ctx->blur_fbo_count = blur_params->iterations;

ctx->resize_width += blur_params->expand;
ctx->resize_height += blur_params->expand;

ctx->npasses = 2;
ctx->blur_shader = ccalloc(ctx->npasses, gl_blur_shader_t);

char *lc_numeric_old = strdup(setlocale(LC_NUMERIC, NULL));
// Enforce LC_NUMERIC locale "C" here to make sure decimal point is sane
// Thanks to hiciu for reporting.
setlocale(LC_NUMERIC, "C");

// Dual-kawase downsample shader / program
auto down_pass = ctx->blur_shader;
{
// clang-format off
static const char *FRAG_SHADER_DOWN = GLSL(330,
uniform sampler2D tex_src;
uniform float scale = 1.0;
uniform vec2 pixel_norm;
in vec2 texcoord;
out vec4 out_color;
void main() {
vec2 offset = %.7g * pixel_norm;
vec2 uv = texcoord * pixel_norm * (2.0 / scale);
vec4 sum = texture2D(tex_src, uv) * 4.0;
sum += texture2D(tex_src, uv - vec2(0.5, 0.5) * offset);
sum += texture2D(tex_src, uv + vec2(0.5, 0.5) * offset);
sum += texture2D(tex_src, uv + vec2(0.5, -0.5) * offset);
sum += texture2D(tex_src, uv - vec2(0.5, -0.5) * offset);
out_color = sum / 8.0;
}
);
// clang-format on

// Build shader
size_t shader_len =
strlen(FRAG_SHADER_DOWN) + 10 /* offset */ + 1 /* null terminator */;
char *shader_str = ccalloc(shader_len, char);
auto real_shader_len =
snprintf(shader_str, shader_len, FRAG_SHADER_DOWN, blur_params->offset);
CHECK(real_shader_len >= 0);
CHECK((size_t)real_shader_len < shader_len);

// Build program
down_pass->prog = gl_create_program_from_str(vertex_shader, shader_str);
free(shader_str);
if (!down_pass->prog) {
log_error("Failed to create GLSL program.");
success = false;
goto out;
}
glBindFragDataLocation(down_pass->prog, 0, "out_color");

// Get uniform addresses
down_pass->unifm_pixel_norm =
glGetUniformLocationChecked(down_pass->prog, "pixel_norm");
down_pass->orig_loc =
glGetUniformLocationChecked(down_pass->prog, "orig");
down_pass->texorig_loc =
glGetUniformLocationChecked(down_pass->prog, "texorig");
down_pass->scale_loc =
glGetUniformLocationChecked(down_pass->prog, "scale");

// Setup projection matrix
glUseProgram(down_pass->prog);
int pml = glGetUniformLocationChecked(down_pass->prog, "projection");
glUniformMatrix4fv(pml, 1, false, projection);
glUseProgram(0);
}

// Dual-kawase upsample shader / program
auto up_pass = ctx->blur_shader + 1;
{
// clang-format off
static const char *FRAG_SHADER_UP = GLSL(330,
uniform sampler2D tex_src;
uniform float scale = 1.0;
uniform vec2 pixel_norm;
uniform float opacity;
in vec2 texcoord;
out vec4 out_color;
void main() {
vec2 offset = %.7g * pixel_norm;
vec2 uv = texcoord * pixel_norm / (2 * scale);
vec4 sum = texture2D(tex_src, uv + vec2(-1.0, 0.0) * offset);
sum += texture2D(tex_src, uv + vec2(-0.5, 0.5) * offset) * 2.0;
sum += texture2D(tex_src, uv + vec2(0.0, 1.0) * offset);
sum += texture2D(tex_src, uv + vec2(0.5, 0.5) * offset) * 2.0;
sum += texture2D(tex_src, uv + vec2(1.0, 0.0) * offset);
sum += texture2D(tex_src, uv + vec2(0.5, -0.5) * offset) * 2.0;
sum += texture2D(tex_src, uv + vec2(0.0, -1.0) * offset);
sum += texture2D(tex_src, uv + vec2(-0.5, -0.5) * offset) * 2.0;
out_color = sum / 12.0 * opacity;
}
);
// clang-format on

// Build shader
size_t shader_len =
strlen(FRAG_SHADER_UP) + 10 /* offset */ + 1 /* null terminator */;
char *shader_str = ccalloc(shader_len, char);
auto real_shader_len =
snprintf(shader_str, shader_len, FRAG_SHADER_UP, blur_params->offset);
CHECK(real_shader_len >= 0);
CHECK((size_t)real_shader_len < shader_len);

// Build program
up_pass->prog = gl_create_program_from_str(vertex_shader, shader_str);
free(shader_str);
if (!up_pass->prog) {
log_error("Failed to create GLSL program.");
success = false;
goto out;
}
glBindFragDataLocation(up_pass->prog, 0, "out_color");

// Get uniform addresses
up_pass->unifm_pixel_norm =
glGetUniformLocationChecked(up_pass->prog, "pixel_norm");
up_pass->unifm_opacity =
glGetUniformLocationChecked(up_pass->prog, "opacity");
up_pass->orig_loc = glGetUniformLocationChecked(up_pass->prog, "orig");
up_pass->texorig_loc =
glGetUniformLocationChecked(up_pass->prog, "texorig");
up_pass->scale_loc = glGetUniformLocationChecked(up_pass->prog, "scale");

// Setup projection matrix
glUseProgram(up_pass->prog);
int pml = glGetUniformLocationChecked(up_pass->prog, "projection");
glUniformMatrix4fv(pml, 1, false, projection);
glUseProgram(0);
}

log_warn("Blur method 'dual_kawase' is not yet implemented.");
ctx->method = BLUR_METHOD_NONE;
success = true;
out:
free(blur_params);

if (!success) {
ctx = NULL;
}

// Restore LC_NUMERIC
setlocale(LC_NUMERIC, lc_numeric_old);
free(lc_numeric_old);

return success;
}

Expand Down
1 change: 1 addition & 0 deletions src/backend/gl/gl_common.h
Original file line number Diff line number Diff line change
Expand Up @@ -36,6 +36,7 @@ typedef struct {
GLint unifm_opacity;
GLint orig_loc;
GLint texorig_loc;
GLint scale_loc;
} gl_blur_shader_t;

typedef struct {
Expand Down

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