Important burn-in optimization. It is much lighter on resources.

This commit is contained in:
Filippo Scognamiglio
2018-11-07 22:36:51 +01:00
parent 272bc5fe89
commit 92e82c203f
5 changed files with 151 additions and 135 deletions

View File

@@ -30,9 +30,9 @@ Item{
property size virtualResolution: Qt.size(kterminal.width, kterminal.height)
property alias mainTerminal: kterminal
property ShaderEffectSource mainSource: kterminalSource
property ShaderEffectSource blurredSource: blurredSourceLoader.item
property ShaderEffectSource mainSource: kterminalSource
property BurnInEffect burnInEffect: burnInEffect
property real fontWidth: 1.0
property real screenScaling: 1.0
property real scaleTexture: 1.0
@@ -44,14 +44,6 @@ Item{
anchors.topMargin: frame.displacementTop * appSettings.windowScaling
anchors.bottomMargin: frame.displacementBottom * appSettings.windowScaling
//Parameters for the burnIn effect.
property real burnIn: appSettings.burnIn
property real fps: appSettings.fps !== 0 ? appSettings.fps : 60
property real burnInFadeTime: Utils.lint(_minBurnInFadeTime, _maxBurnInFadeTime, burnIn)
property real motionBlurCoefficient: 1.0 / (fps * burnInFadeTime)
property real _minBurnInFadeTime: 0.16
property real _maxBurnInFadeTime: 1.6
property size terminalSize: kterminal.terminalSize
property size fontMetrics: kterminal.fontMetrics
@@ -232,117 +224,8 @@ Item{
visible: false
textureSize: Qt.size(kterminal.width * scaleTexture, kterminal.height * scaleTexture);
}
Loader{
id: blurredSourceLoader
asynchronous: true
active: burnIn !== 0
sourceComponent: ShaderEffectSource{
property bool updateBurnIn: false
id: _blurredSourceEffect
sourceItem: blurredTerminalLoader.item
recursive: true
live: false
hideSource: true
wrapMode: kterminalSource.wrapMode
visible: false
function restartBlurSource(){
livetimer.restart();
}
// This updates the burnin synched with the timer.
Connections {
target: updateBurnIn ? mainShader : null
ignoreUnknownSignals: false
onTimeChanged: _blurredSourceEffect.scheduleUpdate();
}
Timer{
id: livetimer
// The interval assumes 60 fps. This is the time needed burnout a white pixel.
// We multiply 1.1 to have a little bit of margin over the theoretical value.
// This solution is not extremely clean, but it's probably the best to avoid measuring fps.
interval: burnInFadeTime * 1000 * 1.1
running: true
onTriggered: _blurredSourceEffect.updateBurnIn = false;
}
Connections{
target: kterminal
onImagePainted:{
_blurredSourceEffect.scheduleUpdate();
_blurredSourceEffect.updateBurnIn = true;
livetimer.restart();
}
}
// Restart blurred source settings change.
Connections{
target: appSettings
onBurnInChanged: _blurredSourceEffect.restartBlurSource();
onTerminalFontChanged: _blurredSourceEffect.restartBlurSource();
onRasterizationChanged: _blurredSourceEffect.restartBlurSource();
onBurnInQualityChanged: _blurredSourceEffect.restartBlurSource();
}
Connections {
target: kterminalScrollbar
onOpacityChanged: _blurredSourceEffect.restartBlurSource();
}
}
}
Loader{
id: blurredTerminalLoader
property int burnInScaling: scaleTexture * appSettings.burnInQuality
width: appSettings.lowResolutionFont
? kterminal.width * Math.max(1, burnInScaling)
: kterminal.width * scaleTexture * appSettings.burnInQuality
height: appSettings.lowResolutionFont
? kterminal.height * Math.max(1, burnInScaling)
: kterminal.height * scaleTexture * appSettings.burnInQuality
active: burnIn !== 0
asynchronous: true
sourceComponent: ShaderEffect {
property variant txt_source: kterminalSource
property variant blurredSource: blurredSourceLoader.item
property real blurCoefficient: motionBlurCoefficient
blending: false
fragmentShader:
"#ifdef GL_ES
precision mediump float;
#endif\n" +
"uniform lowp float qt_Opacity;" +
"uniform lowp sampler2D txt_source;" +
"varying highp vec2 qt_TexCoord0;
uniform lowp sampler2D blurredSource;
uniform highp float blurCoefficient;" +
"float max3(vec3 v) {
return max (max (v.x, v.y), v.z);
}" +
"void main() {" +
"vec2 coords = qt_TexCoord0;" +
"vec3 origColor = texture2D(txt_source, coords).rgb;" +
"vec3 blur_color = texture2D(blurredSource, coords).rgb - vec3(blurCoefficient);" +
"vec3 color = min(origColor + blur_color, max(origColor, blur_color));" +
"gl_FragColor = vec4(color, max3(color - origColor));" +
"}"
onStatusChanged: if (log) console.log(log) //Print warning messages
}
BurnInEffect {
id: burnInEffect
}
}