Replace glass effects with plain backdrop blur and refine shell layout
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@@ -34,8 +34,7 @@ decorations). Leaving fullscreen restores the previous maximized/tiled state.
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Set `FERESE_TRACE_PERFORMANCE=1` to emit five-second per-output summaries under
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the `ferese::render` tracing target. Summaries include rendered frames, damaged
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pixels, average and longest render time, DRM missed-deadline totals, blur-active
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frames, blur-region count, and sampled blur pixels.
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pixels, average and longest render time, and DRM missed-deadline totals.
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The native-client soak runner and its nested/DRM procedure are documented in
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[docs/native-soak-testing.md](docs/native-soak-testing.md).
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@@ -48,7 +47,7 @@ cargo build -p ferese-effects-probe
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cargo run -p ferese -- --grant-effects -- target/debug/ferese-effects-probe
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```
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Add `--preview` to keep a glass popover visible in the nested compositor:
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Add `--preview` to keep a solid popover visible in the nested compositor:
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```bash
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cargo build -p ferese-effects-probe
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@@ -57,8 +56,7 @@ cargo run -p ferese -- --backend nested --grant-effects -- \
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```
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Press `Super+Enter` in the Ferese window to open `foot`, then move or update the
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terminal beneath the popover to see backdrop capture, blur, tint, and damage
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invalidation. Stop the preview with `Ctrl+C` in the host terminal.
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terminal beneath the popover to inspect stacking, rounded clipping, and shadows. Stop the preview with `Ctrl+C` in the host terminal.
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To verify that the private global is absent from the public Wayland socket:
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@@ -108,29 +106,25 @@ blur = 18.0
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opacity = 0.20
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[theme.material]
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style = "glass" # glass, translucent, or solid
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style = "solid" # solid or translucent
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blur_radius = 12.0 # logical pixels; translucent only, 0 disables blur
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```
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Glass roles use live backdrop sampling, a dark tint, diagonal lighting, inset
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edges, static overlay grain, and role-specific shadows. Configure them with:
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Material roles use the configured surface color and role-specific shadows.
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Solid is the default. Translucent adds backdrop blur behind the same surface
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color, without grain, glossy lighting, saturation boosts, or inset highlights.
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The radius is clamped to 32 logical pixels. A shader/allocation failure falls
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back to a plain translucent fill. Shell popovers report rounded card regions;
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their outer padding and gaps stay transparent. Each surface shares one capture
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across its cards, so cards do not sample already blurred neighboring cards.
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Use `--preview --regions` with the effects probe to inspect two cards over a
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patterned background, including the sharp gap between them.
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```toml
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[appearance]
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corner_radius = 14.0
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reduced_effects = false # true selects reduced_blur or a stricter quality tier
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[appearance.glass]
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tint_color = "#1C202E"
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blur_scale = 1.0 # clamped to 0.5–1.5; non-finite values are rejected
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grain = true
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quality = "full"
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```
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Quality tiers are `full`, `no_grain`, `no_saturation`, `reduced_blur`
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(at most 12 logical pixels with fewer samples), `translucent`, and `solid`.
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Each tier retains earlier reductions without reducing tint opacity or changing
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layout. Backdrop shader or texture allocation failure falls back to translucent.
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The legacy `surface.panel_elevated` role uses the panel tint with popover elevation.
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Shell shadows use restrained logical-pixel presets: panel `1/5/4%`, popover
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and menu `2/8/7%`, HUD `1/4/4%`, and notification/modal `3/10/9%`
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(vertical offset / blur / opacity). Private effects capabilities
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@@ -173,8 +167,7 @@ shadow. Window spacing uses the workspace outer gap; `top_bar_window_gap` under
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shell surfaces also omit outlines. The dark startup fallback matches the material palette.
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The shell decodes wallpaper in parallel with startup and prefers the lightweight
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software renderer, with GPU rendering available as a fallback. Glass effects
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still run on the compositor GPU. Set `ICED_BACKEND=wgpu` to explicitly use GPU
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software renderer, with GPU rendering available as a fallback. Set `ICED_BACKEND=wgpu` to explicitly use GPU
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rendering for shell content. Use release builds when evaluating startup and
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animation performance; debug image processing is considerably slower.
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