Add Apple-style window corners with isolated shell rendering

This commit is contained in:
Samuel Onoja committed 2026-10-02 09:24:17 +01:00
1 parent b45917c41d
commit 73da6c68d2
10 files changed
+890 -45

No files matched your search

+23
View File
@@ -79,19 +79,42 @@ pub(crate) fn physical_rect(
)
}
#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
pub(crate) enum CornerShape {
#[default]
Circular,
Continuous,
}
/// Conservative extent of the corner shoulders, in physical pixels.
pub(crate) fn corner_extent(radius: f32, size: smithay::utils::Size<i32, Physical>, shape: CornerShape) -> f32 {
if shape == CornerShape::Circular {
return radius;
}
(radius * 1.528_665).min(size.w.min(size.h) as f32 * 0.5)
}
/// A single physical outline shared by content and all of its decorations.
#[derive(Clone, Copy, Debug, PartialEq)]
pub(crate) struct RoundedRect {
pub rect: Rectangle<i32, Physical>,
pub radius: f32,
pub shape: CornerShape,
}
impl RoundedRect {
pub(crate) fn with_shape(mut self, shape: CornerShape) -> Self {
self.shape = shape;
self
}
pub(crate) fn new(rect: ferese_layout::Rect, origin: Point<i32, Logical>, scale: f64, radius: f64) -> Self {
let rect = physical_rect(rect, origin, scale);
Self {
radius: clamp_radius(radius * scale, rect.size),
rect,
shape: CornerShape::Circular,
}
}
+552
View File
@@ -0,0 +1,552 @@
//! Independent path oracle for the measured UIKit profile and GPU edge coverage.
use super::*;
const EXTENT: f64 = 1.52866498;
type Point2 = [f64; 2];
type Cubic = [Point2; 4];
// Fixture: normalized points extracted from UIKit's UIBezierPath output.
// https://liamrosenfeld.com/posts/apple_icon_quest/
const APPLE: [Cubic; 3] = [
[
[0.0, EXTENT],
[0.0, 1.08849296],
[0.0, 0.86840694],
[0.07491139, 0.63149379],
],
[
[0.07491139, 0.63149379],
[0.16905956, 0.37282383],
[0.37282383, 0.16905956],
[0.63149379, 0.07491139],
],
[
[0.63149379, 0.07491139],
[0.86840694, 0.0],
[1.08849296, 0.0],
[EXTENT, 0.0],
],
];
const CIRCLE: [Cubic; 3] = [
[
[0.0, 1.0],
[0.0, 0.8686781289],
[0.0258657631, 0.7386421566],
[0.0761204675, 0.6173165676],
],
[
[0.0761204675, 0.6173165676],
[0.1776144241, 0.3722884810],
[0.3722884810, 0.1776144241],
[0.6173165676, 0.0761204675],
],
[
[0.6173165676, 0.0761204675],
[0.7386421566, 0.0258657631],
[0.8686781289, 0.0],
[1.0, 0.0],
],
];
fn lerp(a: Point2, b: Point2, t: f64) -> Point2 {
[a[0] + (b[0] - a[0]) * t, a[1] + (b[1] - a[1]) * t]
}
fn curve(mut points: Cubic, t: f64) -> Point2 {
// De Casteljau, independent of the shader's polynomial/Newton calculation.
for count in (1..4).rev() {
for index in 0..count {
points[index] = lerp(points[index], points[index + 1], t);
}
}
points[0]
}
fn squared_distance(a: Point2, b: Point2) -> f64 {
(a[0] - b[0]).powi(2) + (a[1] - b[1]).powi(2)
}
fn nearest_distance(points: Cubic, query: Point2) -> f64 {
let index = (0usize..=64)
.min_by(|a, b| {
squared_distance(curve(points, *a as f64 / 64.0), query)
.total_cmp(&squared_distance(curve(points, *b as f64 / 64.0), query))
})
.unwrap();
let mut low = index.saturating_sub(1) as f64 / 64.0;
let mut high = (index + 1).min(64) as f64 / 64.0;
// Bracketed minimization, rather than reimplementing the GPU Newton solver.
for _ in 0..36 {
let a = low + (high - low) / 3.0;
let b = high - (high - low) / 3.0;
if squared_distance(curve(points, a), query) < squared_distance(curve(points, b), query) {
high = b;
} else {
low = a;
}
}
squared_distance(curve(points, (low + high) * 0.5), query).sqrt()
}
fn reference_distance(point: Point2, rect: [f64; 4], radius: f64, shape: CornerShape) -> f64 {
let half = [rect[2] * 0.5, rect[3] * 0.5];
let inset = [
half[0] - (point[0] - rect[0] - half[0]).abs(),
half[1] - (point[1] - rect[1] - half[1]).abs(),
];
let limit = half[0].min(half[1]);
if shape == CornerShape::Circular || radius <= 0.0 || radius >= limit {
let q = [radius - inset[0], radius - inset[1]];
return q[0].max(0.0).hypot(q[1].max(0.0)) + q[0].max(q[1]).min(0.0) - radius;
}
let blend = ((limit / radius - 1.0) / (EXTENT - 1.0)).clamp(0.0, 1.0);
let extent = 1.0 + (EXTENT - 1.0) * blend;
if inset[0].max(inset[1]) >= extent * radius {
return -inset[0].min(inset[1]);
}
let query = [inset[0] / radius, inset[1] / radius];
let curves = std::array::from_fn::<_, 3, _>(|segment| {
std::array::from_fn(|index| lerp(CIRCLE[segment][index], APPLE[segment][index], blend))
});
let distance = curves
.iter()
.map(|points| nearest_distance(*points, query))
.fold(f64::INFINITY, f64::min);
let mut inside = false;
if query[0] >= 0.0 && query[1] >= 0.0 {
for points in curves {
if query[0] >= points[0][0] && query[0] <= points[3][0] {
let mut low = 0.0;
let mut high = 1.0;
for _ in 0..36 {
let middle = (low + high) * 0.5;
if curve(points, middle)[0] < query[0] {
low = middle;
} else {
high = middle;
}
}
inside = query[1] >= curve(points, (low + high) * 0.5)[1];
break;
}
}
}
distance * radius * if inside { -1.0 } else { 1.0 }
}
fn coverage(distance: f64) -> f64 {
(0.5 - distance).clamp(0.0, 1.0)
}
#[test]
fn shell_roles_and_shader_sources_keep_circular_corners() {
use crate::effects::SemanticRole::*;
for role in [Panel, PanelElevated, Popover, Menu, Notification, Hud, Modal] {
assert_eq!(corner_shape_for_role(Some(role)), CornerShape::Circular);
}
assert_eq!(corner_shape_for_role(None), CornerShape::Continuous);
for source in [BLUR_SHADER, MATERIAL_SHADER, ROUNDED_TEXTURE_SHADER] {
assert_eq!(
corner_shader(source),
source.replace("//_CORNERS_", include_str!("shaders/corners.glsl"))
);
assert!(!corner_shader(source).contains("CORNER_EXTENT"));
}
}
fn renderer() -> GlesRenderer {
use smithay::backend::egl::{EGLContext, EGLDevice, EGLDisplay};
let device = EGLDevice::enumerate().unwrap().last().expect("an EGL device");
let display = unsafe { EGLDisplay::new(device).unwrap() };
unsafe { GlesRenderer::new(EGLContext::new(&display).unwrap()).unwrap() }
}
#[test]
#[ignore = "manual EGL timing sample; requires a rendering device"]
fn window_corner_shader_timing_sample() {
let mut renderer = renderer();
let driver = renderer
.with_context(|gl| {
unsafe { std::ffi::CStr::from_ptr(gl.GetString(0x1F01).cast()) }
.to_string_lossy()
.into_owned()
})
.unwrap();
let mut resources = RenderResources::default();
let size = (1024, 768).into();
let rect = Rectangle::<i32, Physical>::from_size(size);
let uniforms = [
Uniform::new("clip_rect", [0.0f32, 0.0, 1024.0, 768.0]),
Uniform::new("radius", 16.0f32),
];
let mut texture: GlesTexture = renderer.create_buffer(Fourcc::Abgr8888, (1024, 768).into()).unwrap();
for shape in [CornerShape::Circular, CornerShape::Continuous] {
let programs = corner_program(&mut resources, &mut renderer, shape).unwrap();
let mut samples = Vec::new();
for iteration in 0..110 {
let started = std::time::Instant::now();
let mut target = renderer.bind(&mut texture).unwrap();
let mut frame = renderer.render(&mut target, size, Transform::Normal).unwrap();
frame.clear(Color32F::TRANSPARENT, &[rect]).unwrap();
frame
.render_pixel_shader_to(
&programs.solid,
Rectangle::from_size((1024.0, 768.0).into()),
rect,
(1024, 768).into(),
Some(&[rect]),
1.0,
&uniforms,
)
.unwrap();
frame.finish().unwrap().wait().unwrap();
if iteration >= 10 {
samples.push(started.elapsed());
}
}
samples.sort_unstable();
eprintln!(
"corner shader {shape:?}: driver={driver}, median={:?}, p95={:?}, size=1024x768, radius=16",
samples[50], samples[95]
);
}
}
fn rasterize(renderer: &mut GlesRenderer, program: &GlesPixelProgram, uniforms: &[Uniform<'_>]) -> Vec<u8> {
let size = (64, 64).into();
let mut texture: GlesTexture = renderer.create_buffer(Fourcc::Abgr8888, size).unwrap();
let rect = Rectangle::<i32, Physical>::from_size((64, 64).into());
let mut target = renderer.bind(&mut texture).unwrap();
{
let mut frame = renderer
.render(&mut target, (64, 64).into(), Transform::Normal)
.unwrap();
frame.clear(Color32F::TRANSPARENT, &[rect]).unwrap();
frame
.render_pixel_shader_to(
program,
Rectangle::from_size(size.to_f64()),
rect,
size,
Some(&[rect]),
1.0,
uniforms,
)
.unwrap();
let _ = frame.finish().unwrap();
}
let mapping = renderer
.copy_framebuffer(&target, Rectangle::from_size(size), Fourcc::Abgr8888)
.unwrap();
renderer.map_texture(&mapping).unwrap().to_vec()
}
#[test]
#[ignore = "requires an EGL rendering device"]
fn apple_window_fill_and_inset_border_match_path_reference_at_fractional_scales() {
let mut renderer = renderer();
let mut resources = RenderResources::default();
let programs = corner_program(&mut resources, &mut renderer, CornerShape::Continuous).unwrap();
// Include tiny radii, fractional physical coordinates, overlapping shoulder
// adaptation, exact pills, square/fullscreen, and broad inset borders.
for (radius, width) in [
(0.0f32, 1.0f32),
(0.375, 0.75),
(8.25, 1.25),
(12.375, 2.25),
(24.0, 3.0),
(29.49, 2.5),
(29.5, 2.5),
(12.375, 12.0),
] {
let rect = [1.25f32, 2.5, 61.5, 59.0];
let fill = rasterize(
&mut renderer,
&programs.solid,
&[
Uniform::new("clip_rect", rect),
Uniform::new("radius", radius),
Uniform::new("color", [1.0f32; 4]),
],
);
let border = BorderParameters {
geometry: Rectangle::from_size((64, 64).into()),
clip_rect: rect,
radius,
width,
color: [1.0; 4],
color_to: [1.0; 4],
gradient_line: [0.0; 4],
focus_color: [1.0; 4],
focus_color_to: [1.0; 4],
focus_gradient_line: [0.0; 4],
focus_mix: 0.0,
};
let edge = rasterize(&mut renderer, &programs.border, &border_uniforms(&border));
for y in 0..64 {
for x in 0..64 {
let distance = reference_distance(
[x as f64 + 0.5, y as f64 + 0.5],
rect.map(f64::from),
radius.into(),
CornerShape::Continuous,
);
let outer = coverage(distance);
let inner = coverage(distance + f64::from(width));
let index = (y * 64 + x) * 4;
for (actual, expected) in [(fill[index + 3], outer), (edge[index + 3], (outer - inner).max(0.0))] {
let expected = (expected * 255.0).round() as u8;
assert!(
actual.abs_diff(expected) <= 2,
"x={x} y={y} radius={radius} width={width}: GPU={actual}, reference={expected}"
);
}
}
}
}
}
#[test]
#[ignore = "requires an EGL rendering device"]
fn window_programs_do_not_change_cached_shell_materials_and_blur() {
let mut renderer = renderer();
let mut resources = RenderResources::default();
let context = renderer.context_id().erased();
let circular = rounded_clip_program(&mut resources, &mut renderer).unwrap();
material_program(&mut resources, &mut renderer).unwrap();
blur_program(&mut resources, &mut renderer).unwrap();
let uniforms = [
Uniform::new("clip_rect", [0.0f32, 0.0, 64.0, 64.0]),
Uniform::new("radius", 12.0f32),
Uniform::new("color", [1.0f32; 4]),
];
let before = rasterize(&mut renderer, &circular.solid, &uniforms);
corner_program(&mut resources, &mut renderer, CornerShape::Continuous).unwrap();
material_program_for_corners(&mut resources, &mut renderer, CornerShape::Continuous).unwrap();
let circular = rounded_clip_program(&mut resources, &mut renderer).unwrap();
let after = rasterize(&mut renderer, &circular.solid, &uniforms);
assert_eq!(before, after);
let cache = &resources.contexts[&context];
assert!(cache.material.is_some() && cache.window_material.is_some() && cache.blur.is_some());
}
#[test]
fn apple_shoulder_extent_never_claims_transparent_pixels_as_opaque() {
let clip = Rectangle::from_size((64, 64).into());
for radius in [0.375f32, 8.25, 12.375, 24.0, 31.99, 32.0] {
let extent = corner_extent(radius, clip.size, CornerShape::Continuous);
let opaque = rounded_opaque_regions(&[clip], Point::default(), clip, extent);
for region in opaque.iter() {
for y in region.loc.y..region.loc.y + region.size.h {
for x in region.loc.x..region.loc.x + region.size.w {
let distance = reference_distance(
[x as f64 + 0.5, y as f64 + 0.5],
[0.0, 0.0, 64.0, 64.0],
radius.into(),
CornerShape::Continuous,
);
assert_eq!(
coverage(distance),
1.0,
"transparent opaque claim at ({x}, {y}), radius={radius}"
);
}
}
}
}
}
#[test]
#[ignore = "requires an EGL rendering device"]
fn apple_shadow_and_window_tint_match_the_same_outline() {
let mut renderer = renderer();
let mut resources = RenderResources::default();
let programs = corner_program(&mut resources, &mut renderer, CornerShape::Continuous).unwrap();
let material = material_program_for_corners(&mut resources, &mut renderer, CornerShape::Continuous).unwrap();
let rect = [1.25f32, 2.5, 61.5, 59.0];
let radius = 12.375f32;
let shadow = rasterize(
&mut renderer,
&programs.shadow,
&[
Uniform::new("shadow_rect", rect),
Uniform::new("radius", radius),
Uniform::new("blur", 8.0f32),
Uniform::new("opacity", 1.0f32),
Uniform::new("shadow_color", [1.0f32; 4]),
],
);
let tint = rasterize(
&mut renderer,
&material.0,
&[
Uniform::new("visible_rect", rect),
Uniform::new("material_radius", radius),
Uniform::new("tint", [1.0f32; 4]),
Uniform::new("paint_mode", 0.0f32),
Uniform::new("shadow_rect", rect),
Uniform::new("shadow_values", [0.0f32; 2]),
],
);
for y in 0..64 {
for x in 0..64 {
let distance = reference_distance(
[x as f64 + 0.5, y as f64 + 0.5],
rect.map(f64::from),
radius.into(),
CornerShape::Continuous,
);
let shadow_alpha = (-0.5 * (distance.max(0.0) / 4.0).powi(2)).exp();
let index = (y * 64 + x) * 4;
for (actual, expected) in [(tint[index + 3], coverage(distance)), (shadow[index + 3], shadow_alpha)] {
assert!(
actual.abs_diff((expected * 255.0).round() as u8) <= 2,
"outline mismatch at ({x}, {y})"
);
}
}
}
}
#[test]
#[ignore = "requires an EGL rendering device"]
fn window_role_change_invalidates_decorations_and_preserves_the_resize_snapshot() {
let mut renderer = renderer();
let mut resources = RenderResources::default();
let id = ferese_layout::WindowId(1);
let context = renderer.context_id().erased();
assert!(!resources.prepare_window_corners(id, CornerShape::Continuous));
let programs = corner_program(&mut resources, &mut renderer, CornerShape::Continuous).unwrap();
let parameters = BorderParameters {
geometry: Rectangle::from_size((64, 64).into()),
clip_rect: [0.0, 0.0, 64.0, 64.0],
radius: 12.0,
width: 2.0,
color: [1.0; 4],
color_to: [1.0; 4],
gradient_line: [0.0; 4],
focus_color: [1.0; 4],
focus_color_to: [1.0; 4],
focus_gradient_line: [0.0; 4],
focus_mix: 0.0,
};
let element = SharedPixelShaderElement::new(
programs.border,
parameters.geometry,
None,
1.0,
border_uniforms(&parameters),
RenderElementKind::Unspecified,
);
resources
.windows
.get_mut(&id)
.unwrap()
.borders
.contexts
.insert(context.clone(), CachedBorder { element, parameters });
let texture = renderer.create_buffer(Fourcc::Abgr8888, (64, 64).into()).unwrap();
resources.set_snapshot(
id,
ResizeSnapshot {
texture,
context: context.clone(),
id: Id::new(),
commit: CommitCounter::default(),
elapsed: Duration::ZERO,
last_tick: None,
scale: 1.0,
},
);
let snapshot_id = resources.snapshot(&id).unwrap().id.clone();
let commit = resources.snapshot(&id).unwrap().commit;
assert!(!resources.prepare_window_corners(id, CornerShape::Continuous));
assert_eq!(resources.windows[&id].borders.contexts.len(), 1);
assert!(resources.prepare_window_corners(id, CornerShape::Circular));
assert!(resources.windows[&id].borders.contexts.is_empty());
let snapshot = resources.snapshot(&id).unwrap();
assert_eq!(snapshot.id, snapshot_id);
assert_ne!(snapshot.commit, commit);
let updated_commit = snapshot.commit;
assert!(!resources.prepare_window_corners(id, CornerShape::Circular));
assert_eq!(resources.snapshot(&id).unwrap().commit, updated_commit);
}
fn endpoint_derivatives(points: Cubic, end: bool) -> (Point2, Point2) {
if end {
(
[3.0 * (points[3][0] - points[2][0]), 3.0 * (points[3][1] - points[2][1])],
[
6.0 * (points[3][0] - 2.0 * points[2][0] + points[1][0]),
6.0 * (points[3][1] - 2.0 * points[2][1] + points[1][1]),
],
)
} else {
(
[3.0 * (points[1][0] - points[0][0]), 3.0 * (points[1][1] - points[0][1])],
[
6.0 * (points[2][0] - 2.0 * points[1][0] + points[0][0]),
6.0 * (points[2][1] - 2.0 * points[1][1] + points[0][1]),
],
)
}
}
fn curvature(tangent: Point2, acceleration: Point2) -> f64 {
(tangent[0] * acceleration[1] - tangent[1] * acceleration[0]).abs() / tangent[0].hypot(tangent[1]).powi(3)
}
#[test]
fn measured_uikit_profile_has_flat_shoulders_but_small_internal_join_discontinuities() {
let (start, start_acceleration) = endpoint_derivatives(APPLE[0], false);
let (end, end_acceleration) = endpoint_derivatives(APPLE[2], true);
assert_eq!(start[0], 0.0);
assert_eq!(end[1], 0.0);
assert_eq!(curvature(start, start_acceleration), 0.0);
assert_eq!(curvature(end, end_acceleration), 0.0);
for pair in APPLE.windows(2) {
assert_eq!(pair[0][3], pair[1][0], "join must be position-continuous");
let (before, before_acceleration) = endpoint_derivatives(pair[0], true);
let (after, after_acceleration) = endpoint_derivatives(pair[1], false);
let cosine =
(before[0] * after[0] + before[1] * after[1]) / before[0].hypot(before[1]) / after[0].hypot(after[1]);
let angle = cosine.clamp(-1.0, 1.0).acos().to_degrees();
let curvature_jump = (curvature(before, before_acceleration) - curvature(after, after_acceleration)).abs();
// This is a measured Apple-style approximation, not a globally G1/G2
// curve. Preserve and document its limitation instead of falsely
// passing a continuity test, or silently changing the source profile.
assert!((angle - 2.453_166_93).abs() < 1.0e-6);
assert!((curvature_jump - 0.354_989_57).abs() < 1.0e-6);
}
}
+32 -12
View File
@@ -3,13 +3,20 @@ use super::*;
pub(super) fn rounded_clip_program(
resources: &mut RenderResources,
renderer: &mut GlesRenderer,
) -> Option<RoundedClipPrograms> {
corner_program(resources, renderer, CornerShape::Circular)
}
pub(super) fn corner_program(
resources: &mut RenderResources,
renderer: &mut GlesRenderer,
shape: CornerShape,
) -> Option<RoundedClipPrograms> {
let context = renderer.context_id().erased();
if let Some(program) = resources
.contexts
.get(&context)
.and_then(|programs| programs.rounded.as_ref())
{
if let Some(program) = resources.contexts.get(&context).and_then(|programs| match shape {
CornerShape::Circular => programs.rounded.as_ref(),
CornerShape::Continuous => programs.continuous.as_ref(),
}) {
return Some(program.clone());
}
@@ -36,11 +43,13 @@ pub(super) fn rounded_clip_program(
UniformName::new("opacity", UniformType::_1f),
UniformName::new("shadow_color", UniformType::_4f),
];
let texture = renderer.compile_custom_texture_shader(corner_shader(ROUNDED_TEXTURE_SHADER), &texture_uniforms);
let border = renderer.compile_custom_pixel_shader(corner_shader(ROUNDED_BORDER_SHADER), &border_uniforms);
let shadow = renderer.compile_custom_pixel_shader(corner_shader(WINDOW_SHADOW_SHADER), &shadow_uniforms);
let texture =
renderer.compile_custom_texture_shader(corner_shader_for(ROUNDED_TEXTURE_SHADER, shape), &texture_uniforms);
let border =
renderer.compile_custom_pixel_shader(corner_shader_for(ROUNDED_BORDER_SHADER, shape), &border_uniforms);
let shadow = renderer.compile_custom_pixel_shader(corner_shader_for(WINDOW_SHADOW_SHADER, shape), &shadow_uniforms);
let solid = renderer.compile_custom_pixel_shader(
corner_shader(ROUNDED_SOLID_SHADER),
corner_shader_for(ROUNDED_SOLID_SHADER, shape),
&[
UniformName::new("clip_rect", UniformType::_4f),
UniformName::new("radius", UniformType::_1f),
@@ -53,16 +62,27 @@ pub(super) fn rounded_clip_program(
match compiled {
Ok((texture, border, shadow, solid)) => {
let programs = RoundedClipPrograms {
shape,
texture,
solid,
border,
shadow,
};
resources.contexts.entry(context).or_default().rounded = Some(programs.clone());
let context = resources.contexts.entry(context).or_default();
match shape {
CornerShape::Circular => context.rounded = Some(programs.clone()),
CornerShape::Continuous => context.continuous = Some(programs.clone()),
}
Some(programs)
}
Err(error) => {
if !std::mem::replace(&mut resources.contexts.entry(context).or_default().rounded_warned, true) {
let context = resources.contexts.entry(context).or_default();
let warned = match shape {
CornerShape::Circular => &mut context.rounded_warned,
CornerShape::Continuous => &mut context.continuous_warned,
};
if !std::mem::replace(warned, true) {
tracing::warn!(%error, "rounded-window shader unavailable; falling back to unrounded rendering");
}
None
@@ -197,7 +217,7 @@ pub(super) fn window_tint_element(
return None;
}
let mode = output.current_mode()?;
let program = material_program(resources, renderer)?;
let program = material_program_for_corners(resources, renderer, corners.shape)?;
let parameters = BorderParameters {
geometry,
clip_rect: framebuffer_clip_rect(corners.rect, mode.size, output.current_transform().invert()),
+18 -7
View File
@@ -399,13 +399,20 @@ pub(super) fn expanded_blur_region(
pub(super) fn material_program(
resources: &mut RenderResources,
renderer: &mut GlesRenderer,
) -> Option<MaterialProgram> {
material_program_for_corners(resources, renderer, CornerShape::Circular)
}
pub(super) fn material_program_for_corners(
resources: &mut RenderResources,
renderer: &mut GlesRenderer,
shape: CornerShape,
) -> Option<MaterialProgram> {
let context = renderer.context_id().erased();
if let Some(program) = resources
.contexts
.get(&context)
.and_then(|programs| programs.material.as_ref())
{
if let Some(program) = resources.contexts.get(&context).and_then(|programs| match shape {
CornerShape::Circular => programs.material.as_ref(),
CornerShape::Continuous => programs.window_material.as_ref(),
}) {
return Some(program.clone());
}
@@ -417,10 +424,14 @@ pub(super) fn material_program(
UniformName::new("shadow_rect", UniformType::_4f),
UniformName::new("shadow_values", UniformType::_2f),
];
match renderer.compile_custom_pixel_shader(corner_shader(MATERIAL_SHADER), &uniforms) {
match renderer.compile_custom_pixel_shader(corner_shader_for(MATERIAL_SHADER, shape), &uniforms) {
Ok(program) => {
let program = MaterialProgram(program);
resources.contexts.entry(context).or_default().material = Some(program.clone());
let context = resources.contexts.entry(context).or_default();
match shape {
CornerShape::Circular => context.material = Some(program.clone()),
CornerShape::Continuous => context.window_material = Some(program.clone()),
}
Some(program)
}
Err(error) => {
+101 -14
View File
@@ -1,5 +1,7 @@
mod backdrop;
mod capture;
#[cfg(test)]
mod corner_tests;
mod decorations;
mod materials;
mod overview;
@@ -51,7 +53,9 @@ use smithay::wayland::shell::wlr_layer::Layer;
use crate::Ferese;
use crate::metrics::FrameEffectMetrics;
use crate::presentation::{NativeTextureElement, PhysicalShaderElement, RoundedRect, clamp_radius, physical_rect};
use crate::presentation::{
CornerShape, NativeTextureElement, PhysicalShaderElement, RoundedRect, clamp_radius, corner_extent, physical_rect,
};
type SurfaceRenderElement =
CropRenderElement<RelocateRenderElement<RescaleRenderElement<WaylandSurfaceRenderElement<GlesRenderer>>>>;
@@ -112,7 +116,39 @@ const MATERIAL_SHADER: &str = include_str!("shaders/material_shader.frag");
const BLUR_SHADER: &str = include_str!("shaders/blur_shader.frag");
fn corner_shader(source: &str) -> String {
source.replace("//_CORNERS_", include_str!("shaders/corners.glsl"))
corner_shader_for(source, CornerShape::Circular)
}
fn corner_shader_for(source: &str, shape: CornerShape) -> String {
match shape {
CornerShape::Circular => source.replace("//_CORNERS_", include_str!("shaders/corners.glsl")),
CornerShape::Continuous => source
.replace(
"//_CORNERS_",
&format!(
"#define CONTINUOUS_WINDOW_CORNERS\n{}",
include_str!("shaders/window_corners.glsl")
),
)
.replace("precision mediump float;", "precision highp float;"),
}
}
fn window_corner_shape(window: &smithay::desktop::Window) -> CornerShape {
// Semantic shell surfaces keep their client-matching circular outlines.
corner_shape_for_role(
window
.toplevel()
.and_then(|toplevel| crate::effects::surface_role(toplevel.wl_surface()).map(|(role, _)| role)),
)
}
fn corner_shape_for_role(role: Option<crate::effects::SemanticRole>) -> CornerShape {
if role.is_some() {
CornerShape::Circular
} else {
CornerShape::Continuous
}
}
#[derive(Clone, Debug)]
@@ -287,6 +323,7 @@ impl RenderElement<GlesRenderer> for BlurRenderElement {
#[derive(Clone, Debug)]
pub(crate) struct RoundedClipPrograms {
shape: CornerShape,
solid: GlesPixelProgram,
texture: GlesTexProgram,
border: GlesPixelProgram,
@@ -436,6 +473,18 @@ fn rounded_opaque_regions(
.collect()
}
fn clipped_surface_damage(
size: Size<i32, Physical>,
clip_changed: bool,
client_damage: impl FnOnce() -> DamageSet<i32, Physical>,
) -> DamageSet<i32, Physical> {
if clip_changed {
DamageSet::from_slice(&[Rectangle::from_size(size)])
} else {
client_damage()
}
}
impl Element for RoundedSurfaceRenderElement {
fn id(&self) -> &Id {
self.inner.id()
@@ -458,10 +507,9 @@ impl Element for RoundedSurfaceRenderElement {
}
fn damage_since(&self, scale: RenderScale<f64>, commit: Option<CommitCounter>) -> DamageSet<i32, Physical> {
if self.clip_changed {
return DamageSet::from_slice(&[Rectangle::from_size(self.inner.geometry(scale).size)]);
}
self.inner.damage_since(scale, commit)
clipped_surface_damage(self.inner.geometry(scale).size, self.clip_changed, || {
self.inner.damage_since(scale, commit)
})
}
fn opaque_regions(&self, scale: RenderScale<f64>) -> OpaqueRegions<i32, Physical> {
@@ -479,7 +527,7 @@ impl Element for RoundedSurfaceRenderElement {
&self.inner.opaque_regions(scale),
self.inner.geometry(scale).loc,
clip,
self.radius,
corner_extent(self.radius, clip.size, self.programs.shape),
)
}
@@ -804,6 +852,7 @@ mod tests {
id: Id,
geometry: Rectangle<i32, Logical>,
commit: CommitCounter,
clip_changed: bool,
}
impl DamageElement {
@@ -812,6 +861,7 @@ mod tests {
id: Id::new(),
geometry,
commit: CommitCounter::default(),
clip_changed: false,
}
}
}
@@ -838,16 +888,53 @@ mod tests {
scale: Scale<f64>,
commit: Option<CommitCounter>,
) -> smithay::backend::renderer::utils::DamageSet<i32, Physical> {
if commit == Some(self.current_commit()) {
smithay::backend::renderer::utils::DamageSet::default()
} else {
smithay::backend::renderer::utils::DamageSet::from_slice(&[Rectangle::from_size(
self.geometry(scale).size,
)])
}
super::clipped_surface_damage(self.geometry(scale).size, self.clip_changed, || {
if commit == Some(self.current_commit()) {
smithay::backend::renderer::utils::DamageSet::default()
} else {
smithay::backend::renderer::utils::DamageSet::from_slice(&[Rectangle::from_size(
self.geometry(scale).size,
)])
}
})
}
}
#[test]
fn overview_role_changes_damage_unchanged_client_buffers_then_settle() {
use ferese_core::OutputId;
use ferese_layout::WindowId;
use super::CornerShape::{Circular, Continuous};
let mut resources = super::RenderResources::default();
let mut element = DamageElement::new(Rectangle::new((100, 100).into(), (200, 160).into()));
let client_commit = element.commit;
let mut tracker = OutputDamageTracker::new((640, 480), Scale::from(1.0), Transform::Normal);
let window = WindowId(1);
let output = OutputId(1);
tracker.damage_output(0, &[&element]).unwrap();
for shape in [Continuous, Circular, Continuous] {
// The main scene and thumbnail have independent clip histories.
resources.prepare_window_corners(window, shape);
element.clip_changed = resources.thumbnail_corner_changed(window, output, shape);
assert_eq!(element.commit, client_commit);
assert!(element.clip_changed);
let damage = tracker.damage_output(1, &[&element]).unwrap().0.cloned().unwrap();
assert!(damage.iter().any(|rect| rect.contains((100, 100))));
assert!(damage.iter().any(|rect| rect.contains((299, 259))));
element.clip_changed = resources.thumbnail_corner_changed(window, output, shape);
assert!(!element.clip_changed);
assert!(tracker.damage_output(1, &[&element]).unwrap().0.is_none());
}
assert!(resources.thumbnail_corner_changed(window, OutputId(2), Continuous));
assert!(!resources.thumbnail_corner_changed(window, output, Continuous));
resources.remove_output(output);
assert!(resources.thumbnail_corner_changed(window, output, Continuous));
}
#[test]
fn resize_keeps_source_pixels_native_when_growing_and_shrinking() {
use smithay::backend::renderer::element::utils::{ConstrainAlign, constrain_render_elements};
+13 -9
View File
@@ -118,7 +118,6 @@ pub(super) fn overview_strip_elements(
)
.opacity;
let mut elements = Vec::new();
let programs = rounded_clip_program(&mut state.render, renderer);
state.retain_overview_labels();
let card_ids = cards
@@ -221,19 +220,24 @@ pub(super) fn overview_strip_elements(
elements.push(border.into());
}
}
if let Some(programs) = &programs {
for (id, rect) in &card.windows {
if let Some(window) = state.windows.window(*id) {
for (id, rect) in &card.windows {
if let Some(window) = state.windows.window(*id) {
let shape = window_corner_shape(window);
if let Some(programs) = corner_program(&mut state.render, renderer, shape) {
let clip_changed = state
.output_id(output)
.is_some_and(|output| state.render.thumbnail_corner_changed(*id, output, shape));
elements.extend(rounded_window_elements(
renderer,
window,
RoundedRect::new(*rect, output_geometry.loc, scale, 4.0),
RoundedRect::new(*rect, output_geometry.loc, scale, 4.0).with_shape(shape),
scale,
alpha,
// The damage tracker tracks each miniature's crop,
// scale, alpha and geometry. Its corner radius is fixed,
// so an unchanged clip needs no extra full damage.
false,
// Crop/scale/alpha/geometry already track their own
// damage. Role changes also alter the corner shader,
// even when the client buffer itself is unchanged.
clip_changed,
output,
programs.clone(),
ConstrainScaleBehavior::Stretch,
+39
View File
@@ -20,6 +20,8 @@ pub(super) struct WindowBuffers {
pub dim: WindowBorderBuffers,
pub resize_fill: WindowBorderBuffers,
pub shadow: WindowShadowBuffers,
corner_shape: Option<CornerShape>,
thumbnail_shapes: HashMap<OutputId, CornerShape>,
snapshot: Option<ResizeSnapshot>,
}
@@ -27,17 +29,54 @@ pub(super) struct WindowBuffers {
pub(super) struct ContextPrograms {
pub rounded: Option<RoundedClipPrograms>,
pub rounded_warned: bool,
pub continuous: Option<RoundedClipPrograms>,
pub continuous_warned: bool,
pub window_material: Option<MaterialProgram>,
pub material: Option<MaterialProgram>,
pub blur: Option<BlurProgram>,
}
impl RenderResources {
pub(super) fn prepare_window_corners(&mut self, id: WindowId, shape: CornerShape) -> bool {
let buffers = self.windows.entry(id).or_default();
let changed = buffers.corner_shape.is_some_and(|old| old != shape);
if changed {
buffers.borders.contexts.clear();
buffers.dim.contexts.clear();
buffers.resize_fill.contexts.clear();
buffers.shadow.contexts.clear();
if let Some(snapshot) = &mut buffers.snapshot {
snapshot.commit.increment();
}
}
buffers.corner_shape = Some(shape);
changed
}
pub(super) fn thumbnail_corner_changed(&mut self, id: WindowId, output: OutputId, shape: CornerShape) -> bool {
self.windows
.entry(id)
.or_default()
.thumbnail_shapes
.insert(output, shape)
.is_none_or(|previous| previous != shape)
}
pub fn remove_window(&mut self, id: WindowId) {
self.windows.remove(&id);
}
pub fn remove_output(&mut self, id: OutputId) {
self.outputs.remove(&id);
for window in self.windows.values_mut() {
window.thumbnail_shapes.remove(&id);
}
for surface in self.surfaces.values_mut() {
surface.contexts.retain(|(_, output, _), _| *output != id);
surface.captures.retain(|(_, output, _), _| *output != id);
+5 -3
View File
@@ -88,7 +88,6 @@ pub(crate) fn sampled_output_elements(
return Vec::new();
};
let scale = output.current_scale().fractional_scale();
let rounded_clip_program = rounded_clip_program(&mut state.render, renderer);
let mut elements = if include_cursor {
cursor_elements(state, renderer, output_geometry, scale)
@@ -160,7 +159,10 @@ pub(crate) fn sampled_output_elements(
} else {
state.theme_settings.window_radius
} * decoration_progress;
let corners = RoundedRect::new(visual, output_geometry.loc, scale, window_radius);
let shape = window_corner_shape(&window);
let corners = RoundedRect::new(visual, output_geometry.loc, scale, window_radius).with_shape(shape);
let corner_shape_changed = state.render.prepare_window_corners(id, shape);
let rounded_clip_program = corner_program(&mut state.render, renderer, shape);
let pixels = corners.rect;
// Only overview/close intentionally scale the complete application.
let scale_content = frame.overview.is_presenting() || sample.close_scale != 1.0;
@@ -262,7 +264,7 @@ pub(crate) fn sampled_output_elements(
corners,
scale,
close_alpha,
sample.geometry.presentation_changed,
sample.geometry.presentation_changed || corner_shape_changed,
output,
programs.clone(),
behavior,
@@ -24,10 +24,16 @@ void main() {
float signed_distance = rounded_rect_distance(gl_FragCoord.xy, clip_rect, radius);
float outer_coverage = edge_coverage(signed_distance);
#ifdef CONTINUOUS_WINDOW_CORNERS
// Inset the outer distance field along its normals, rather than shrinking
// the quartic's bounding box/radius and changing border thickness.
float inner_coverage = edge_coverage(signed_distance + border_width);
#else
vec2 inner_size = max(clip_rect.zw - vec2(2.0 * border_width), vec2(0.0));
vec4 inner_rect = vec4(clip_rect.xy + (clip_rect.zw - inner_size) * 0.5, inner_size);
float inner_radius = max(radius - border_width, 0.0);
float inner_coverage = edge_coverage(rounded_rect_distance(gl_FragCoord.xy, inner_rect, inner_radius));
#endif
float coverage = max(outer_coverage - inner_coverage, 0.0);
float progress = clamp(dot(gl_FragCoord.xy - gradient_line.xy, gradient_line.zw), 0.0, 1.0);
// Interpolate premultiplied endpoints: a transparent endpoint must not
@@ -0,0 +1,101 @@
// Apple-style corner approximation: three cubic Beziers per corner, using
// measured UIKit path coordinates (radius units), rather than a superellipse.
// Source and limits: https://liamrosenfeld.com/posts/apple_icon_quest/
// CoreGraphics' private implementation is not available on Linux. These
// published cubics have small tangent/curvature jumps at their internal joins;
// they must not be described as an exact globally G1/G2-continuous curve.
const float CORNER_EXTENT = 1.52866498;
void corner_controls(int segment, float blend, out vec2 a, out vec2 b, out vec2 c, out vec2 d) {
if (segment == 0) {
a = mix(vec2(0.0, 1.0), vec2(0.0, CORNER_EXTENT), blend);
b = mix(vec2(0.0, 0.8686781289), vec2(0.0, 1.08849296), blend);
c = mix(vec2(0.0258657631, 0.7386421566), vec2(0.0, 0.86840694), blend);
d = mix(vec2(0.0761204675, 0.6173165676), vec2(0.07491139, 0.63149379), blend);
} else if (segment == 1) {
a = mix(vec2(0.0761204675, 0.6173165676), vec2(0.07491139, 0.63149379), blend);
b = mix(vec2(0.1776144241, 0.3722884810), vec2(0.16905956, 0.37282383), blend);
c = b.yx;
d = a.yx;
} else {
a = mix(vec2(0.6173165676, 0.0761204675), vec2(0.63149379, 0.07491139), blend);
b = mix(vec2(0.7386421566, 0.0258657631), vec2(0.86840694, 0.0), blend);
c = mix(vec2(0.8686781289, 0.0), vec2(1.08849296, 0.0), blend);
d = mix(vec2(1.0, 0.0), vec2(CORNER_EXTENT, 0.0), blend);
}
}
void corner_sample(float t, vec2 a, vec2 b, vec2 c, vec2 d,
out vec2 point, out vec2 tangent, out vec2 acceleration) {
vec2 first = 3.0 * (b - a);
vec2 second = 3.0 * (c - 2.0 * b + a);
vec2 third = d - 3.0 * c + 3.0 * b - a;
point = a + t * (first + t * (second + t * third));
tangent = first + t * (2.0 * second + 3.0 * t * third);
acceleration = 2.0 * second + 6.0 * t * third;
}
float corner_nearest(vec2 query, float t, vec2 a, vec2 b, vec2 c, vec2 d) {
// Bounded safeguarded Newton steps. Both endpoint seeds are needed for
// interior points with two minima; the midpoint may be a local maximum.
for (int iteration = 0; iteration < 8; iteration++) {
vec2 point, tangent, acceleration;
corner_sample(t, a, b, c, d, point, tangent, acceleration);
vec2 error = point - query;
float speed_squared = dot(tangent, tangent);
float denominator = max(speed_squared + dot(error, acceleration), speed_squared * 0.25);
t = clamp(t - clamp(dot(error, tangent) / denominator, -0.25, 0.25), 0.0, 1.0);
}
return t;
}
float rounded_rect_distance(vec2 point, vec4 rect, float radius) {
vec2 half_size = rect.zw * 0.5;
vec2 inset = half_size - abs(point - rect.xy - half_size);
float limit = min(half_size.x, half_size.y);
// Preserve exact circular pills/circles and square/fullscreen outlines.
if (radius <= 0.0 || radius >= limit) {
vec2 q = vec2(radius) - inset;
return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - radius;
}
// The measured profile extends about 1.53 radii along the straight edge.
// When that would overlap its opposite corner, smoothly converge to the
// circular profile. This size adaptation is Ferese policy, not UIKit code.
float blend = clamp((limit / radius - 1.0) / (CORNER_EXTENT - 1.0), 0.0, 1.0);
float extent = radius * mix(1.0, CORNER_EXTENT, blend);
if (max(inset.x, inset.y) >= extent) {
return -min(inset.x, inset.y);
}
vec2 query = inset / radius;
float best_squared = 1.0e20;
float side = 1.0;
for (int segment = 0; segment < 3; segment++) {
vec2 a, b, c, d;
corner_controls(segment, blend, a, b, c, d);
for (int seed = 0; seed < 2; seed++) {
float t = corner_nearest(query, float(seed), a, b, c, d);
vec2 closest, tangent, acceleration;
corner_sample(t, a, b, c, d, closest, tangent, acceleration);
vec2 error = query - closest;
float squared = dot(error, error);
if (squared < best_squared) {
best_squared = squared;
side = dot(error, vec2(tangent.y, -tangent.x));
}
}
}
return sqrt(best_squared) * radius * (side < 0.0 ? -1.0 : 1.0);
}
float edge_coverage(float distance) {
return clamp(0.5 - distance, 0.0, 1.0);
}