Align corner clipping, antialiasing, and fractional material regions
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16 files changed
+237
-68
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@@ -32,11 +32,22 @@ pub(super) fn rounded_clip_program(state: &mut Ferese, renderer: &mut GlesRender
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let texture = renderer.compile_custom_texture_shader(&corner_shader(ROUNDED_TEXTURE_SHADER), &texture_uniforms);
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let border = renderer.compile_custom_pixel_shader(&corner_shader(ROUNDED_BORDER_SHADER), &border_uniforms);
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let shadow = renderer.compile_custom_pixel_shader(&corner_shader(WINDOW_SHADOW_SHADER), &shadow_uniforms);
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let compiled = texture.and_then(|texture| border.and_then(|border| shadow.map(|shadow| (texture, border, shadow))));
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let solid = renderer.compile_custom_pixel_shader(
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&corner_shader(ROUNDED_SOLID_SHADER),
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&[
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UniformName::new("clip_rect", UniformType::_4f),
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UniformName::new("radius", UniformType::_1f),
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UniformName::new("color", UniformType::_4f),
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],
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);
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let compiled = texture.and_then(|texture| {
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border.and_then(|border| shadow.and_then(|shadow| solid.map(|solid| (texture, border, shadow, solid))))
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});
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match compiled {
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Ok((texture, border, shadow)) => {
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Ok((texture, border, shadow, solid)) => {
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let programs = RoundedClipPrograms {
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texture,
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solid,
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border,
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shadow,
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};
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@@ -343,7 +354,7 @@ pub(super) fn rounded_window_elements(
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alpha: f32,
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clip_changed: bool,
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output: &Output,
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program: GlesTexProgram,
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programs: RoundedClipPrograms,
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behavior: ConstrainScaleBehavior,
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) -> Vec<AnimatedWindowRenderElement> {
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let Some(toplevel) = window.toplevel() else {
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@@ -390,7 +401,7 @@ pub(super) fn rounded_window_elements(
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.map(|inner| {
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RoundedSurfaceRenderElement {
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inner,
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program: program.clone(),
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programs: programs.clone(),
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clip_rect: clip,
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radius,
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clip_changed,
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@@ -20,23 +20,12 @@ pub(super) fn append_material_surface(
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};
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let regions = crate::effects::surface_regions(surface);
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let targets: Vec<_> = match ®ions {
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None => vec![(geometry, radius as f32)],
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None => vec![(geometry, RoundedRect::from_logical(geometry, scale, radius))],
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Some(regions) => regions
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.iter()
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.filter_map(|r| {
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Rectangle::new(
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(content_origin.x + r[0], content_origin.y + r[1]).into(),
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(r[2], r[3]).into(),
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)
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.intersection(geometry)
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.map(|rect| (rect, r[4] as f32))
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})
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.filter_map(|r| material_region_geometry(*r, geometry, content_origin, scale))
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.collect(),
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};
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let targets: Vec<_> = targets
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.into_iter()
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.map(|(rect, radius)| (rect, RoundedRect::from_logical(rect, scale, f64::from(radius))))
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.collect();
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let materials: Vec<_> = targets
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.iter()
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.enumerate()
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@@ -65,7 +54,7 @@ pub(super) fn append_material_surface(
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let mode = output.current_mode()?;
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let program = rounded_clip_program(state, renderer)?;
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Some((
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program.texture,
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program,
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framebuffer_clip_rect(corners.rect, mode.size, output.current_transform().invert()),
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corners.radius,
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))
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@@ -84,7 +73,7 @@ pub(super) fn append_material_surface(
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let element = if let Some((program, clip_rect, radius)) = &clip {
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WindowContentRenderElement::Rounded(RoundedSurfaceRenderElement {
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inner: element,
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program: program.clone(),
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programs: program.clone(),
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clip_rect: *clip_rect,
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radius: *radius,
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clip_changed: false,
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@@ -102,6 +91,27 @@ pub(super) fn append_material_surface(
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}
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}
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/// Preserve the surface-local fractional edges until the shared physical snap.
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fn material_region_geometry(
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region: [f64; 5],
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geometry: Rectangle<i32, Logical>,
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origin: Point<i32, Logical>,
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scale: f64,
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) -> Option<(Rectangle<i32, Logical>, RoundedRect)> {
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let rect = Rectangle::<f64, Logical>::new(
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(f64::from(origin.x) + region[0], f64::from(origin.y) + region[1]).into(),
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(region[2], region[3]).into(),
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)
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.intersection(geometry.to_f64())?;
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let corners = RoundedRect::new(
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ferese_layout::Rect::new(rect.loc.x, rect.loc.y, rect.size.w, rect.size.h),
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(0, 0).into(),
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scale,
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region[4],
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);
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Some((rect.to_i32_up(), corners))
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}
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pub(super) struct MaterialSurface {
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pub geometry: Rectangle<i32, Logical>,
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pub corners: RoundedRect,
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@@ -424,3 +434,22 @@ pub(super) fn blur_damage(
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DamageSet::from_slice(&[Rectangle::from_size((size.w, size.h).into())])
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}
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}
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#[cfg(test)]
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mod region_geometry_tests {
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use super::*;
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#[test]
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fn fractional_regions_snap_once_in_output_pixels() {
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let bounds = Rectangle::from_size((200, 100).into());
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let (_, corners) = material_region_geometry([0.4, 0.4, 100.4, 40.4, 14.0], bounds, (0, 0).into(), 1.5).unwrap();
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assert_eq!(corners.rect, Rectangle::new((1, 1).into(), (150, 60).into()));
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assert_eq!(corners.radius, 21.0);
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// The old logical rounding would put this at physical (0, 0).
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let (_, clipped) =
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material_region_geometry([-0.4, -0.4, 100.4, 40.4, 100.0], bounds, (0, 0).into(), 1.5).unwrap();
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assert_eq!(clipped.rect, Rectangle::from_size((150, 60).into()));
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assert_eq!(clipped.radius, 30.0);
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assert!(material_region_geometry([300.0, 0.0, 10.0, 10.0, 2.0], bounds, (0, 0).into(), 1.5).is_none());
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}
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}
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@@ -96,6 +96,8 @@ render_elements! {
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const ROUNDED_TEXTURE_SHADER: &str = include_str!("shaders/rounded_texture_shader.frag");
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const ROUNDED_SOLID_SHADER: &str = include_str!("shaders/rounded_solid_shader.frag");
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const ROUNDED_BORDER_SHADER: &str = include_str!("shaders/rounded_border_shader.frag");
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const WINDOW_SHADOW_SHADER: &str = include_str!("shaders/window_shadow_shader.frag");
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@@ -280,6 +282,7 @@ impl RenderElement<GlesRenderer> for BlurRenderElement {
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#[derive(Clone, Debug)]
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pub(crate) struct RoundedClipPrograms {
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solid: GlesPixelProgram,
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texture: GlesTexProgram,
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border: GlesPixelProgram,
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shadow: GlesPixelProgram,
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@@ -390,7 +393,7 @@ pub(crate) struct WindowShadowBuffers {
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#[derive(Debug)]
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struct RoundedSurfaceRenderElement {
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inner: WaylandSurfaceRenderElement<GlesRenderer>,
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program: GlesTexProgram,
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programs: RoundedClipPrograms,
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clip_rect: [f32; 4],
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radius: f32,
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clip_changed: bool,
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@@ -459,13 +462,25 @@ impl RenderElement<GlesRenderer> for RoundedSurfaceRenderElement {
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opaque_regions,
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self.transform(),
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self.alpha(),
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Some(&self.program),
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Some(&self.programs.texture),
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&[
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Uniform::new("clip_rect", self.clip_rect),
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Uniform::new("radius", self.radius),
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],
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),
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WaylandSurfaceTexture::SolidColor(_) => self.inner.draw(frame, src, dst, damage, opaque_regions),
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WaylandSurfaceTexture::SolidColor(color) => frame.render_pixel_shader_to(
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&self.programs.solid,
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src,
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dst,
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(dst.size.w, dst.size.h).into(),
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Some(damage),
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self.alpha(),
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&[
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Uniform::new("clip_rect", self.clip_rect),
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Uniform::new("radius", self.radius),
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Uniform::new("color", color.components()),
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],
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),
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}
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}
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@@ -514,6 +529,65 @@ mod tests {
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scaled_visual_rect, shadow_bounds,
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};
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#[test]
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#[ignore = "requires an EGL rendering device"]
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fn solid_corner_mask_preserves_premultiplied_color() {
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use smithay::backend::allocator::Fourcc;
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use smithay::backend::egl::{EGLContext, EGLDevice, EGLDisplay};
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use smithay::backend::renderer::gles::{GlesRenderer, GlesTexture, Uniform, UniformName, UniformType};
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use smithay::backend::renderer::{Bind, Color32F, ExportMem, Frame, Offscreen, Renderer};
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let device = EGLDevice::enumerate().unwrap().last().expect("an EGL device");
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let display = unsafe { EGLDisplay::new(device).unwrap() };
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let context = EGLContext::new(&display).unwrap();
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let mut renderer = unsafe { GlesRenderer::new(context).unwrap() };
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let program = renderer
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.compile_custom_pixel_shader(
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&super::corner_shader(super::ROUNDED_SOLID_SHADER),
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&[
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UniformName::new("clip_rect", UniformType::_4f),
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UniformName::new("radius", UniformType::_1f),
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UniformName::new("color", UniformType::_4f),
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],
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)
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.unwrap();
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let size = (32, 32).into();
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let mut texture: GlesTexture = renderer.create_buffer(Fourcc::Abgr8888, size).unwrap();
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let rect = Rectangle::<i32, Physical>::from_size((32, 32).into());
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for (radius, corner_alpha, inset) in [(12.0f32, 0u8, 0.0f32), (0.0, 64, 0.0), (0.0, 48, 0.25)] {
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let mut target = renderer.bind(&mut texture).unwrap();
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{
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let mut frame = renderer
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.render(&mut target, (32, 32).into(), Transform::Normal)
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.unwrap();
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frame.clear(Color32F::TRANSPARENT, &[rect]).unwrap();
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frame
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.render_pixel_shader_to(
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&program,
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Rectangle::from_size(size.to_f64()),
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rect,
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size,
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Some(&[rect]),
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0.5,
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&[
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Uniform::new("clip_rect", [inset, inset, 32.0 - 2.0 * inset, 32.0 - 2.0 * inset]),
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Uniform::new("radius", radius),
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Uniform::new("color", [0.5f32, 0.0, 0.0, 0.5]),
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],
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)
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.unwrap();
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let _ = frame.finish().unwrap();
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}
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let mapping = renderer
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.copy_framebuffer(&target, Rectangle::from_size(size), Fourcc::Abgr8888)
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.unwrap();
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let pixels = renderer.map_texture(&mapping).unwrap();
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let center = (16 * 32 + 16) * 4;
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assert!(pixels[center].abs_diff(64) <= 1);
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assert!(pixels[center + 3].abs_diff(64) <= 1);
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assert!(pixels[3].abs_diff(corner_alpha) <= 1);
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}
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}
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#[test]
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#[ignore = "requires an EGL rendering device"]
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fn shared_corner_shaders_compile() {
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@@ -529,6 +603,7 @@ mod tests {
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.unwrap();
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}
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for source in [
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super::ROUNDED_SOLID_SHADER,
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super::ROUNDED_BORDER_SHADER,
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super::WINDOW_SHADOW_SHADER,
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super::MATERIAL_SHADER,
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@@ -228,7 +228,7 @@ pub(super) fn overview_strip_elements(
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alpha,
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true,
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output,
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programs.texture.clone(),
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programs.clone(),
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ConstrainScaleBehavior::Stretch,
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));
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}
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@@ -265,7 +265,7 @@ pub(crate) fn output_elements(
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.get(&id)
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.is_some_and(|geometry| geometry.presentation_changed),
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output,
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programs.texture.clone(),
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programs.clone(),
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behavior,
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));
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let source = window.geometry().size;
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@@ -6,5 +6,6 @@ float rounded_rect_distance(vec2 point, vec4 rect, float radius) {
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}
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float edge_coverage(float distance) {
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return 1.0 - smoothstep(-0.5, 0.5, distance);
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// Match Iced/WGPU quad edges: a one-physical-pixel linear ramp.
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return clamp(0.5 - distance, 0.0, 1.0);
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}
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@@ -0,0 +1,13 @@
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precision highp float;
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uniform float alpha;
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uniform vec4 clip_rect;
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uniform float radius;
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uniform vec4 color;
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//_CORNERS_
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void main() {
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float distance = rounded_rect_distance(gl_FragCoord.xy, clip_rect, radius);
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// Single-pixel buffer colors are already premultiplied.
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gl_FragColor = color * alpha * edge_coverage(distance);
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}
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