Refine shell status controls and glass rendering; defer cursor redraw safely

This commit is contained in:
Samuel Onoja committed 2026-09-26 05:05:50 +01:00
1 parent e85fc1e032
commit b3fa82b53b
53 files changed
+3329 -259

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@@ -1,6 +1,10 @@
use std::{
collections::HashMap,
error::Error,
sync::{
Arc,
atomic::{AtomicBool, Ordering},
},
time::{Duration, Instant},
};
@@ -11,8 +15,7 @@ use smithay::{
Color32F, ErasedContextId, Frame, ImportDma, Offscreen, Renderer, Texture,
damage::OutputDamageTracker,
element::{
AsRenderElements, Element, Id, Kind as RenderElementKind, RenderElement,
UnderlyingStorage,
Element, Id, Kind as RenderElementKind, RenderElement, UnderlyingStorage,
memory::MemoryRenderBufferRenderElement,
render_elements,
solid::{SolidColorBuffer, SolidColorRenderElement},
@@ -40,9 +43,9 @@ use smithay::{
},
input::pointer::{CursorImageStatus, CursorImageSurfaceData},
output::{Mode, Output, PhysicalProperties, Scale, Subpixel},
reexports::calloop::EventLoop,
reexports::wayland_protocols::wp::presentation_time::server::wp_presentation_feedback::Kind as PresentationKind,
reexports::wayland_server::Resource,
reexports::calloop::EventLoop,
utils::{
Buffer, Clock, Logical, Monotonic, Physical, Point, Rectangle, Scale as RenderScale, Size,
Transform,
@@ -94,7 +97,7 @@ const ROUNDED_TEXTURE_SHADER: &str = r#"#version 100
#extension GL_OES_EGL_image_external : require
#endif
precision mediump float;
precision highp float;
#if defined(EXTERNAL)
uniform samplerExternalOES tex;
#else
@@ -218,23 +221,63 @@ void main() {
}
"#;
// The material program paints either the fallback tint, the edges above client
// content, or the shadow outside the surface. All coordinates are physical px.
const MATERIAL_SHADER: &str = r#"
precision mediump float;
precision highp float;
uniform float alpha;
uniform vec4 tint;
uniform float noise_amount;
uniform vec4 visible_rect;
uniform float material_radius;
uniform float pixel_scale;
uniform vec2 local_origin;
uniform vec4 local_axes;
uniform vec2 logical_size;
uniform float paint_mode;
uniform float glass_edges;
uniform float edge_bar;
uniform vec4 shadow_rect;
uniform vec2 shadow_values;
varying vec2 v_coords;
float random(vec2 point) {
return fract(sin(dot(point, vec2(12.9898, 78.233))) * 43758.5453);
float rounded_distance(vec2 point, vec4 rect) {
vec2 half_size = rect.zw * 0.5;
float radius = min(material_radius, min(half_size.x, half_size.y));
vec2 d = abs(point - rect.xy - half_size) - (half_size - vec2(radius));
return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0) - radius;
}
void main() {
float grain = (random(gl_FragCoord.xy) - 0.5) * noise_amount;
vec3 color = clamp(tint.rgb + vec3(grain), 0.0, 1.0);
float opacity = tint.a * alpha;
gl_FragColor = vec4(color * opacity, opacity);
float sdf = rounded_distance(gl_FragCoord.xy, visible_rect);
float coverage = 1.0 - smoothstep(-0.5, 0.5, sdf);
if (paint_mode > 1.5) {
float distance = max(rounded_distance(gl_FragCoord.xy, shadow_rect), 0.0);
float sigma = max(shadow_values.x * 0.5, 0.5);
float opacity = exp(-0.5 * distance * distance / (sigma * sigma))
* shadow_values.y * (1.0 - coverage) * alpha;
gl_FragColor = vec4(0.0, 0.0, 0.0, opacity);
} else if (paint_mode > 0.5) {
if (edge_bar > 0.5) {
float bottom = logical_size.y * pixel_scale
- dot(gl_FragCoord.xy - local_origin, local_axes.zw);
float opacity = 0.10 * (1.0 - smoothstep(pixel_scale - 0.5, pixel_scale + 0.5, bottom)) * coverage * alpha;
gl_FragColor = vec4(vec3(opacity), opacity);
return;
}
float border = smoothstep(-pixel_scale - 0.5, -pixel_scale + 0.5, sdf);
float hairline = smoothstep(-2.0 * pixel_scale - 0.5, -2.0 * pixel_scale + 0.5, sdf) * (1.0 - border);
// Inset only on the logical top, including rotated/flipped outputs.
float top = dot(gl_FragCoord.xy - local_origin, local_axes.zw);
float top_limit = min(2.0 * pixel_scale, logical_size.y * pixel_scale);
float highlight = (1.0 - smoothstep(top_limit - 0.5, top_limit + 0.5, top)) * (1.0 - border);
float opacity = 1.0 - (1.0 - 0.14 * border)
* (1.0 - glass_edges * 0.04 * hairline)
* (1.0 - glass_edges * 0.18 * highlight);
opacity *= coverage * alpha;
gl_FragColor = vec4(vec3(opacity), opacity);
} else {
float opacity = tint.a * coverage * alpha;
gl_FragColor = vec4(tint.rgb * opacity, opacity);
}
}
"#;
@@ -256,25 +299,35 @@ uniform float alpha;
uniform vec4 visible_rect;
uniform vec2 texture_size;
uniform float blur_radius;
uniform float tap_scale;
uniform float material_radius;
uniform float saturation;
uniform float brightness;
uniform vec4 tint;
uniform float noise_amount;
uniform float pixel_scale;
uniform vec2 local_origin;
uniform vec4 local_axes;
uniform vec2 logical_size;
varying vec2 v_coords;
// Static, surface-local two-octave fractal noise. A small polynomial hash
// avoids the precision-dependent sine hash and does not animate with time.
float random(vec2 point) {
return fract(sin(dot(point, vec2(12.9898, 78.233))) * 43758.5453);
vec3 p = fract(vec3(point.xyx) * 0.1031);
p += dot(p, p.yzx + 33.33);
return fract((p.x + p.y) * p.z);
}
float noise(vec2 p) {
vec2 i = floor(p);
vec2 f = fract(p);
f = f * f * (3.0 - 2.0 * f);
return mix(mix(random(i), random(i + vec2(1.0, 0.0)), f.x),
mix(random(i + vec2(0.0, 1.0)), random(i + vec2(1.0)), f.x), f.y);
}
float kernel_weight(int tap) {
int distance = tap < 0 ? -tap : tap;
if (distance == 0) {
return 6.0;
}
if (distance == 1) {
return 4.0;
}
return 1.0;
float kernel_weight(float distance) {
return exp(-distance * distance / 18.0);
}
void main() {
@@ -286,22 +339,41 @@ void main() {
return;
}
vec2 step_size = vec2(blur_radius * 0.5) / max(texture_size, vec2(1.0));
vec2 step_size = vec2(blur_radius / 6.0) / max(texture_size, vec2(1.0));
vec4 color = vec4(0.0);
for (int y = -2; y <= 2; y++) {
for (int x = -2; x <= 2; x++) {
float weight = kernel_weight(x) * kernel_weight(y);
vec2 offset = vec2(float(x), float(y)) * step_size;
float weight_sum = 0.0;
for (int y = -6; y <= 6; y++) {
if (abs(float(y)) * tap_scale > 6.0) { continue; }
for (int x = -6; x <= 6; x++) {
if (abs(float(x)) * tap_scale > 6.0) { continue; }
float weight = kernel_weight(float(x) * tap_scale) * kernel_weight(float(y) * tap_scale);
vec2 offset = vec2(float(x), float(y)) * step_size * tap_scale;
color += texture2D(tex, v_coords + offset) * weight;
weight_sum += weight;
}
}
color /= 256.0;
color /= weight_sum;
float luma = dot(color.rgb, vec3(0.2126, 0.7152, 0.0722));
vec3 adjusted = mix(vec3(luma), color.rgb, saturation) * brightness;
adjusted = mix(adjusted, tint.rgb, tint.a);
adjusted += vec3((random(point) - 0.5) * noise_amount);
gl_FragColor = vec4(clamp(adjusted, 0.0, 1.0) * alpha, alpha);
vec2 relative = point - local_origin;
vec2 local = vec2(dot(relative, local_axes.xy), dot(relative, local_axes.zw)) / pixel_scale;
vec2 size = logical_size;
// CSS 155deg: direction (sin(155deg), -cos(155deg)). Project onto
// the full gradient line, including the aspect ratio of the surface.
vec2 direction = vec2(0.422618, 0.906308);
float position = dot(local, direction) / max(dot(size, direction), 1.0);
adjusted = mix(adjusted, vec3(1.0), 0.10 * clamp(1.0 - position / 0.40, 0.0, 1.0));
float grain = (noise(local * 0.8) + 0.5 * noise(local * 1.6)) / 1.5;
vec3 overlay = mix(2.0 * adjusted * grain,
1.0 - 2.0 * (1.0 - adjusted) * (1.0 - grain), step(vec3(0.5), adjusted));
adjusted = mix(adjusted, overlay, noise_amount);
vec2 half_size = visible_rect.zw * 0.5;
vec2 distance = abs(point - visible_rect.xy - half_size) - (half_size - vec2(material_radius));
float sdf = length(max(distance, 0.0)) + min(max(distance.x, distance.y), 0.0) - material_radius;
float coverage = alpha * (1.0 - smoothstep(-0.5, 0.5, sdf));
gl_FragColor = vec4(clamp(adjusted, 0.0, 1.0) * coverage, coverage);
}
"#;
@@ -333,6 +405,16 @@ pub(crate) struct BackdropProgram(GlesTexProgram);
#[derive(Clone, Debug, PartialEq)]
struct MaterialParameters {
radius: f32,
pixel_scale: f32,
local_origin: [f32; 2],
local_axes: [f32; 4],
logical_size: [f32; 2],
glass_edges: f32,
edge_bar: f32,
shadow_rect: [f32; 4],
shadow_values: [f32; 2],
shadow_bounds: Rectangle<i32, Logical>,
geometry: Rectangle<i32, Logical>,
tint: [f32; 4],
noise: f32,
@@ -340,6 +422,7 @@ struct MaterialParameters {
scene_generation: u64,
opaque: bool,
blur: f32,
tap_scale: f32,
saturation: f32,
brightness: f32,
sample_geometry: Rectangle<i32, Logical>,
@@ -352,6 +435,8 @@ struct MaterialParameters {
struct CachedMaterial {
element: CachedMaterialElement,
parameters: MaterialParameters,
edge: PixelShaderElement,
shadow: PixelShaderElement,
}
#[derive(Clone, Debug)]
@@ -367,6 +452,7 @@ pub(crate) struct MaterialBuffers {
#[derive(Clone, Debug)]
struct BackdropRenderElement {
capture_dirty: Arc<AtomicBool>,
texture: GlesTexture,
program: GlesTexProgram,
id: Id,
@@ -379,6 +465,7 @@ struct BackdropRenderElement {
impl BackdropRenderElement {
fn new(texture: GlesTexture, program: GlesTexProgram, parameters: &MaterialParameters) -> Self {
Self {
capture_dirty: Arc::new(AtomicBool::new(true)),
texture,
program,
id: Id::new(),
@@ -390,6 +477,7 @@ impl BackdropRenderElement {
}
fn update(&mut self, parameters: &MaterialParameters) {
self.capture_dirty.store(true, Ordering::Relaxed);
self.geometry = parameters.sample_geometry;
self.capture_rect = framebuffer_capture_rect(parameters.sample_framebuffer);
self.uniforms = backdrop_uniforms(parameters);
@@ -419,11 +507,7 @@ impl Element for BackdropRenderElement {
scale: RenderScale<f64>,
commit: Option<CommitCounter>,
) -> DamageSet<i32, Physical> {
if commit == Some(self.commit) {
DamageSet::default()
} else {
DamageSet::from_slice(&[Rectangle::from_size(self.geometry(scale).size)])
}
backdrop_damage(self.geometry(scale).size, self.commit, commit)
}
fn opaque_regions(&self, _scale: RenderScale<f64>) -> OpaqueRegions<i32, Physical> {
@@ -441,6 +525,19 @@ impl Element for BackdropRenderElement {
}
}
fn backdrop_damage(
size: Size<i32, Physical>,
current: CommitCounter,
previous: Option<CommitCounter>,
) -> DamageSet<i32, Physical> {
if previous == Some(current) {
DamageSet::default()
} else {
// A new scene needs its entire sampling halo repainted before capture.
DamageSet::from_slice(&[Rectangle::from_size(size)])
}
}
impl RenderElement<GlesRenderer> for BackdropRenderElement {
fn draw(
&self,
@@ -452,30 +549,36 @@ impl RenderElement<GlesRenderer> for BackdropRenderElement {
) -> Result<(), GlesError> {
let texture = self.texture.tex_id();
let [x, y, width, height] = self.capture_rect;
frame.with_context(|gl| unsafe {
gl.BindTexture(smithay::backend::renderer::gles::ffi::TEXTURE_2D, texture);
gl.TexParameteri(
smithay::backend::renderer::gles::ffi::TEXTURE_2D,
smithay::backend::renderer::gles::ffi::TEXTURE_WRAP_S,
smithay::backend::renderer::gles::ffi::CLAMP_TO_EDGE as i32,
);
gl.TexParameteri(
smithay::backend::renderer::gles::ffi::TEXTURE_2D,
smithay::backend::renderer::gles::ffi::TEXTURE_WRAP_T,
smithay::backend::renderer::gles::ffi::CLAMP_TO_EDGE as i32,
);
gl.CopyTexSubImage2D(
smithay::backend::renderer::gles::ffi::TEXTURE_2D,
0,
0,
0,
x,
y,
width,
height,
);
gl.BindTexture(smithay::backend::renderer::gles::ffi::TEXTURE_2D, 0);
})?;
// Buffer-age restoration and unrelated partial damage must reuse the
// clean captured scene. Recapturing a partly repainted framebuffer
// would feed previous glass pixels back into the blur.
if self.capture_dirty.load(Ordering::Relaxed) {
frame.with_context(|gl| unsafe {
gl.BindTexture(smithay::backend::renderer::gles::ffi::TEXTURE_2D, texture);
gl.TexParameteri(
smithay::backend::renderer::gles::ffi::TEXTURE_2D,
smithay::backend::renderer::gles::ffi::TEXTURE_WRAP_S,
smithay::backend::renderer::gles::ffi::CLAMP_TO_EDGE as i32,
);
gl.TexParameteri(
smithay::backend::renderer::gles::ffi::TEXTURE_2D,
smithay::backend::renderer::gles::ffi::TEXTURE_WRAP_T,
smithay::backend::renderer::gles::ffi::CLAMP_TO_EDGE as i32,
);
gl.CopyTexSubImage2D(
smithay::backend::renderer::gles::ffi::TEXTURE_2D,
0,
0,
0,
x,
y,
width,
height,
);
gl.BindTexture(smithay::backend::renderer::gles::ffi::TEXTURE_2D, 0);
})?;
self.capture_dirty.store(false, Ordering::Relaxed);
}
frame.render_texture_from_to(
&self.texture,
@@ -1452,45 +1555,149 @@ fn layer_elements(
let mut elements = Vec::new();
for (geometry, layer) in layers {
elements.extend(
AsRenderElements::<GlesRenderer>::render_elements::<
WaylandSurfaceRenderElement<GlesRenderer>,
>(
&layer,
for (popup, offset) in PopupManager::popups_for_surface(layer.wl_surface()) {
let mut bounds = popup.geometry();
let content_origin = geometry.loc + offset - bounds.loc;
bounds.loc = geometry.loc + offset;
append_material_surface(
state,
renderer,
geometry.loc.to_physical_precise_round(scale),
scale.into(),
1.0,
)
.into_iter()
.filter_map(|element| {
let origin = Point::<i32, Physical>::default();
let element = RescaleRenderElement::from_element(element, origin, 1.0);
let element =
RelocateRenderElement::from_element(element, origin, Relocate::Relative);
CropRenderElement::from_element(element, scale, output_crop).map(Into::into)
}),
);
if let Some(material) = material_element(state, renderer, output, &layer, geometry) {
elements.push(material);
output,
popup.wl_surface(),
bounds,
content_origin,
scale,
output_crop,
&mut elements,
);
}
append_material_surface(
state,
renderer,
output,
layer.wl_surface(),
geometry,
geometry.loc,
scale,
output_crop,
&mut elements,
);
}
elements
}
#[allow(clippy::too_many_arguments)]
fn append_material_surface(
state: &mut Ferese,
renderer: &mut GlesRenderer,
output: &Output,
surface: &smithay::reexports::wayland_server::protocol::wl_surface::WlSurface,
geometry: Rectangle<i32, Logical>,
content_origin: Point<i32, Logical>,
scale: f64,
output_crop: Rectangle<i32, Physical>,
elements: &mut Vec<AnimatedWindowRenderElement>,
) {
let radius = if crate::effects::surface_role(surface)
.is_some_and(|(role, _)| role == crate::effects::SemanticRole::Panel)
{
state.theme_settings.panel_radius
} else {
state.theme_settings.material_radius
};
let material = material_element(state, renderer, output, surface, geometry, radius as f32);
let clip = material.as_ref().and_then(|_| {
let mode = output.current_mode()?;
let program = rounded_clip_program(state, renderer)?;
Some((
program.texture,
framebuffer_clip_rect(
geometry.to_physical_precise_round(scale),
mode.size,
output.current_transform().invert(),
),
scaled_effect_value(radius, geometry, scale),
))
});
// Smithay element lists are front to back: edges, content, material, shadow.
let material = material.map(|(edge, background, shadow)| {
elements.push(edge);
(background, shadow)
});
let content = render_elements_from_surface_tree::<
GlesRenderer,
WaylandSurfaceRenderElement<GlesRenderer>,
>(
renderer,
surface,
content_origin.to_physical_precise_round(scale),
scale,
1.0,
RenderElementKind::Unspecified,
);
elements.extend(content.into_iter().filter_map(|element| {
let origin = Point::<i32, Physical>::default();
let element = if let Some((program, clip_rect, radius)) = &clip {
WindowContentRenderElement::Rounded(RoundedSurfaceRenderElement {
inner: element,
program: program.clone(),
clip_rect: *clip_rect,
radius: *radius,
clip_changed: false,
})
} else {
WindowContentRenderElement::Popup(element)
};
let element = RescaleRenderElement::from_element(element, origin, 1.0);
let element = RelocateRenderElement::from_element(element, origin, Relocate::Relative);
CropRenderElement::from_element(element, scale, output_crop).map(Into::into)
}));
if let Some((background, shadow)) = material {
elements.push(background);
elements.push(shadow);
}
}
fn material_element(
state: &mut Ferese,
renderer: &mut GlesRenderer,
output: &Output,
layer: &LayerSurface,
surface: &smithay::reexports::wayland_server::protocol::wl_surface::WlSurface,
geometry: Rectangle<i32, Logical>,
) -> Option<AnimatedWindowRenderElement> {
let surface = layer.wl_surface();
radius: f32,
) -> Option<(
AnimatedWindowRenderElement,
AnimatedWindowRenderElement,
AnimatedWindowRenderElement,
)> {
material_element_for_style(
state,
renderer,
output,
surface,
geometry,
radius,
state.theme_settings.material_style,
)
}
#[allow(clippy::too_many_arguments)]
fn material_element_for_style(
state: &mut Ferese,
renderer: &mut GlesRenderer,
output: &Output,
surface: &smithay::reexports::wayland_server::protocol::wl_surface::WlSurface,
geometry: Rectangle<i32, Logical>,
radius: f32,
style: crate::config::MaterialStyle,
) -> Option<(
AnimatedWindowRenderElement,
AnimatedWindowRenderElement,
AnimatedWindowRenderElement,
)> {
let (role, generation) = crate::effects::surface_role(surface)?;
let material = crate::effects::resolve_material(role, state.theme_settings.material_style);
let material = crate::effects::resolve_material(role, style, state.theme_settings.glass);
let mode = output.current_mode()?;
let scale = output.current_scale().fractional_scale();
let output_logical = smithay::utils::Size::<i32, Logical>::from((
@@ -1501,9 +1708,46 @@ fn material_element(
expanded_blur_region(geometry, material.blur.ceil() as i32, output_logical);
let sample_physical = sample_geometry.to_physical_precise_round(scale);
let transform = output.current_transform().invert();
let [red, green, blue, _] = state.theme_settings.surface_base_color.0;
let [red, green, blue, _] =
if state.theme_settings.material_style == crate::config::MaterialStyle::Glass {
state.theme_settings.glass.tint.0
} else {
state.theme_settings.surface_base_color.0
};
let radius = radius.min(geometry.size.w.min(geometry.size.h) as f32 * 0.5);
let [offset_y, shadow_blur, shadow_opacity] = material.shadow;
let edge_bar =
role == crate::effects::SemanticRole::Panel && radius == 0.0 && geometry.loc.y == 0;
let shadow_opacity = if edge_bar { 0.0 } else { shadow_opacity };
let shadow_geometry = Rectangle::new(
(geometry.loc.x, geometry.loc.y + offset_y.round() as i32).into(),
geometry.size,
);
let tint = [red, green, blue, material.opacity];
let (local_origin, local_axes) = material_local_coordinates(
geometry.loc.to_physical_precise_round(scale),
mode.size,
transform,
);
let parameters = MaterialParameters {
radius: radius * scale as f32,
pixel_scale: scale as f32,
local_origin,
local_axes,
logical_size: [geometry.size.w as f32, geometry.size.h as f32],
edge_bar: if edge_bar { 1.0 } else { 0.0 },
glass_edges: if material.style == crate::config::MaterialStyle::Glass {
1.0
} else {
0.0
},
shadow_rect: framebuffer_clip_rect(
shadow_geometry.to_physical_precise_round(scale),
mode.size,
transform,
),
shadow_values: [(shadow_blur * scale) as f32, shadow_opacity as f32],
shadow_bounds: shadow_bounds(geometry, offset_y, shadow_blur),
geometry,
tint,
noise: material.noise,
@@ -1511,8 +1755,14 @@ fn material_element(
scene_generation: matches!(material.style, crate::config::MaterialStyle::Glass)
.then(|| state.material_scene_generation())
.unwrap_or(0),
opaque: material.opacity == 1.0,
opaque: material.opacity == 1.0 && radius == 0.0,
blur: material.blur * scale as f32,
tap_scale: if state.theme_settings.glass.quality >= crate::config::GlassQuality::ReducedBlur
{
2.0
} else {
1.0
},
saturation: material.saturation,
brightness: material.brightness,
sample_geometry,
@@ -1574,6 +1824,21 @@ fn material_element(
}
})
.flatten();
if needs_replacement
&& replacement.is_none()
&& material.style == crate::config::MaterialStyle::Glass
{
return material_element_for_style(
state,
renderer,
output,
surface,
geometry,
radius,
crate::config::MaterialStyle::Translucent,
);
}
let decoration_program = material_program(state, renderer)?;
let buffers = state.material_buffers.entry(surface.clone()).or_default();
if !buffers.contexts.contains_key(&context) {
buffers.contexts.insert(
@@ -1581,12 +1846,39 @@ fn material_element(
CachedMaterial {
element: replacement.take()?,
parameters: parameters.clone(),
edge: PixelShaderElement::new(
decoration_program.0.clone(),
geometry,
None,
1.0,
decoration_uniforms(&parameters, 1.0),
RenderElementKind::Unspecified,
),
shadow: PixelShaderElement::new(
decoration_program.0.clone(),
parameters.shadow_bounds,
None,
1.0,
decoration_uniforms(&parameters, 2.0),
RenderElementKind::Unspecified,
),
},
);
}
let cached = buffers.contexts.get_mut(&context)?;
if let Some(replacement) = replacement.take() {
cached.element = replacement;
}
if cached.parameters != parameters {
cached.edge.resize(geometry, None);
cached
.edge
.update_uniforms(decoration_uniforms(&parameters, 1.0));
cached.shadow.resize(parameters.shadow_bounds, None);
cached
.shadow
.update_uniforms(decoration_uniforms(&parameters, 2.0));
match &mut cached.element {
CachedMaterialElement::Tint(element) => {
if cached.parameters.geometry != parameters.geometry
@@ -1599,20 +1891,22 @@ fn material_element(
}
element.update_uniforms(material_uniforms(&parameters));
}
CachedMaterialElement::Backdrop(element)
if cached.parameters.sample_physical.size == parameters.sample_physical.size =>
{
CachedMaterialElement::Backdrop(element) => {
element.update(&parameters);
}
_ => cached.element = replacement.take()?,
}
cached.parameters = parameters;
}
Some(match &cached.element {
let background = match &cached.element {
CachedMaterialElement::Tint(element) => element.clone().into(),
CachedMaterialElement::Backdrop(element) => element.clone().into(),
})
};
Some((
cached.edge.clone().into(),
background,
cached.shadow.clone().into(),
))
}
fn material_program(state: &mut Ferese, renderer: &mut GlesRenderer) -> Option<MaterialProgram> {
@@ -1622,8 +1916,18 @@ fn material_program(state: &mut Ferese, renderer: &mut GlesRenderer) -> Option<M
}
let uniforms = [
UniformName::new("visible_rect", UniformType::_4f),
UniformName::new("material_radius", UniformType::_1f),
UniformName::new("tint", UniformType::_4f),
UniformName::new("noise_amount", UniformType::_1f),
UniformName::new("pixel_scale", UniformType::_1f),
UniformName::new("local_origin", UniformType::_2f),
UniformName::new("local_axes", UniformType::_4f),
UniformName::new("logical_size", UniformType::_2f),
UniformName::new("paint_mode", UniformType::_1f),
UniformName::new("glass_edges", UniformType::_1f),
UniformName::new("edge_bar", UniformType::_1f),
UniformName::new("shadow_rect", UniformType::_4f),
UniformName::new("shadow_values", UniformType::_2f),
];
match renderer.compile_custom_pixel_shader(MATERIAL_SHADER, &uniforms) {
Ok(program) => {
@@ -1646,12 +1950,18 @@ fn backdrop_program(state: &mut Ferese, renderer: &mut GlesRenderer) -> Option<B
let uniforms = [
UniformName::new("visible_rect", UniformType::_4f),
UniformName::new("material_radius", UniformType::_1f),
UniformName::new("texture_size", UniformType::_2f),
UniformName::new("blur_radius", UniformType::_1f),
UniformName::new("tap_scale", UniformType::_1f),
UniformName::new("saturation", UniformType::_1f),
UniformName::new("brightness", UniformType::_1f),
UniformName::new("tint", UniformType::_4f),
UniformName::new("noise_amount", UniformType::_1f),
UniformName::new("pixel_scale", UniformType::_1f),
UniformName::new("local_origin", UniformType::_2f),
UniformName::new("local_axes", UniformType::_4f),
UniformName::new("logical_size", UniformType::_2f),
];
match renderer.compile_custom_texture_shader(BACKDROP_SHADER, &uniforms) {
Ok(program) => {
@@ -1667,14 +1977,33 @@ fn backdrop_program(state: &mut Ferese, renderer: &mut GlesRenderer) -> Option<B
}
fn material_uniforms(parameters: &MaterialParameters) -> Vec<Uniform<'static>> {
decoration_uniforms(parameters, 0.0)
}
fn decoration_uniforms(parameters: &MaterialParameters, paint_mode: f32) -> Vec<Uniform<'static>> {
vec![
Uniform::new("pixel_scale", parameters.pixel_scale).into_owned(),
Uniform::new("local_origin", parameters.local_origin).into_owned(),
Uniform::new("local_axes", parameters.local_axes).into_owned(),
Uniform::new("logical_size", parameters.logical_size).into_owned(),
Uniform::new("paint_mode", paint_mode).into_owned(),
Uniform::new("glass_edges", parameters.glass_edges).into_owned(),
Uniform::new("edge_bar", parameters.edge_bar).into_owned(),
Uniform::new("shadow_rect", parameters.shadow_rect).into_owned(),
Uniform::new("shadow_values", parameters.shadow_values).into_owned(),
Uniform::new("visible_rect", parameters.visible_framebuffer).into_owned(),
Uniform::new("material_radius", parameters.radius).into_owned(),
Uniform::new("tint", parameters.tint).into_owned(),
Uniform::new("noise_amount", parameters.noise).into_owned(),
]
}
fn backdrop_uniforms(parameters: &MaterialParameters) -> Vec<Uniform<'static>> {
vec![
Uniform::new("pixel_scale", parameters.pixel_scale).into_owned(),
Uniform::new("local_origin", parameters.local_origin).into_owned(),
Uniform::new("local_axes", parameters.local_axes).into_owned(),
Uniform::new("logical_size", parameters.logical_size).into_owned(),
Uniform::new("material_radius", parameters.radius).into_owned(),
Uniform::new("visible_rect", parameters.visible_framebuffer).into_owned(),
Uniform::new(
"texture_size",
@@ -1685,6 +2014,7 @@ fn backdrop_uniforms(parameters: &MaterialParameters) -> Vec<Uniform<'static>> {
)
.into_owned(),
Uniform::new("blur_radius", parameters.blur).into_owned(),
Uniform::new("tap_scale", parameters.tap_scale).into_owned(),
Uniform::new("saturation", parameters.saturation).into_owned(),
Uniform::new("brightness", parameters.brightness).into_owned(),
Uniform::new("tint", parameters.tint).into_owned(),
@@ -1692,6 +2022,21 @@ fn backdrop_uniforms(parameters: &MaterialParameters) -> Vec<Uniform<'static>> {
]
}
fn material_local_coordinates(
origin: Point<i32, Physical>,
output_size: Size<i32, Physical>,
transform: Transform,
) -> ([f32; 2], [f32; 4]) {
let area = transform.transform_size(output_size);
let mapped = transform.transform_point_in(origin, &area);
let x = transform.transform_point_in(origin + Point::from((1, 0)), &area) - mapped;
let y = transform.transform_point_in(origin + Point::from((0, 1)), &area) - mapped;
(
[mapped.x as f32, mapped.y as f32],
[x.x as f32, x.y as f32, y.x as f32, y.y as f32],
)
}
fn framebuffer_capture_rect(rect: [f32; 4]) -> [i32; 4] {
[
rect[0].round() as i32,
@@ -1809,18 +2154,20 @@ mod tests {
element::{Element, Id},
utils::CommitCounter,
},
utils::{Buffer, Logical, Physical, Rectangle, Scale, Transform},
utils::{Buffer, Logical, Physical, Point, Rectangle, Scale, Size, Transform},
};
use super::{
color_with_alpha, expanded_blur_region, framebuffer_capture_rect, framebuffer_clip_rect,
normalized_scale, rounded_visual_rect, scaled_visual_rect, shadow_bounds,
material_local_coordinates, normalized_scale, rounded_visual_rect, scaled_visual_rect,
shadow_bounds,
};
#[derive(Debug)]
struct DamageElement {
id: Id,
geometry: Rectangle<i32, Logical>,
commit: CommitCounter,
}
impl DamageElement {
@@ -1828,6 +2175,7 @@ mod tests {
Self {
id: Id::new(),
geometry,
commit: CommitCounter::default(),
}
}
}
@@ -1838,7 +2186,7 @@ mod tests {
}
fn current_commit(&self) -> CommitCounter {
CommitCounter::default()
self.commit
}
fn src(&self) -> Rectangle<f64, Buffer> {
@@ -1853,6 +2201,38 @@ mod tests {
fn geometry(&self, scale: Scale<f64>) -> Rectangle<i32, Physical> {
self.geometry.to_physical_precise_round(scale)
}
fn damage_since(
&self,
scale: Scale<f64>,
commit: Option<CommitCounter>,
) -> smithay::backend::renderer::utils::DamageSet<i32, Physical> {
super::backdrop_damage(self.geometry(scale).size, self.current_commit(), commit)
}
}
#[test]
fn backdrop_is_idle_until_scene_changes_then_repaints_full_sampling_region() {
for scale in [1.0, 1.25, 1.8, 2.0] {
for transform in [Transform::Normal, Transform::Flipped180] {
let mut tracker = OutputDamageTracker::new((1600, 1200), scale, transform);
let mut backdrop =
DamageElement::new(Rectangle::new((50, 40).into(), (400, 240).into()));
tracker.damage_output(0, &[&backdrop]).unwrap();
for _ in 0..3 {
assert!(tracker.damage_output(1, &[&backdrop]).unwrap().0.is_none());
backdrop.commit.increment();
let damage = tracker
.damage_output(1, &[&backdrop])
.unwrap()
.0
.cloned()
.unwrap();
let bounds = backdrop.geometry(scale.into());
assert!(damage.iter().any(|rect| rect.contains_rect(bounds)));
}
}
}
}
#[test]
@@ -1877,6 +2257,42 @@ mod tests {
);
}
#[test]
fn glass_lighting_coordinates_follow_every_output_transform() {
let origin = Point::<i32, Physical>::from((120, 90));
let size = Size::<i32, Physical>::from((1000, 800));
for transform in [
Transform::Normal,
Transform::_90,
Transform::_180,
Transform::_270,
Transform::Flipped,
Transform::Flipped90,
Transform::Flipped180,
Transform::Flipped270,
] {
let (mapped_origin, axes) = material_local_coordinates(origin, size, transform);
for local in [(0, 0), (24, 0), (0, 35), (57, 81)] {
let point = transform.transform_point_in(
origin + Point::from(local),
&transform.transform_size(size),
);
let relative = [
point.x as f32 - mapped_origin[0],
point.y as f32 - mapped_origin[1],
];
assert_eq!(
relative[0] * axes[0] + relative[1] * axes[1],
local.0 as f32
);
assert_eq!(
relative[0] * axes[2] + relative[1] * axes[3],
local.1 as f32
);
}
}
}
#[test]
fn clip_rect_follows_output_transform() {
let geometry = Rectangle::<i32, Physical>::new((10, 5).into(), (30, 40).into());