Split shell, settings, and compositor into focused modules

This commit is contained in:
Samuel Onoja committed 2026-10-01 12:47:26 +01:00
1 parent 2b9f30fa5d
commit cbf048566a
38 files changed
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use super::*;
pub(crate) fn capture_resize_snapshot(
renderer: &mut GlesRenderer,
window: &smithay::desktop::Window,
geometry: Rectangle<i32, Logical>,
scale: f64,
remaining: usize,
) -> Result<Option<ResizeSnapshot>, GlesError> {
let Some(toplevel) = window.toplevel() else {
return Ok(None);
};
let size: Size<i32, Physical> = geometry.size.to_physical_precise_round(scale);
let bytes = (size.w.max(0) as usize)
.saturating_mul(size.h.max(0) as usize)
.saturating_mul(4);
if bytes == 0 || bytes > remaining {
return Ok(None);
}
// Called before on_commit_buffer_handler: renderer surface state still
// owns the previous buffer. Copy only during an actual resize handoff.
let content = render_elements_from_surface_tree::<GlesRenderer, WaylandSurfaceRenderElement<GlesRenderer>>(
renderer,
toplevel.wl_surface(),
Point::<i32, Logical>::from((-geometry.loc.x, -geometry.loc.y)).to_physical_precise_round(scale),
scale,
1.0,
RenderElementKind::Unspecified,
);
if content.is_empty() {
return Ok(None);
}
let mut texture = Offscreen::<GlesTexture>::create_buffer(renderer, Fourcc::Abgr8888, (size.w, size.h).into())?;
{
let mut target = renderer.bind(&mut texture)?;
let mut frame = renderer.render(&mut target, size, Transform::Normal)?;
let damage = Rectangle::from_size(size);
frame.clear(Color32F::new(0.0, 0.0, 0.0, 0.0), &[damage])?;
draw_render_elements(&mut frame, scale, &content, &[damage])?;
let _ = frame.finish()?;
}
Ok(Some(ResizeSnapshot {
texture,
context: renderer.context_id().erased(),
id: Id::new(),
commit: CommitCounter::default(),
elapsed: Duration::ZERO,
last_tick: None,
scale,
}))
}
pub(crate) fn capture_window_buffer(
renderer: &mut GlesRenderer,
window: &smithay::desktop::Window,
geometry: Rectangle<i32, Logical>,
scale: f64,
) -> Result<crate::handlers::screenshot::CaptureBuffer, String> {
capture_window_frame(renderer, window, geometry, scale, None)
}
pub(crate) fn capture_window_frame(
renderer: &mut GlesRenderer,
window: &smithay::desktop::Window,
geometry: Rectangle<i32, Logical>,
scale: f64,
cursor: Option<(&Ferese, Rectangle<i32, Logical>)>,
) -> Result<crate::handlers::screenshot::CaptureBuffer, String> {
let mut snapshot = capture_resize_snapshot(renderer, window, geometry, scale, 128 * 1024 * 1024)
.map_err(|error| error.to_string())?
.ok_or("Window has no capturable content")?;
let size = snapshot.texture.size();
if let Some((state, cursor_geometry)) = cursor {
let elements = cursor_elements(state, renderer, cursor_geometry, scale);
let mut target = renderer.bind(&mut snapshot.texture).map_err(|e| e.to_string())?;
let mut frame = renderer
.render(&mut target, (size.w, size.h).into(), Transform::Normal)
.map_err(|e| e.to_string())?;
draw_render_elements(
&mut frame,
scale,
&elements,
&[Rectangle::from_size((size.w, size.h).into())],
)
.map_err(|e| e.to_string())?;
let _ = frame.finish().map_err(|e| e.to_string())?;
}
let mapping = renderer
.copy_texture(&snapshot.texture, Rectangle::from_size(size), Fourcc::Abgr8888)
.map_err(|error| error.to_string())?;
if mapping.format() != Some(Fourcc::Abgr8888) {
return Err("Unsupported window readback format".into());
}
let bytes = (size.w as usize)
.checked_mul(size.h as usize)
.and_then(|pixels| pixels.checked_mul(4))
.ok_or("Window is too large")?;
let source = renderer.map_texture(&mapping).map_err(|error| error.to_string())?;
if source.len() < bytes {
return Err("Incomplete window readback".into());
}
let mut pixels = source[..bytes].to_vec();
for pixel in pixels.as_chunks_mut::<4>().0 {
pixel.swap(0, 2);
let alpha = pixel[3] as u16;
for channel in &mut pixel[..3] {
*channel = if alpha == 0 {
0
} else {
((*channel as u16 * 255 + alpha / 2) / alpha).min(255) as u8
};
}
}
Ok(crate::handlers::screenshot::CaptureBuffer {
width: size.w,
height: size.h,
stride: size.w as usize * 4,
pixels,
})
}
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use super::*;
pub(super) fn rounded_clip_program(state: &mut Ferese, renderer: &mut GlesRenderer) -> Option<RoundedClipPrograms> {
let context = renderer.context_id().erased();
if let Some(program) = state.rounded_clip_programs.get(&context) {
return Some(program.clone());
}
let texture_uniforms = [
UniformName::new("clip_rect", UniformType::_4f),
UniformName::new("radius", UniformType::_1f),
];
let border_uniforms = [
UniformName::new("clip_rect", UniformType::_4f),
UniformName::new("radius", UniformType::_1f),
UniformName::new("border_width", UniformType::_1f),
UniformName::new("border_color", UniformType::_4f),
UniformName::new("border_color_to", UniformType::_4f),
UniformName::new("gradient_line", UniformType::_4f),
UniformName::new("focus_color", UniformType::_4f),
UniformName::new("focus_color_to", UniformType::_4f),
UniformName::new("focus_gradient_line", UniformType::_4f),
UniformName::new("focus_mix", UniformType::_1f),
];
let shadow_uniforms = [
UniformName::new("shadow_rect", UniformType::_4f),
UniformName::new("radius", UniformType::_1f),
UniformName::new("blur", UniformType::_1f),
UniformName::new("opacity", UniformType::_1f),
UniformName::new("shadow_color", UniformType::_4f),
];
let texture = renderer.compile_custom_texture_shader(ROUNDED_TEXTURE_SHADER, &texture_uniforms);
let border = renderer.compile_custom_pixel_shader(ROUNDED_BORDER_SHADER, &border_uniforms);
let shadow = renderer.compile_custom_pixel_shader(WINDOW_SHADOW_SHADER, &shadow_uniforms);
let compiled = texture.and_then(|texture| border.and_then(|border| shadow.map(|shadow| (texture, border, shadow))));
match compiled {
Ok((texture, border, shadow)) => {
let programs = RoundedClipPrograms {
texture,
border,
shadow,
};
state.rounded_clip_programs.insert(context, programs.clone());
Some(programs)
}
Err(error) => {
tracing::error!(%error, "failed to compile rounded-window shader");
None
}
}
}
#[allow(clippy::too_many_arguments)]
pub(super) fn window_border_element(
state: &mut Ferese,
renderer: &GlesRenderer,
id: ferese_layout::WindowId,
geometry: Rectangle<i32, Logical>,
physical: Rectangle<i32, Physical>,
scale: f64,
requested_radius: f64,
requested_width: f64,
color: [f32; 4],
gradient: Option<crate::config::BorderGradient>,
focus_mix: f32,
opacity: f32,
output: &Output,
programs: &RoundedClipPrograms,
) -> Option<PhysicalShaderElement> {
let mode = output.current_mode()?;
let width = scaled_effect_value(requested_width, geometry, scale);
if width == 0.0 {
return None;
}
let (from, to, gradient_line) = match gradient {
Some(gradient) => (
gradient.from.0,
gradient.to.0,
border_gradient_line(physical, mode.size, output.current_transform().invert(), gradient.angle),
),
None => (color, color, [0.0; 4]),
};
let (focus_from, focus_to, focus_gradient_line) = match state.theme_settings.focus_ring_gradient {
Some(g) => (
g.from.0,
g.to.0,
border_gradient_line(physical, mode.size, output.current_transform().invert(), g.angle),
),
None => (
state.theme_settings.accent_color.0,
state.theme_settings.accent_color.0,
[0.0; 4],
),
};
let parameters = BorderParameters {
geometry,
clip_rect: framebuffer_clip_rect(physical, mode.size, output.current_transform().invert()),
radius: scaled_effect_value(requested_radius, geometry, scale),
width,
color: color_with_alpha(from, opacity),
color_to: color_with_alpha(to, opacity),
gradient_line,
focus_color: color_with_alpha(focus_from, opacity),
focus_color_to: color_with_alpha(focus_to, opacity),
focus_gradient_line,
focus_mix,
};
let context = renderer.context_id().erased();
let buffers = state.window_borders.entry(id).or_default();
if !buffers.contexts.contains_key(&context) {
let element = PixelShaderElement::new(
programs.border.clone(),
geometry,
None,
1.0,
border_uniforms(&parameters),
RenderElementKind::Unspecified,
);
buffers.contexts.insert(
context.clone(),
CachedBorder {
element,
parameters: parameters.clone(),
},
);
}
let cached = buffers.contexts.get_mut(&context)?;
if cached.parameters != parameters {
if cached.parameters.geometry != parameters.geometry {
cached.element.resize(parameters.geometry, None);
}
cached.element.update_uniforms(border_uniforms(&parameters));
cached.parameters = parameters;
}
Some(PhysicalShaderElement {
inner: cached.element.clone(),
geometry: physical,
})
}
pub(super) fn border_uniforms(parameters: &BorderParameters) -> Vec<Uniform<'static>> {
vec![
Uniform::new("clip_rect", parameters.clip_rect).into_owned(),
Uniform::new("radius", parameters.radius).into_owned(),
Uniform::new("border_width", parameters.width).into_owned(),
Uniform::new("border_color", parameters.color).into_owned(),
Uniform::new("border_color_to", parameters.color_to).into_owned(),
Uniform::new("gradient_line", parameters.gradient_line).into_owned(),
Uniform::new("focus_color", parameters.focus_color).into_owned(),
Uniform::new("focus_color_to", parameters.focus_color_to).into_owned(),
Uniform::new("focus_gradient_line", parameters.focus_gradient_line).into_owned(),
Uniform::new("focus_mix", parameters.focus_mix).into_owned(),
]
}
#[allow(clippy::too_many_arguments)]
pub(super) fn window_tint_element(
state: &mut Ferese,
renderer: &mut GlesRenderer,
id: ferese_layout::WindowId,
geometry: Rectangle<i32, Logical>,
physical: Rectangle<i32, Physical>,
scale: f64,
radius: f64,
color: [f32; 4],
resize_fill: bool,
output: &Output,
) -> Option<PhysicalShaderElement> {
if color[3] <= 0.0 {
if resize_fill {
state.window_resize_fills.remove(&id);
} else {
state.window_dims.remove(&id);
}
return None;
}
let mode = output.current_mode()?;
let program = material_program(state, renderer)?;
let parameters = BorderParameters {
geometry,
clip_rect: framebuffer_clip_rect(physical, mode.size, output.current_transform().invert()),
radius: scaled_effect_value(radius, geometry, scale),
width: 0.0,
color,
color_to: color,
gradient_line: [0.0; 4],
focus_color: color,
focus_color_to: color,
focus_gradient_line: [0.0; 4],
focus_mix: 0.0,
};
let uniforms = |p: &BorderParameters| {
vec![
Uniform::new("visible_rect", p.clip_rect).into_owned(),
Uniform::new("material_radius", p.radius).into_owned(),
Uniform::new("tint", p.color).into_owned(),
Uniform::new("paint_mode", 0.0_f32).into_owned(),
Uniform::new("shadow_rect", p.clip_rect).into_owned(),
Uniform::new("shadow_values", [0.0_f32; 2]).into_owned(),
]
};
let context = renderer.context_id().erased();
let buffers = if resize_fill {
state.window_resize_fills.entry(id).or_default()
} else {
state.window_dims.entry(id).or_default()
};
let cached = buffers.contexts.entry(context).or_insert_with(|| CachedBorder {
element: PixelShaderElement::new(
program.0,
geometry,
None,
1.0,
uniforms(&parameters),
RenderElementKind::Unspecified,
),
parameters: parameters.clone(),
});
if cached.parameters != parameters {
if cached.parameters.geometry != geometry {
cached.element.resize(geometry, None);
}
// Updating uniforms advances the element's commit so unchanged client
// buffers still repaint while focus dimming animates.
cached.element.update_uniforms(uniforms(&parameters));
cached.parameters = parameters;
}
Some(PhysicalShaderElement {
inner: cached.element.clone(),
geometry: physical,
})
}
#[allow(clippy::too_many_arguments)]
pub(super) fn window_shadow_element(
state: &mut Ferese,
renderer: &GlesRenderer,
id: ferese_layout::WindowId,
geometry: Rectangle<i32, Logical>,
physical: Rectangle<i32, Physical>,
scale: f64,
requested_radius: f64,
offset_y: f64,
blur: f64,
opacity: f64,
color: [f32; 4],
output: &Output,
programs: &RoundedClipPrograms,
) -> Option<PhysicalShaderElement> {
let mode = output.current_mode()?;
if opacity == 0.0 || color[3] == 0.0 {
return None;
}
let shadow_geometry = Rectangle::new(
(physical.loc.x, physical.loc.y + (offset_y * scale).round() as i32).into(),
physical.size,
);
let bounds = shadow_bounds(geometry, offset_y, blur);
let parameters = ShadowParameters {
blur: (blur * scale) as f32,
bounds,
shadow_rect: framebuffer_clip_rect(shadow_geometry, mode.size, output.current_transform().invert()),
radius: scaled_effect_value(requested_radius, geometry, scale),
opacity: opacity as f32,
color,
};
let context = renderer.context_id().erased();
let buffers = state.window_shadows.entry(id).or_default();
if !buffers.contexts.contains_key(&context) {
let element = PixelShaderElement::new(
programs.shadow.clone(),
bounds,
None,
1.0,
shadow_uniforms(&parameters),
RenderElementKind::Unspecified,
);
buffers.contexts.insert(
context.clone(),
CachedShadow {
element,
parameters: parameters.clone(),
},
);
}
let cached = buffers.contexts.get_mut(&context)?;
if cached.parameters != parameters {
if cached.parameters.bounds != parameters.bounds {
cached.element.resize(parameters.bounds, None);
}
cached.element.update_uniforms(shadow_uniforms(&parameters));
cached.parameters = parameters;
}
let extent = (blur * scale * 2.0).ceil() as i32;
Some(PhysicalShaderElement {
inner: cached.element.clone(),
geometry: Rectangle::new(
(shadow_geometry.loc.x - extent, shadow_geometry.loc.y - extent).into(),
(shadow_geometry.size.w + 2 * extent, shadow_geometry.size.h + 2 * extent).into(),
),
})
}
pub(super) fn shadow_uniforms(parameters: &ShadowParameters) -> Vec<Uniform<'static>> {
vec![
Uniform::new("shadow_rect", parameters.shadow_rect).into_owned(),
Uniform::new("radius", parameters.radius).into_owned(),
Uniform::new("blur", parameters.blur).into_owned(),
Uniform::new("opacity", parameters.opacity).into_owned(),
Uniform::new("shadow_color", parameters.color).into_owned(),
]
}
pub(super) fn shadow_bounds(geometry: Rectangle<i32, Logical>, offset_y: f64, blur: f64) -> Rectangle<i32, Logical> {
let extent = (blur * 2.0).ceil() as i32;
let offset_y = offset_y.round() as i32;
Rectangle::new(
(geometry.loc.x - extent, geometry.loc.y + offset_y - extent).into(),
(geometry.size.w + extent * 2, geometry.size.h + extent * 2).into(),
)
}
pub(super) fn scaled_effect_value(requested: f64, geometry: Rectangle<i32, Logical>, scale: f64) -> f32 {
requested
.min(f64::from(geometry.size.w.min(geometry.size.h)) / 2.0)
.max(0.0) as f32
* scale as f32
}
#[allow(clippy::too_many_arguments)]
pub(super) fn rounded_window_elements(
renderer: &mut GlesRenderer,
window: &smithay::desktop::Window,
constrain: Rectangle<i32, Logical>,
physical_constrain: Rectangle<i32, Physical>,
scale: f64,
requested_radius: f64,
alpha: f32,
clip_changed: bool,
output: &Output,
program: GlesTexProgram,
behavior: ConstrainScaleBehavior,
) -> Vec<AnimatedWindowRenderElement> {
let Some(toplevel) = window.toplevel() else {
return Vec::new();
};
let Some(mode) = output.current_mode() else {
return Vec::new();
};
let geometry = window.geometry();
let reference = geometry.to_physical_precise_round(scale);
let location = physical_constrain.loc - geometry.loc.to_physical_precise_round(scale);
let clip = framebuffer_clip_rect(physical_constrain, mode.size, output.current_transform().invert());
let radius = scaled_effect_value(requested_radius, constrain, scale);
let surface = toplevel.wl_surface();
let mut content = PopupManager::popups_for_surface(surface)
.flat_map(|(popup, popup_offset)| {
let offset = (geometry.loc + popup_offset - popup.geometry().loc).to_physical_precise_round(scale);
render_elements_from_surface_tree::<GlesRenderer, WaylandSurfaceRenderElement<GlesRenderer>>(
renderer,
popup.wl_surface(),
location + offset,
scale,
alpha,
RenderElementKind::Unspecified,
)
.into_iter()
.map(WindowContentRenderElement::from)
})
.collect::<Vec<_>>();
content.extend(
render_elements_from_surface_tree::<GlesRenderer, WaylandSurfaceRenderElement<GlesRenderer>>(
renderer,
surface,
location,
scale,
alpha,
RenderElementKind::Unspecified,
)
.into_iter()
.map(|inner| {
RoundedSurfaceRenderElement {
inner,
program: program.clone(),
clip_rect: clip,
radius,
clip_changed,
}
.into()
}),
);
constrain_render_elements(
content,
location,
physical_constrain,
reference,
behavior,
ConstrainAlign::TOP | ConstrainAlign::LEFT,
scale,
)
.map(Into::into)
.collect()
}
pub(super) fn resize_content_behavior(intentional_scale: bool) -> ConstrainScaleBehavior {
if intentional_scale {
ConstrainScaleBehavior::Stretch
} else {
ConstrainScaleBehavior::CutOff
}
}
pub(super) fn scaled_visual_rect(rect: ferese_layout::Rect, scale: f64) -> ferese_layout::Rect {
let scale = scale.clamp(0.0, 1.0);
let width = rect.width * scale;
let height = rect.height * scale;
ferese_layout::Rect::new(
rect.x + (rect.width - width) / 2.0,
rect.y + (rect.height - height) / 2.0,
width,
height,
)
}
pub(super) fn color_with_alpha(mut color: [f32; 4], alpha: f32) -> [f32; 4] {
color[3] *= alpha;
color
}
pub(super) fn rounded_visual_rect(
rect: ferese_layout::Rect,
output_location: Point<i32, Logical>,
) -> Rectangle<i32, Logical> {
let left = (rect.x - f64::from(output_location.x)).round() as i32;
let top = (rect.y - f64::from(output_location.y)).round() as i32;
let right = (rect.x + rect.width - f64::from(output_location.x)).round() as i32;
let bottom = (rect.y + rect.height - f64::from(output_location.y)).round() as i32;
Rectangle::new(
(left, top).into(),
((right - left).max(1), (bottom - top).max(1)).into(),
)
}
pub(super) fn framebuffer_clip_rect(
geometry: Rectangle<i32, Physical>,
output_size: smithay::utils::Size<i32, Physical>,
transform: Transform,
) -> [f32; 4] {
// Match GlesFrame's projection: Smithay already accounts for GL's Y axis.
// An extra bottom-left conversion here mirrors shader clips independently
// of the surface geometry (notably with the nested Flipped180 output).
let element_size = transform.transform_size(output_size);
let transformed = transform.transform_rect_in(geometry, &element_size);
[
transformed.loc.x as f32,
transformed.loc.y as f32,
transformed.size.w as f32,
transformed.size.h as f32,
]
}
pub(super) fn border_gradient_line(
geometry: Rectangle<i32, Physical>,
output_size: Size<i32, Physical>,
transform: Transform,
angle: f64,
) -> [f32; 4] {
let angle = angle.to_radians();
let direction = (angle.cos(), angle.sin());
let width = f64::from(geometry.size.w);
let height = f64::from(geometry.size.h);
let extent = (width * direction.0.abs() + height * direction.1.abs()) * 0.5;
let center = geometry.loc.to_f64() + Point::from((width * 0.5, height * 0.5));
let offset: Point<f64, Physical> = (direction.0 * extent, direction.1 * extent).into();
// Apply the same output-to-framebuffer transform as the rounded clip.
// This keeps angles in window coordinates on rotated/flipped monitors.
let area = transform.transform_size(output_size).to_f64();
let start = transform.transform_point_in(center - offset, &area);
let end = transform.transform_point_in(center + offset, &area);
let delta = end - start;
let length_squared = (delta.x * delta.x + delta.y * delta.y).max(0.000001);
[
start.x as f32,
start.y as f32,
(delta.x / length_squared) as f32,
(delta.y / length_squared) as f32,
]
}
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use super::*;
#[allow(clippy::too_many_arguments)]
pub(super) 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 regions = crate::effects::surface_regions(surface);
let targets: Vec<_> = match &regions {
None => vec![(geometry, radius as f32)],
Some(regions) => regions
.iter()
.filter_map(|r| {
Rectangle::new(
(content_origin.x + r[0], content_origin.y + r[1]).into(),
(r[2], r[3]).into(),
)
.intersection(geometry)
.map(|rect| (rect, r[4] as f32))
})
.collect(),
};
let materials: Vec<_> = targets
.iter()
.enumerate()
.filter_map(|(index, (rect, radius))| {
material_element(state, renderer, output, surface, *rect, *radius, index, geometry, 1.0)
})
.collect();
if let Some(buffers) = state.material_buffers.get_mut(surface) {
buffers.contexts.retain(|(_, index), _| *index < targets.len());
}
let material = (!materials.is_empty() && regions.is_none()).then_some(());
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: content, material, shadow.
let content = render_elements_from_surface_tree::<GlesRenderer, WaylandSurfaceRenderElement<GlesRenderer>>(
renderer,
surface,
content_origin.to_physical_precise_round(scale),
scale,
crate::effects::surface_opacity(surface),
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)
}));
for (background, shadow) in materials {
elements.push(background);
elements.push(shadow);
}
}
pub(super) fn material_element(
state: &mut Ferese,
renderer: &mut GlesRenderer,
output: &Output,
surface: &smithay::reexports::wayland_server::protocol::wl_surface::WlSurface,
geometry: Rectangle<i32, Logical>,
radius: f32,
index: usize,
capture_geometry: Rectangle<i32, Logical>,
alpha: f32,
) -> Option<(AnimatedWindowRenderElement, AnimatedWindowRenderElement)> {
let (role, generation) = crate::effects::surface_role(surface)?;
let material = crate::effects::resolve_material(
role,
state.theme_settings.material_style,
state.theme_settings.shell_opacity as f32,
);
let presentation_alpha = crate::effects::surface_opacity(surface) * alpha;
let mode = output.current_mode()?;
let scale = output.current_scale().fractional_scale();
let transform = output.current_transform().invert();
let background = if role == crate::effects::SemanticRole::Panel {
state.theme_settings.bar_background_color
} else {
state.theme_settings.surface_base_color
};
let [red, green, blue, _] = background.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 * (state.theme_settings.shadow_opacity / 0.2) * f64::from(presentation_alpha)
};
let shadow_geometry = Rectangle::new(
(geometry.loc.x, geometry.loc.y + offset_y.round() as i32).into(),
geometry.size,
);
let background_opacity = material.opacity;
let blur = material_blur_radius(material.style, material.opacity, state.theme_settings.backdrop_blur);
let output_size = output
.current_transform()
.transform_size(mode.size)
.to_f64()
.to_logical(scale)
.to_i32_ceil();
let sample_geometry = expanded_blur_region(capture_geometry, blur.ceil() as i32, output_size);
let sample_physical = sample_geometry.to_physical_precise_round(scale);
let mut parameters = MaterialParameters {
presentation_alpha,
background_opacity,
blur: (blur * scale) as f32,
scene_generation: if blur > 0.0 { state.backdrop_generation } else { 0 },
sample_geometry,
sample_physical,
sample_framebuffer: framebuffer_clip_rect(sample_physical, mode.size, transform),
radius: radius * scale as f32,
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: [red, green, blue, material.opacity * presentation_alpha],
generation,
opaque: material.opacity == 1.0 && presentation_alpha == 1.0 && radius == 0.0,
visible_framebuffer: framebuffer_clip_rect(geometry.to_physical_precise_round(scale), mode.size, transform),
};
let context = renderer.context_id().erased();
let program = material_program(state, renderer)?;
let blur_program = (blur > 0.0).then(|| blur_program(state, renderer)).flatten();
let capture_rect = framebuffer_capture_rect(parameters.sample_framebuffer);
let capture_size = Size::from((capture_rect[2], capture_rect[3]));
let buffers = state.material_buffers.entry(surface.clone()).or_default();
let capture = if let Some(blur_program) = blur_program {
if buffers
.captures
.get(&context)
.is_none_or(|c| c.geometry != sample_geometry || c.texture.size() != capture_size)
{
let texture = Offscreen::<GlesTexture>::create_buffer(renderer, Fourcc::Abgr8888, capture_size)
.map_err(|error| {
tracing::warn!(%error, ?sample_physical, "backdrop capture allocation failed");
error
})
.ok();
if let Some(texture) = texture {
buffers.captures.insert(
context.clone(),
BlurCapture {
texture,
dirty: Arc::new(AtomicBool::new(true)),
geometry: sample_geometry,
},
);
} else {
buffers.captures.remove(&context);
}
}
buffers
.captures
.get(&context)
.cloned()
.map(|capture| (capture, blur_program))
} else {
buffers.captures.remove(&context);
None
};
if capture.is_some() {
parameters.tint[3] = state.theme_settings.material_tint_strength as f32;
}
let make_element = || {
if let Some((capture, program)) = &capture {
MaterialElement::Blur(BlurRenderElement::new(
capture.texture.clone(),
program.0.clone(),
&parameters,
capture.dirty.clone(),
))
} else {
MaterialElement::Fill(PixelShaderElement::new(
program.0.clone(),
geometry,
parameters.opaque.then(|| vec![Rectangle::from_size(geometry.size)]),
1.0,
material_uniforms(&parameters),
RenderElementKind::Unspecified,
))
}
};
let cached = buffers
.contexts
.entry((context, index))
.or_insert_with(|| CachedMaterial {
element: make_element(),
parameters: parameters.clone(),
shadow: PixelShaderElement::new(
program.0.clone(),
parameters.shadow_bounds,
None,
1.0,
decoration_uniforms(&parameters, 2.0),
RenderElementKind::Unspecified,
),
});
let replace = match &cached.element {
MaterialElement::Fill(_) => capture.is_some(),
MaterialElement::Blur(element) => capture
.as_ref()
.is_none_or(|(capture, _)| capture.texture.tex_id() != element.texture.tex_id()),
};
if replace {
cached.element = make_element();
}
if cached.parameters != parameters {
cached.shadow.resize(parameters.shadow_bounds, None);
cached.shadow.update_uniforms(decoration_uniforms(&parameters, 2.0));
match &mut cached.element {
MaterialElement::Fill(element) => {
element.resize(
geometry,
parameters.opaque.then(|| vec![Rectangle::from_size(geometry.size)]),
);
element.update_uniforms(material_uniforms(&parameters));
}
MaterialElement::Blur(element) => element.update(&parameters),
}
cached.parameters = parameters;
}
let background = match &cached.element {
MaterialElement::Fill(element) => element.clone().into(),
MaterialElement::Blur(element) => element.clone().into(),
};
Some((background, cached.shadow.clone().into()))
}
pub(super) fn material_blur_radius(style: crate::config::MaterialStyle, opacity: f32, radius: f64) -> f64 {
if style == crate::config::MaterialStyle::Translucent && opacity > 0.0 {
radius
} else {
0.0
}
}
pub(super) fn blur_program(state: &mut Ferese, renderer: &mut GlesRenderer) -> Option<BlurProgram> {
let context = renderer.context_id().erased();
if let Some(program) = state.blur_programs.get(&context) {
return Some(program.clone());
}
match renderer.compile_custom_texture_shader(BLUR_SHADER, &blur_uniform_names()) {
Ok(program) => {
let program = BlurProgram(program);
state.blur_programs.insert(context, program.clone());
Some(program)
}
Err(error) => {
tracing::warn!(%error,"backdrop blur unavailable; using plain translucent fill");
None
}
}
}
pub(super) fn blur_uniform_names() -> [UniformName<'static>; 8] {
[
UniformName::new("visible_rect", UniformType::_4f),
UniformName::new("material_radius", UniformType::_1f),
UniformName::new("texture_size", UniformType::_2f),
UniformName::new("capture_origin", UniformType::_2f),
UniformName::new("blur_radius", UniformType::_1f),
UniformName::new("presentation_alpha", UniformType::_1f),
UniformName::new("background_opacity", UniformType::_1f),
UniformName::new("tint", UniformType::_4f),
]
}
pub(super) fn blur_uniforms(p: &MaterialParameters) -> Vec<Uniform<'static>> {
vec![
Uniform::new("visible_rect", p.visible_framebuffer).into_owned(),
Uniform::new("material_radius", p.radius).into_owned(),
Uniform::new("texture_size", [p.sample_framebuffer[2], p.sample_framebuffer[3]]).into_owned(),
Uniform::new("capture_origin", [p.sample_framebuffer[0], p.sample_framebuffer[1]]).into_owned(),
Uniform::new("blur_radius", p.blur).into_owned(),
Uniform::new("presentation_alpha", p.presentation_alpha).into_owned(),
Uniform::new("background_opacity", p.background_opacity).into_owned(),
Uniform::new("tint", p.tint).into_owned(),
]
}
pub(super) fn framebuffer_capture_rect(rect: [f32; 4]) -> [i32; 4] {
rect.map(|v| v.round() as i32)
}
pub(super) fn expanded_blur_region(
visible: Rectangle<i32, Logical>,
radius: i32,
output_size: Size<i32, Logical>,
) -> Rectangle<i32, Logical> {
let left = (visible.loc.x - radius).max(0);
let top = (visible.loc.y - radius).max(0);
let right = (visible.loc.x + visible.size.w + radius).min(output_size.w);
let bottom = (visible.loc.y + visible.size.h + radius).min(output_size.h);
Rectangle::new(
(left, top).into(),
((right - left).max(1), (bottom - top).max(1)).into(),
)
}
pub(super) fn material_program(state: &mut Ferese, renderer: &mut GlesRenderer) -> Option<MaterialProgram> {
let context = renderer.context_id().erased();
if let Some(program) = state.material_programs.get(&context) {
return Some(program.clone());
}
let uniforms = [
UniformName::new("visible_rect", UniformType::_4f),
UniformName::new("material_radius", UniformType::_1f),
UniformName::new("tint", UniformType::_4f),
UniformName::new("paint_mode", 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) => {
let program = MaterialProgram(program);
state.material_programs.insert(context, program.clone());
Some(program)
}
Err(error) => {
tracing::error!(%error, "failed to compile semantic material shader");
None
}
}
}
pub(super) fn material_uniforms(parameters: &MaterialParameters) -> Vec<Uniform<'static>> {
decoration_uniforms(parameters, 0.0)
}
pub(super) fn decoration_uniforms(parameters: &MaterialParameters, paint_mode: f32) -> Vec<Uniform<'static>> {
vec![
Uniform::new("paint_mode", paint_mode).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(),
]
}
pub(super) fn blur_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.w, size.h).into())])
}
}
+890
View File
@@ -0,0 +1,890 @@
mod capture;
mod decorations;
mod materials;
mod overview;
mod scene;
use std::collections::HashMap;
use std::sync::Arc;
use std::sync::atomic::{AtomicBool, Ordering};
use std::time::Duration;
pub(crate) use capture::{capture_resize_snapshot, capture_window_buffer, capture_window_frame};
use decorations::*;
use materials::*;
use overview::*;
use scene::cursor_elements;
pub(crate) use scene::{
animated_window_elements, cursorless_window_elements, frame_effect_metrics, layer_surfaces, output_elements,
};
use smithay::backend::allocator::Fourcc;
use smithay::backend::renderer::element::memory::MemoryRenderBufferRenderElement;
use smithay::backend::renderer::element::solid::SolidColorRenderElement;
use smithay::backend::renderer::element::surface::{
WaylandSurfaceRenderElement, WaylandSurfaceTexture, render_elements_from_surface_tree,
};
use smithay::backend::renderer::element::utils::{
ConstrainAlign, ConstrainScaleBehavior, CropRenderElement, Relocate, RelocateRenderElement, RescaleRenderElement,
constrain_render_elements,
};
use smithay::backend::renderer::element::{
Element, Id, Kind as RenderElementKind, RenderElement, UnderlyingStorage, render_elements,
};
use smithay::backend::renderer::gles::element::PixelShaderElement;
use smithay::backend::renderer::gles::{
GlesError, GlesFrame, GlesPixelProgram, GlesRenderer, GlesTexProgram, GlesTexture, Uniform, UniformName,
UniformType,
};
use smithay::backend::renderer::utils::{CommitCounter, DamageSet, OpaqueRegions, draw_render_elements};
use smithay::backend::renderer::{Bind, Color32F, ErasedContextId, ExportMem, Frame, Offscreen, Renderer, Texture};
use smithay::desktop::space::{ConstrainBehavior, ConstrainReference, constrain_space_element};
use smithay::desktop::{LayerSurface, PopupManager, layer_map_for_output};
use smithay::input::pointer::{CursorImageStatus, CursorImageSurfaceData};
use smithay::output::Output;
use smithay::reexports::wayland_server::Resource;
use smithay::utils::{Buffer, Logical, Physical, Point, Rectangle, Scale as RenderScale, Size, Transform};
use smithay::wayland::compositor::with_states;
use smithay::wayland::shell::wlr_layer::Layer;
use crate::Ferese;
use crate::metrics::FrameEffectMetrics;
use crate::presentation::{NativeTextureElement, PhysicalShaderElement, physical_rect};
type SurfaceRenderElement =
CropRenderElement<RelocateRenderElement<RescaleRenderElement<WaylandSurfaceRenderElement<GlesRenderer>>>>;
type WindowRenderElement = CropRenderElement<RelocateRenderElement<RescaleRenderElement<WindowContentRenderElement>>>;
type MemoryRenderElement =
CropRenderElement<RelocateRenderElement<RescaleRenderElement<MemoryRenderBufferRenderElement<GlesRenderer>>>>;
render_elements! {
pub(crate) AnimatedWindowRenderElement<=GlesRenderer>;
Window=WindowRenderElement,
Surface=SurfaceRenderElement,
Memory=MemoryRenderElement,
Solid=SolidColorRenderElement,
LockSurface=WaylandSurfaceRenderElement<GlesRenderer>,
Border=PixelShaderElement,
Blur=BlurRenderElement,
Effect=PhysicalShaderElement,
Native=NativeTextureElement,
}
#[derive(Debug)]
pub(crate) struct ResizeSnapshot {
pub texture: GlesTexture,
pub context: ErasedContextId,
pub id: Id,
pub commit: CommitCounter,
pub elapsed: Duration,
pub last_tick: Option<Duration>,
pub scale: f64,
}
impl ResizeSnapshot {
pub(crate) fn bytes(&self) -> usize {
self.texture.size().w as usize * self.texture.size().h as usize * 4
}
}
render_elements! {
WindowContentRenderElement<=GlesRenderer>;
Rounded=RoundedSurfaceRenderElement,
Popup=WaylandSurfaceRenderElement<GlesRenderer>,
}
const ROUNDED_TEXTURE_SHADER: &str = include_str!("shaders/rounded_texture_shader.frag");
const ROUNDED_BORDER_SHADER: &str = include_str!("shaders/rounded_border_shader.frag");
const WINDOW_SHADOW_SHADER: &str = include_str!("shaders/window_shadow_shader.frag");
// 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 = include_str!("shaders/material_shader.frag");
const BLUR_SHADER: &str = include_str!("shaders/blur_shader.frag");
#[derive(Clone, Debug)]
pub(crate) struct BlurProgram(GlesTexProgram);
#[derive(Clone, Debug)]
struct BlurCapture {
texture: GlesTexture,
dirty: Arc<AtomicBool>,
geometry: Rectangle<i32, Logical>,
}
#[derive(Clone, Debug)]
struct BlurRenderElement {
capture_dirty: Arc<AtomicBool>,
texture: GlesTexture,
program: GlesTexProgram,
id: Id,
commit: CommitCounter,
geometry: Rectangle<i32, Logical>,
capture_rect: [i32; 4],
uniforms: Vec<Uniform<'static>>,
}
impl BlurRenderElement {
fn new(
texture: GlesTexture,
program: GlesTexProgram,
parameters: &MaterialParameters,
capture_dirty: Arc<AtomicBool>,
) -> Self {
Self {
capture_dirty,
texture,
program,
id: Id::new(),
commit: CommitCounter::default(),
geometry: parameters.sample_geometry,
capture_rect: framebuffer_capture_rect(parameters.sample_framebuffer),
uniforms: blur_uniforms(parameters),
}
}
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 = blur_uniforms(parameters);
self.commit.increment();
}
}
impl Element for BlurRenderElement {
fn id(&self) -> &Id {
&self.id
}
fn current_commit(&self) -> CommitCounter {
self.commit
}
fn src(&self) -> Rectangle<f64, Buffer> {
Rectangle::from_size(self.texture.size().to_f64())
}
fn geometry(&self, scale: RenderScale<f64>) -> Rectangle<i32, Physical> {
self.geometry.to_physical_precise_round(scale)
}
fn damage_since(&self, scale: RenderScale<f64>, commit: Option<CommitCounter>) -> DamageSet<i32, Physical> {
blur_damage(self.geometry(scale).size, self.commit, commit)
}
fn opaque_regions(&self, _scale: RenderScale<f64>) -> OpaqueRegions<i32, Physical> {
// Backdrop dependencies must remain visible to damage tracking even
// though the shader produces opaque pixels inside the visible region.
OpaqueRegions::default()
}
fn alpha(&self) -> f32 {
1.0
}
fn kind(&self) -> RenderElementKind {
RenderElementKind::Unspecified
}
}
impl RenderElement<GlesRenderer> for BlurRenderElement {
fn draw(
&self,
frame: &mut GlesFrame<'_, '_>,
src: Rectangle<f64, Buffer>,
dst: Rectangle<i32, Physical>,
damage: &[Rectangle<i32, Physical>],
opaque_regions: &[Rectangle<i32, Physical>],
) -> Result<(), GlesError> {
let texture = self.texture.tex_id();
let [x, y, width, height] = self.capture_rect;
// Buffer-age restoration and unrelated partial damage must reuse the
// clean captured scene. Recapturing a partly repainted framebuffer
// would feed previous blurred pixels back into the blur.
if self.capture_dirty.load(Ordering::Relaxed) {
let error = frame.with_context(|gl| unsafe {
gl.GetError();
let mut framebuffer = 0;
let mut previous_read_buffer = 0;
gl.GetIntegerv(
smithay::backend::renderer::gles::ffi::READ_FRAMEBUFFER_BINDING,
&mut framebuffer,
);
gl.GetIntegerv(
smithay::backend::renderer::gles::ffi::READ_BUFFER,
&mut previous_read_buffer,
);
gl.ReadBuffer(if framebuffer == 0 {
smithay::backend::renderer::gles::ffi::BACK
} else {
smithay::backend::renderer::gles::ffi::COLOR_ATTACHMENT0
});
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);
let error = gl.GetError();
gl.ReadBuffer(previous_read_buffer as u32);
error
})?;
if error != smithay::backend::renderer::gles::ffi::NO_ERROR {
tracing::warn!(error, "backdrop framebuffer capture failed");
}
self.capture_dirty.store(false, Ordering::Relaxed);
}
frame.render_texture_from_to(
&self.texture,
src,
dst,
damage,
opaque_regions,
Transform::Normal,
1.0,
Some(&self.program),
&self.uniforms,
)
}
fn underlying_storage(&self, _renderer: &mut GlesRenderer) -> Option<UnderlyingStorage<'_>> {
None
}
}
#[derive(Clone, Debug)]
pub(crate) struct RoundedClipPrograms {
texture: GlesTexProgram,
border: GlesPixelProgram,
shadow: GlesPixelProgram,
}
#[derive(Clone, Copy, Debug, Eq, Hash, PartialEq)]
pub(crate) enum OverviewChromePart {
Card,
Outline,
Strip,
Caption,
}
#[derive(Debug)]
pub(crate) struct OverviewScrim {
chrome: HashMap<(u64, OverviewChromePart), HashMap<ErasedContextId, CachedBorder>>,
}
#[derive(Clone, Debug)]
pub(crate) struct MaterialProgram(GlesPixelProgram);
#[derive(Clone, Debug, PartialEq)]
struct MaterialParameters {
presentation_alpha: f32,
background_opacity: f32,
blur: f32,
scene_generation: u64,
sample_geometry: Rectangle<i32, Logical>,
sample_physical: Rectangle<i32, Physical>,
sample_framebuffer: [f32; 4],
radius: f32,
shadow_rect: [f32; 4],
shadow_values: [f32; 2],
shadow_bounds: Rectangle<i32, Logical>,
geometry: Rectangle<i32, Logical>,
tint: [f32; 4],
generation: u64,
opaque: bool,
visible_framebuffer: [f32; 4],
}
#[derive(Clone, Debug)]
enum MaterialElement {
Fill(PixelShaderElement),
Blur(BlurRenderElement),
}
#[derive(Debug)]
struct CachedMaterial {
element: MaterialElement,
parameters: MaterialParameters,
shadow: PixelShaderElement,
}
#[derive(Debug, Default)]
pub(crate) struct MaterialBuffers {
contexts: HashMap<(ErasedContextId, usize), CachedMaterial>,
captures: HashMap<ErasedContextId, BlurCapture>,
}
#[derive(Clone, Debug, PartialEq)]
struct BorderParameters {
geometry: Rectangle<i32, Logical>,
clip_rect: [f32; 4],
radius: f32,
width: f32,
color: [f32; 4],
color_to: [f32; 4],
gradient_line: [f32; 4],
focus_color: [f32; 4],
focus_color_to: [f32; 4],
focus_gradient_line: [f32; 4],
focus_mix: f32,
}
#[derive(Debug)]
struct CachedBorder {
element: PixelShaderElement,
parameters: BorderParameters,
}
#[derive(Debug, Default)]
pub(crate) struct WindowBorderBuffers {
contexts: HashMap<ErasedContextId, CachedBorder>,
}
#[derive(Clone, Debug, PartialEq)]
struct ShadowParameters {
blur: f32,
bounds: Rectangle<i32, Logical>,
shadow_rect: [f32; 4],
radius: f32,
opacity: f32,
color: [f32; 4],
}
#[derive(Debug)]
struct CachedShadow {
element: PixelShaderElement,
parameters: ShadowParameters,
}
#[derive(Debug, Default)]
pub(crate) struct WindowShadowBuffers {
contexts: HashMap<ErasedContextId, CachedShadow>,
}
#[derive(Debug)]
struct RoundedSurfaceRenderElement {
inner: WaylandSurfaceRenderElement<GlesRenderer>,
program: GlesTexProgram,
clip_rect: [f32; 4],
radius: f32,
clip_changed: bool,
}
impl Element for RoundedSurfaceRenderElement {
fn id(&self) -> &Id {
self.inner.id()
}
fn current_commit(&self) -> CommitCounter {
self.inner.current_commit()
}
fn geometry(&self, scale: RenderScale<f64>) -> Rectangle<i32, Physical> {
self.inner.geometry(scale)
}
fn transform(&self) -> Transform {
self.inner.transform()
}
fn src(&self) -> Rectangle<f64, Buffer> {
self.inner.src()
}
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)
}
fn opaque_regions(&self, scale: RenderScale<f64>) -> OpaqueRegions<i32, Physical> {
if self.radius == 0.0 {
self.inner.opaque_regions(scale)
} else {
OpaqueRegions::default()
}
}
fn alpha(&self) -> f32 {
self.inner.alpha()
}
fn kind(&self) -> RenderElementKind {
self.inner.kind()
}
}
impl RenderElement<GlesRenderer> for RoundedSurfaceRenderElement {
fn draw(
&self,
frame: &mut GlesFrame<'_, '_>,
src: Rectangle<f64, Buffer>,
dst: Rectangle<i32, Physical>,
damage: &[Rectangle<i32, Physical>],
opaque_regions: &[Rectangle<i32, Physical>],
) -> Result<(), GlesError> {
match self.inner.texture() {
WaylandSurfaceTexture::Texture(texture) => frame.render_texture_from_to(
texture,
src,
dst,
damage,
opaque_regions,
self.transform(),
self.alpha(),
Some(&self.program),
&[
Uniform::new("clip_rect", self.clip_rect),
Uniform::new("radius", self.radius),
],
),
WaylandSurfaceTexture::SolidColor(_) => self.inner.draw(frame, src, dst, damage, opaque_regions),
}
}
fn underlying_storage(&self, renderer: &mut GlesRenderer) -> Option<UnderlyingStorage<'_>> {
self.inner.underlying_storage(renderer)
}
}
pub(crate) fn redraw_output<R, E>(
renderer: &mut R,
framebuffer: &mut R::Framebuffer<'_>,
output: &Output,
elements: &[E],
) -> Result<(), R::Error>
where
R: Renderer,
R::TextureId: 'static,
E: RenderElement<R>,
{
let mode = output.current_mode().expect("output has a mode");
let transform = output.current_transform().invert();
let damage = Rectangle::from_size(transform.transform_size(mode.size));
let mut frame = renderer.render(framebuffer, mode.size, transform)?;
frame.clear(Color32F::new(0.035, 0.04, 0.055, 1.0), &[damage])?;
draw_render_elements(
&mut frame,
output.current_scale().fractional_scale(),
elements,
&[damage],
)?;
let _ = frame.finish()?;
Ok(())
}
#[cfg(test)]
mod tests {
use smithay::backend::renderer::damage::OutputDamageTracker;
use smithay::backend::renderer::element::{Element, Id};
use smithay::backend::renderer::utils::CommitCounter;
use smithay::utils::{Buffer, Logical, Physical, Rectangle, Scale, Transform};
use super::{
border_gradient_line, color_with_alpha, framebuffer_clip_rect, resize_content_behavior, rounded_visual_rect,
scaled_visual_rect, shadow_bounds,
};
#[test]
#[ignore = "requires an EGL rendering device"]
fn translucent_blur_does_not_leak_the_sharp_backdrop() {
use smithay::backend::allocator::Fourcc;
use smithay::backend::egl::{EGLContext, EGLDevice, EGLDisplay};
use smithay::backend::renderer::gles::{GlesRenderer, GlesTexture, Uniform};
use smithay::backend::renderer::{Bind, Color32F, ExportMem, Frame, ImportMem, Offscreen, Renderer};
let device = EGLDevice::enumerate().unwrap().last().expect("an EGL device");
let display = unsafe { EGLDisplay::new(device).unwrap() };
let context = EGLContext::new(&display).unwrap();
let mut renderer = unsafe { GlesRenderer::new(context).unwrap() };
let program = renderer
.compile_custom_texture_shader(super::BLUR_SHADER, &super::blur_uniform_names())
.unwrap();
let size = (32, 32).into();
let mut pixels = vec![128u8; 32 * 32 * 4];
for pixel in pixels.chunks_exact_mut(4) {
pixel[3] = 255;
}
let blurred = renderer.import_memory(&pixels, Fourcc::Abgr8888, size, false).unwrap();
let mut target_texture: GlesTexture = renderer.create_buffer(Fourcc::Abgr8888, size).unwrap();
let damage = Rectangle::<i32, Physical>::from_size((32, 32).into());
for (opacity, strength, tint) in [
(0.2f32, 0.5f32, 0.1f32),
(0.71, 0.5, 0.1),
(1.0, 0.5, 0.1),
(0.94, 1.0, 245.0 / 255.0),
] {
let uniforms = vec![
Uniform::new("visible_rect", [0.0f32, 0.0, 32.0, 32.0]),
Uniform::new("material_radius", 0.0f32),
Uniform::new("texture_size", [32.0f32, 32.0]),
Uniform::new("capture_origin", [0.0f32, 0.0]),
Uniform::new("blur_radius", 12.0f32),
Uniform::new("presentation_alpha", 1.0f32),
Uniform::new("background_opacity", opacity),
Uniform::new("tint", [tint, tint, tint, strength]),
];
let mut target = renderer.bind(&mut target_texture).unwrap();
{
let mut frame = renderer
.render(&mut target, (32, 32).into(), Transform::Normal)
.unwrap();
frame.clear(Color32F::new(0.0, 0.0, 0.0, 1.0), &[damage]).unwrap();
frame
.draw_solid(
Rectangle::new((0, 0).into(), (16, 32).into()),
&[damage],
Color32F::new(1.0, 1.0, 1.0, 1.0),
)
.unwrap();
frame
.render_texture_from_to(
&blurred,
Rectangle::from_size(size.to_f64()),
damage,
&[damage],
&[],
Transform::Normal,
1.0,
Some(&program),
&uniforms,
)
.unwrap();
let _ = frame.finish().unwrap();
}
let mapping = renderer
.copy_framebuffer(&target, Rectangle::from_size(size), Fourcc::Abgr8888)
.unwrap();
let rendered = renderer.map_texture(&mapping).unwrap();
let left = rendered[(16 * 32 + 8) * 4];
let right = rendered[(16 * 32 + 24) * 4];
assert!(
left.abs_diff(right) <= 2,
"opacity {opacity} leaked the original backdrop: {left} versus {right}"
);
let expected = (128.0 * (1.0 - strength * opacity) + tint * 255.0 * strength * opacity).round() as u8;
assert!(
left.abs_diff(expected) <= 2,
"opacity {opacity} failed to control tint: {left} versus {expected}"
);
}
}
#[test]
fn gradient_direction_survives_every_output_transform() {
let mode = (2560, 1600).into();
for transform in [
Transform::Normal,
Transform::_90,
Transform::_180,
Transform::_270,
Transform::Flipped,
Transform::Flipped90,
Transform::Flipped180,
Transform::Flipped270,
] {
let area = transform.transform_size(mode).to_f64();
let rect: Rectangle<i32, Physical> = Rectangle::new((110, 60).into(), (800, 600).into());
for (angle, first, last) in [
(0.0, (110.0, 360.0), (910.0, 360.0)),
(90.0, (510.0, 60.0), (510.0, 660.0)),
(45.0, (110.0, 60.0), (910.0, 660.0)),
(135.0, (910.0, 60.0), (110.0, 660.0)),
] {
let line = border_gradient_line(rect, mode, transform, angle);
let progress = |point: smithay::utils::Point<f64, Physical>| {
let point = transform.transform_point_in(point, &area);
(point.x - f64::from(line[0])) * f64::from(line[2])
+ (point.y - f64::from(line[1])) * f64::from(line[3])
};
assert!(progress(first.into()).abs() < 0.00001, "{transform:?}, {angle}");
assert!((progress(last.into()) - 1.0).abs() < 0.00001, "{transform:?}, {angle}");
}
}
}
#[test]
fn gradient_coordinates_follow_fractional_resize_and_translation() {
for scale in [1.0, 1.25, 1.5, 1.8, 2.0] {
for width in [500.0, 733.25, 1000.0] {
let rect = crate::presentation::physical_rect(
ferese_layout::Rect::new(40.25, 60.75, width, 600.5),
(0, 0).into(),
scale,
);
let line = border_gradient_line(rect, (3840, 2160).into(), Transform::Normal, 0.0);
assert!((f64::from(line[0]) - f64::from(rect.loc.x)).abs() < 0.001);
assert!((f64::from(line[2]) * f64::from(rect.size.w) - 1.0).abs() < 0.00001);
assert!(line.iter().all(|component| component.is_finite()));
}
}
}
#[derive(Debug)]
struct DamageElement {
id: Id,
geometry: Rectangle<i32, Logical>,
commit: CommitCounter,
}
impl DamageElement {
fn new(geometry: Rectangle<i32, Logical>) -> Self {
Self {
id: Id::new(),
geometry,
commit: CommitCounter::default(),
}
}
}
impl Element for DamageElement {
fn id(&self) -> &Id {
&self.id
}
fn current_commit(&self) -> CommitCounter {
self.commit
}
fn src(&self) -> Rectangle<f64, Buffer> {
Rectangle::from_size(self.geometry.size.to_f64().to_buffer(1.0, Transform::Normal))
}
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> {
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 resize_keeps_source_pixels_native_when_growing_and_shrinking() {
use smithay::backend::renderer::element::utils::{ConstrainAlign, constrain_render_elements};
for scale in [1.0, 1.5, 1.8, 2.0] {
for width in [300, 600, 1200] {
let source = Rectangle::<i32, Logical>::from_size((600, 800).into());
let destination = Rectangle::<i32, Logical>::from_size((width, 800).into());
let element = constrain_render_elements(
[DamageElement::new(source)],
(0, 0),
destination.to_physical_precise_round(scale),
source.to_physical_precise_round(scale),
resize_content_behavior(false),
ConstrainAlign::TOP | ConstrainAlign::LEFT,
scale,
)
.next()
.unwrap();
// Comparing destination pixels to sampled source pixels catches
// stretching, unlike tests of configure timing alone.
let physical = element.geometry(scale.into());
let sampled = element.src();
assert!((f64::from(physical.size.w) / sampled.size.w - scale).abs() < 0.01);
assert!((f64::from(physical.size.h) / sampled.size.h - scale).abs() < 0.01);
}
}
}
#[test]
fn overview_retains_intentional_content_scaling() {
assert!(matches!(
resize_content_behavior(true),
smithay::backend::renderer::element::utils::ConstrainScaleBehavior::Stretch
));
}
#[test]
fn clip_rect_matches_smithay_gles_projection() {
let geometry = Rectangle::<i32, Physical>::new((10, 5).into(), (30, 40).into());
assert_eq!(
framebuffer_clip_rect(geometry, (100, 80).into(), Transform::Normal),
[10.0, 5.0, 30.0, 40.0]
);
}
#[test]
fn clip_rect_follows_output_transform() {
let geometry = Rectangle::<i32, Physical>::new((10, 5).into(), (30, 40).into());
assert_eq!(
framebuffer_clip_rect(geometry, (100, 80).into(), Transform::Flipped180),
[10.0, 35.0, 30.0, 40.0]
);
assert_eq!(
framebuffer_clip_rect(geometry, (100, 80).into(), Transform::_180),
[60.0, 35.0, 30.0, 40.0]
);
}
#[test]
fn panel_clearance_clip_matches_gles_projection_at_fractional_scales() {
for scale in [1.0, 1.25, 1.75, 2.0] {
for transform in [
Transform::Normal,
Transform::_90,
Transform::_180,
Transform::_270,
Transform::Flipped,
Transform::Flipped90,
Transform::Flipped180,
Transform::Flipped270,
] {
let output_size =
smithay::utils::Size::<i32, Physical>::from(((1280.0 * scale) as i32, (800.0 * scale) as i32));
let element_size = transform.transform_size(output_size);
let logical_height = f64::from(element_size.h) / scale;
// Bar and exclusion end at 40; the 10px outer gap ends at 50.
let geometry =
Rectangle::<f64, Logical>::new((10.0, 50.0).into(), (400.0, logical_height - 60.0).into())
.to_physical_precise_round(scale);
let clip = framebuffer_clip_rect(geometry, output_size, transform);
// Independently reproduce GlesFrame's orthographic projection,
// transform matrix, GL flip, and viewport mapping for each corner.
let matrix = transform.matrix();
let mut xs = Vec::new();
let mut ys = Vec::new();
for x in [geometry.loc.x, geometry.loc.x + geometry.size.w] {
for y in [geometry.loc.y, geometry.loc.y + geometry.size.h] {
let nx = 2.0 * x as f32 / element_size.w as f32 - 1.0;
let ny = 1.0 - 2.0 * y as f32 / element_size.h as f32;
let tx = matrix[0][0] * nx + matrix[1][0] * ny;
let ty = matrix[0][1] * nx + matrix[1][1] * ny;
xs.push((tx + 1.0) * output_size.w as f32 / 2.0);
ys.push((1.0 - ty) * output_size.h as f32 / 2.0);
}
}
let min_x = xs.iter().copied().fold(f32::INFINITY, f32::min);
let max_x = xs.iter().copied().fold(f32::NEG_INFINITY, f32::max);
let min_y = ys.iter().copied().fold(f32::INFINITY, f32::min);
let max_y = ys.iter().copied().fold(f32::NEG_INFINITY, f32::max);
for (actual, expected) in clip.into_iter().zip([min_x, min_y, max_x - min_x, max_y - min_y]) {
assert!(
(actual - expected).abs() < 0.001,
"{transform:?}, scale={scale}: {actual} != {expected}"
);
}
}
}
}
#[test]
fn shadow_bounds_include_blur_and_offset() {
let geometry = Rectangle::<i32, Logical>::new((100, 80).into(), (400, 300).into());
assert_eq!(
shadow_bounds(geometry, 4.0, 18.0),
Rectangle::new((64, 48).into(), (472, 372).into())
);
assert_eq!(
shadow_bounds(geometry, -6.0, 10.0),
Rectangle::new((80, 54).into(), (440, 340).into())
);
}
#[test]
fn damage_tracks_old_and_new_expanded_shadow_bounds() {
let old_window = Rectangle::<i32, Logical>::new((100, 80).into(), (400, 300).into());
let new_window = Rectangle::<i32, Logical>::new((300, 180).into(), (400, 300).into());
let mut shadow = DamageElement::new(shadow_bounds(old_window, 4.0, 18.0));
let mut tracker = OutputDamageTracker::new((1_000, 800), Scale::from(1.0), Transform::Normal);
tracker.damage_output(0, &[&shadow]).unwrap();
shadow.geometry = shadow_bounds(new_window, 4.0, 18.0);
let damage = tracker.damage_output(1, &[&shadow]).unwrap().0.cloned().unwrap();
assert!(damage.iter().any(|rect| rect.contains((64, 48))));
assert!(damage.iter().any(|rect| rect.contains((735, 519))));
let removal_damage = tracker
.damage_output::<&DamageElement>(1, &[])
.unwrap()
.0
.cloned()
.unwrap();
assert!(removal_damage.iter().any(|rect| rect.contains((300, 180))));
}
#[test]
fn translucent_materials_blur_at_full_opacity() {
use crate::config::MaterialStyle;
assert_eq!(super::material_blur_radius(MaterialStyle::Translucent, 0.0, 18.0), 0.0);
assert_eq!(super::material_blur_radius(MaterialStyle::Translucent, 1.0, 18.0), 18.0);
assert_eq!(
super::material_blur_radius(MaterialStyle::Translucent, 0.79, 18.0),
18.0
);
assert_eq!(super::material_blur_radius(MaterialStyle::Solid, 0.79, 18.0), 0.0);
}
#[test]
fn close_transform_scales_about_the_window_center() {
let rect = ferese_layout::Rect::new(100.0, 50.0, 400.0, 300.0);
assert_eq!(
scaled_visual_rect(rect, 0.98),
ferese_layout::Rect::new(104.0, 53.0, 392.0, 294.0)
);
assert_eq!(scaled_visual_rect(rect, 1.0), rect);
}
#[test]
fn close_opacity_only_changes_the_alpha_channel() {
assert_eq!(color_with_alpha([0.2, 0.4, 0.6, 0.8], 0.5), [0.2, 0.4, 0.6, 0.4]);
}
#[test]
fn visual_rect_rounds_shared_edges_instead_of_size() {
let rect = ferese_layout::Rect::new(100.5, 50.25, 399.5, 299.75);
let rounded = rounded_visual_rect(rect, (0, 0).into());
assert_eq!(rounded, Rectangle::new((101, 50).into(), (399, 300).into()));
assert_eq!(rounded.loc.x + rounded.size.w, 500);
assert_eq!(rounded.loc.y + rounded.size.h, 350);
for tenth in 0..=10 {
let left = 100.0 + f64::from(tenth) / 10.0;
let frame = rounded_visual_rect(ferese_layout::Rect::new(left, 50.0, 500.0 - left, 300.0), (0, 0).into());
assert_eq!(frame.loc.x + frame.size.w, 500);
}
}
}
+314
View File
@@ -0,0 +1,314 @@
use super::*;
#[allow(clippy::too_many_arguments)]
pub(super) fn overview_chrome_element(
state: &mut Ferese,
renderer: &mut GlesRenderer,
output: &Output,
output_geometry: Rectangle<i32, Logical>,
scale: f64,
key: (u64, OverviewChromePart),
rect: ferese_layout::Rect,
color: [f32; 4],
width: f64,
radius: f64,
) -> Option<PhysicalShaderElement> {
let output_id = state.output_id(output)?;
let geometry = rounded_visual_rect(rect, output_geometry.loc);
let physical = physical_rect(rect, output_geometry.loc, scale);
let mode = output.current_mode()?;
let parameters = BorderParameters {
geometry,
clip_rect: framebuffer_clip_rect(physical, mode.size, output.current_transform().invert()),
radius: (radius * scale) as f32,
width: (width * scale) as f32,
color,
color_to: color,
gradient_line: [0.0; 4],
focus_color: color,
focus_color_to: color,
focus_gradient_line: [0.0; 4],
focus_mix: 0.0,
};
let program = if key.1 == OverviewChromePart::Outline {
rounded_clip_program(state, renderer)?.border
} else {
material_program(state, renderer)?.0
};
let uniforms = |p: &BorderParameters| {
if key.1 == OverviewChromePart::Outline {
border_uniforms(p)
} else {
vec![
Uniform::new("visible_rect", p.clip_rect).into_owned(),
Uniform::new("material_radius", p.radius).into_owned(),
Uniform::new("tint", p.color).into_owned(),
Uniform::new("paint_mode", 0.0_f32).into_owned(),
Uniform::new("shadow_rect", p.clip_rect).into_owned(),
Uniform::new("shadow_values", [0.0_f32; 2]).into_owned(),
]
}
};
let context = renderer.context_id().erased();
let chrome = &mut state
.overview_scrims
.entry(output_id)
.or_insert_with(|| OverviewScrim { chrome: HashMap::new() })
.chrome;
let cached = chrome
.entry(key)
.or_default()
.entry(context)
.or_insert_with(|| CachedBorder {
element: PixelShaderElement::new(
program,
geometry,
None,
1.0,
uniforms(&parameters),
RenderElementKind::Unspecified,
),
parameters: parameters.clone(),
});
if cached.parameters != parameters {
if cached.parameters.geometry != geometry {
cached.element.resize(geometry, None);
}
cached.element.update_uniforms(uniforms(&parameters));
cached.parameters = parameters;
}
Some(PhysicalShaderElement {
inner: cached.element.clone(),
geometry: physical,
})
}
pub(super) fn overview_strip_elements(
state: &mut Ferese,
renderer: &mut GlesRenderer,
output: &Output,
output_geometry: Rectangle<i32, Logical>,
scale: f64,
) -> Vec<AnimatedWindowRenderElement> {
let alpha = state.overview.opacity();
if alpha <= 0.001 {
return Vec::new();
}
let Some(bounds) = state.output_bounds_for(output) else {
return Vec::new();
};
let cards = state.overview_workspace_cards(output);
let strip = crate::overview::workspace_strip(bounds);
let panel = match (cards.first(), cards.last()) {
(Some(first), Some(last)) => ferese_layout::Rect::new(
first.rect.x - 12.0,
strip.y,
last.rect.x + last.rect.width - first.rect.x + 24.0,
strip.height,
),
_ => strip,
};
let radius = state.theme_settings.material_radius;
let material_opacity = crate::effects::resolve_material(
crate::effects::SemanticRole::Panel,
state.theme_settings.material_style,
state.theme_settings.shell_opacity as f32,
)
.opacity;
let mut elements = Vec::new();
let programs = rounded_clip_program(state, renderer);
// Resolve IDs once per strip, rather than scanning all managed windows
// separately for every miniature. Own the handles so rendering can mutate state.
let windows_by_id: std::collections::HashMap<_, _> = state
.window_ids
.iter()
.map(|(window, id)| (*id, window.clone()))
.collect();
if let Some(output_id) = state.output_id(output)
&& let Some(cache) = state.overview_scrims.get_mut(&output_id)
{
cache.chrome.retain(|(id, part), _| match part {
OverviewChromePart::Caption => windows_by_id.keys().any(|window| window.0 == *id),
OverviewChromePart::Card | OverviewChromePart::Outline => cards.iter().any(|card| card.workspace.0 == *id),
OverviewChromePart::Strip => true,
});
}
// Cached title textures are independent of window content and stay readable
// when thumbnails are small. Their pills use the shell's material and radius.
for (id, window) in &windows_by_id {
if !state.window_belongs_to_output(*id, output) {
continue;
}
let Some(rect) = state.presented_window_rect(*id) else {
continue;
};
let Some((buffer, size)) = state.overview_window_label(window, scale, rect.width) else {
continue;
};
let width = (f64::from(size.w) / scale + 16.0).min(rect.width);
let caption = ferese_layout::Rect::new(
rect.x + (rect.width - width) * 0.5,
rect.y + rect.height + 8.0,
width,
26.0,
);
let location = Point::<i32, Physical>::from((
((caption.x - f64::from(output_geometry.loc.x) + caption.width * 0.5) * scale).round() as i32 - size.w / 2,
((caption.y - f64::from(output_geometry.loc.y) + 4.0) * scale).round() as i32,
));
if let Ok(element) = MemoryRenderBufferRenderElement::from_buffer(
renderer,
location.to_f64(),
&buffer,
Some(alpha),
Some(Rectangle::from_size((f64::from(size.w), f64::from(size.h)).into())),
Some(
(
(f64::from(size.w) / scale).round() as i32,
(f64::from(size.h) / scale).round() as i32,
)
.into(),
),
RenderElementKind::Unspecified,
) {
let element = RescaleRenderElement::from_element(element, location, 1.0);
let element = RelocateRenderElement::from_element(element, (0, 0), Relocate::Relative);
if let Some(element) =
CropRenderElement::from_element(element, scale, physical_rect(caption, output_geometry.loc, scale))
{
elements.push(element.into());
}
}
let mut fill = state.theme_settings.surface_base_color.0;
fill[3] = alpha * material_opacity;
if let Some(background) = overview_chrome_element(
state,
renderer,
output,
output_geometry,
scale,
(id.0, OverviewChromePart::Caption),
caption,
fill,
0.0,
radius.min(13.0),
) {
elements.push(background.into());
}
}
for card in cards {
// Front-to-back: outline and live miniatures above each card, all above
// the strip. Nothing is painted behind the main overview window grid.
if card.selected {
let mut color = state.theme_settings.accent_color.0;
color[3] *= alpha;
if let Some(border) = overview_chrome_element(
state,
renderer,
output,
output_geometry,
scale,
(card.workspace.0, OverviewChromePart::Outline),
card.rect,
color,
1.0,
radius,
) {
elements.push(border.into());
}
}
if let Some(programs) = &programs {
for (id, rect) in &card.windows {
if let Some(window) = windows_by_id.get(id) {
elements.extend(rounded_window_elements(
renderer,
window,
rounded_visual_rect(*rect, output_geometry.loc),
physical_rect(*rect, output_geometry.loc, scale),
scale,
4.0,
alpha,
true,
output,
programs.texture.clone(),
ConstrainScaleBehavior::Stretch,
));
}
}
}
if let Some((buffer, size)) = state.overview_workspace_label(card.workspace, scale) {
let location = Point::<i32, Physical>::from((
((card.rect.x - f64::from(output_geometry.loc.x) + card.rect.width * 0.5) * scale).round() as i32
- size.w / 2,
((card.rect.y - f64::from(output_geometry.loc.y) + card.rect.height - 20.0) * scale).round() as i32,
));
if let Ok(element) = MemoryRenderBufferRenderElement::from_buffer(
renderer,
location.to_f64(),
&buffer,
Some(alpha),
Some(Rectangle::from_size((f64::from(size.w), f64::from(size.h)).into())),
Some(
(
(f64::from(size.w) / scale).round() as i32,
(f64::from(size.h) / scale).round() as i32,
)
.into(),
),
RenderElementKind::Unspecified,
) {
let element = RescaleRenderElement::from_element(element, location, 1.0);
let element = RelocateRenderElement::from_element(element, (0, 0), Relocate::Relative);
if let Some(element) = CropRenderElement::from_element(
element,
scale,
physical_rect(card.rect, output_geometry.loc, scale),
) {
elements.push(element.into());
}
}
}
let mut card_color = state.theme_settings.surface_base_color.0;
for component in &mut card_color[..3] {
*component = (*component + 0.035).min(1.0);
}
card_color[3] = alpha * material_opacity;
if let Some(card_fill) = overview_chrome_element(
state,
renderer,
output,
output_geometry,
scale,
(card.workspace.0, OverviewChromePart::Card),
card.rect,
card_color,
0.0,
radius,
) {
elements.push(card_fill.into());
}
}
let mut color = state.theme_settings.surface_base_color.0;
color[3] = alpha
* crate::effects::resolve_material(
crate::effects::SemanticRole::Panel,
state.theme_settings.material_style,
state.theme_settings.shell_opacity as f32,
)
.opacity;
if let Some(strip) = overview_chrome_element(
state,
renderer,
output,
output_geometry,
scale,
(0, OverviewChromePart::Strip),
panel,
color,
0.0,
radius,
) {
elements.push(strip.into());
}
elements
}
+494
View File
@@ -0,0 +1,494 @@
use super::*;
pub(crate) fn animated_window_elements(
state: &mut Ferese,
renderer: &mut GlesRenderer,
output: &Output,
) -> Vec<AnimatedWindowRenderElement> {
output_elements(state, renderer, output, true)
}
pub(crate) fn cursorless_window_elements(
state: &mut Ferese,
renderer: &mut GlesRenderer,
output: &Output,
) -> Vec<AnimatedWindowRenderElement> {
output_elements(state, renderer, output, false)
}
pub(crate) fn frame_effect_metrics(_elements: &[AnimatedWindowRenderElement], _scale: f64) -> FrameEffectMetrics {
FrameEffectMetrics
}
pub(crate) fn output_elements(
state: &mut Ferese,
renderer: &mut GlesRenderer,
output: &Output,
include_cursor: bool,
) -> Vec<AnimatedWindowRenderElement> {
if state.session_lock.active {
state.configure_lock_surfaces();
let Some(geometry) = state.space.output_geometry(output) else {
return Vec::new();
};
let scale = output.current_scale().fractional_scale();
let background = state.session_lock.backgrounds.entry(output.clone()).or_insert_with(|| {
smithay::backend::renderer::element::solid::SolidColorBuffer::new(geometry.size, [0.0, 0.0, 0.0, 1.0])
});
background.resize(geometry.size);
let mut elements = Vec::new();
let opacity = state.session_lock.idle_opacity;
if opacity > 0.0 {
let overlay = state
.session_lock
.idle_overlays
.entry(output.clone())
.or_insert_with(|| {
smithay::backend::renderer::element::solid::SolidColorBuffer::new(
geometry.size,
[0.0, 0.0, 0.0, 1.0],
)
});
overlay.resize(geometry.size);
elements.push(
SolidColorRenderElement::from_buffer(overlay, (0, 0), scale, opacity, RenderElementKind::Unspecified)
.into(),
);
}
if let Some(surface) = state
.session_lock
.surfaces
.get(output)
.filter(|surface| surface.alive())
{
elements.extend(
render_elements_from_surface_tree::<GlesRenderer, WaylandSurfaceRenderElement<GlesRenderer>>(
renderer,
surface.wl_surface(),
(0, 0),
scale,
1.0,
RenderElementKind::Unspecified,
)
.into_iter()
.map(AnimatedWindowRenderElement::from),
);
}
elements.push(
SolidColorRenderElement::from_buffer(background, (0, 0), scale, 1.0, RenderElementKind::Unspecified).into(),
);
return elements;
}
let Some(output_geometry) = state.space.output_geometry(output) else {
return Vec::new();
};
let scale = output.current_scale().fractional_scale();
let rounded_clip_program = rounded_clip_program(state, renderer);
let mut elements = if include_cursor {
cursor_elements(state, renderer, output_geometry, scale)
} else {
Vec::new()
};
let upper_layers: &[Layer] = if state.output_has_fullscreen(output) {
&[Layer::Overlay]
} else {
&[Layer::Overlay, Layer::Top]
};
elements.extend(layer_elements(state, renderer, output, upper_layers));
if state.overview.is_presenting() {
elements.extend(overview_strip_elements(state, renderer, output, output_geometry, scale));
}
let mut candidates = if state.overview.is_active() {
state.window_ids.keys().cloned().collect::<Vec<_>>()
} else {
state.space.elements().rev().cloned().collect::<Vec<_>>()
};
if state.overview.is_active() {
candidates.sort_by_key(|window| std::cmp::Reverse(state.window_ids.get(window).map_or(0, |id| id.0)));
}
let windows = candidates
.iter()
.filter_map(|window| {
// Configure immediately, but present the frame/shadow only after
// the first buffer commit has settled the actual client geometry.
if !state.window_content_ready(window) {
return None;
}
let id = *state.window_ids.get(window)?;
// Scrolling columns may sit outside their monitor's rectangle.
// They must not reappear on a neighboring output just because
// their global animated coordinates overlap it.
if !state.window_belongs_to_output(id, output) {
return None;
}
let visual = state.presented_window_rect(id)?;
let (close_scale, close_alpha) = state.closing_visual(id);
let visual = scaled_visual_rect(visual, close_scale);
let decoration_progress = state
.window_geometry
.get(&id)
.map_or(1.0, |geometry| geometry.decorations.clamp(0.0, 1.0));
Some((window.clone(), id, visual, decoration_progress, close_alpha))
})
.collect::<Vec<_>>();
for (window, id, visual, decoration_progress, close_alpha) in windows {
let constrain = rounded_visual_rect(visual, output_geometry.loc);
let pixels = physical_rect(visual, output_geometry.loc, scale);
let material_surface = window
.toplevel()
.map(|toplevel| toplevel.wl_surface())
.filter(|surface| {
crate::effects::surface_role(surface)
.is_some_and(|(role, _)| role == crate::effects::SemanticRole::Modal)
});
let window_radius = if material_surface.is_some() {
state.theme_settings.material_radius
} else {
state.theme_settings.window_radius
} * decoration_progress;
// Only overview/close intentionally scale the complete application.
let scale_content = state.overview.is_presenting() || state.closing_visual(id).0 != 1.0;
let behavior = resize_content_behavior(scale_content);
let dim = state.window_dimming.get(&id).map_or(0.0, |dim| dim.current);
if let Some(overlay) = window_tint_element(
state,
renderer,
id,
constrain,
pixels,
scale,
window_radius,
[0.0, 0.0, 0.0, dim as f32 * close_alpha],
false,
output,
) {
// Front-to-back: dim the application and its border, not its shadow
// or other windows/layer surfaces. The overlay is input-transparent.
elements.push(overlay.into());
}
if let Some(programs) = rounded_clip_program.clone() {
let shadow_offset_y = state.theme_settings.shadow_offset_y;
let shadow_blur = state.theme_settings.shadow_blur;
let shadow_opacity = state.theme_settings.shadow_opacity;
let shadow_color = state.theme_settings.shadow_color.0;
let focused = if state.overview.is_active() {
state.overview_selected(id)
} else {
state.focused_window == Some(id)
};
let focus = state
.window_focus
.get(&id)
.map_or(if focused { 1.0 } else { 0.0 }, |v| v.current);
let border_width = state.theme_settings.border_width
+ (state.theme_settings.focus_ring_width - state.theme_settings.border_width) * focus;
let border_color = state.theme_settings.border_color.0;
let gradient = state.theme_settings.border_gradient;
if let Some(border) = window_border_element(
state,
renderer,
id,
constrain,
pixels,
scale,
window_radius,
border_width,
border_color,
gradient,
focus as f32,
close_alpha * decoration_progress as f32,
output,
&programs,
) {
elements.push(border.into());
}
let shadow = window_shadow_element(
state,
renderer,
id,
constrain,
pixels,
scale,
window_radius,
shadow_offset_y,
shadow_blur,
shadow_opacity * f64::from(close_alpha) * decoration_progress,
shadow_color,
output,
&programs,
);
if !scale_content
&& let Some(snapshot) = state.resize_snapshots.get(&id)
&& snapshot.context == renderer.context_id().erased()
&& (snapshot.scale - scale).abs() < 0.001
{
let size = snapshot.texture.size();
let visible = Rectangle::new(pixels.loc, (size.w, size.h).into()).intersection(pixels);
if let Some(visible) = visible {
let clip = framebuffer_clip_rect(
pixels,
output.current_mode().unwrap().size,
output.current_transform().invert(),
);
elements.push(
NativeTextureElement {
id: snapshot.id.clone(),
commit: snapshot.commit,
texture: snapshot.texture.clone(),
geometry: visible,
source: Rectangle::from_size(Size::from((
f64::from(visible.size.w),
f64::from(visible.size.h),
))),
alpha: crate::presentation::handoff_alpha(snapshot.elapsed) * close_alpha,
program: Some(programs.texture.clone()),
uniforms: vec![
Uniform::new("clip_rect", clip).into_owned(),
Uniform::new("radius", scaled_effect_value(window_radius, constrain, scale))
.into_owned(),
],
}
.into(),
);
}
}
elements.extend(rounded_window_elements(
renderer,
&window,
constrain,
pixels,
scale,
window_radius,
close_alpha,
state
.window_geometry
.get(&id)
.is_some_and(|geometry| geometry.presentation_changed),
output,
programs.texture.clone(),
behavior,
));
let source = window.geometry().size;
if material_surface.is_none()
&& !scale_content
&& (source.w < constrain.size.w || source.h < constrain.size.h)
{
let mut color = state.theme_settings.surface_base_color.0;
color[3] = close_alpha;
if let Some(fill) = window_tint_element(
state,
renderer,
id,
constrain,
pixels,
scale,
window_radius,
color,
true,
output,
) {
// Front-to-back: fill uncovered strips behind the native
// content instead of stretching it or exposing wallpaper.
elements.push(fill.into());
}
} else {
state.window_resize_fills.remove(&id);
}
if let Some(surface) = material_surface
&& let Some((background, _)) = material_element(
state,
renderer,
output,
surface,
constrain,
window_radius as f32,
0,
constrain,
close_alpha,
)
{
elements.push(background);
}
if let Some(shadow) = shadow {
elements.push(shadow.into());
}
} else {
elements.extend(constrain_space_element::<GlesRenderer, _, AnimatedWindowRenderElement>(
renderer,
&window,
constrain.loc,
close_alpha,
scale,
constrain,
ConstrainBehavior {
reference: ConstrainReference::Geometry,
behavior,
align: ConstrainAlign::TOP | ConstrainAlign::LEFT,
},
));
}
}
elements.extend(layer_elements(
state,
renderer,
output,
&[Layer::Bottom, Layer::Background],
));
state.prepare_theme_wallpaper(renderer, output);
let progress = state.theme_progress();
let wallpaper = state.wallpaper.element(renderer, output);
let has_wallpaper = wallpaper.is_some();
if let Some(mut wallpaper) = wallpaper {
wallpaper.alpha = progress;
elements.push(wallpaper.into());
}
if let Some(mut previous) = state.previous_theme_wallpaper(renderer, output) {
if !has_wallpaper {
previous.alpha = 1. - progress;
}
elements.push(previous.into());
}
elements
}
pub(crate) fn layer_surfaces(output: &Output) -> Vec<LayerSurface> {
layer_map_for_output(output).layers().cloned().collect()
}
pub(super) fn layer_elements(
state: &mut Ferese,
renderer: &mut GlesRenderer,
output: &Output,
requested_layers: &[Layer],
) -> Vec<AnimatedWindowRenderElement> {
let scale = output.current_scale().fractional_scale();
let Some(mode) = output.current_mode() else {
return Vec::new();
};
let output_crop = Rectangle::<i32, Physical>::from_size(mode.size);
let layers = {
let map = layer_map_for_output(output);
requested_layers
.iter()
.flat_map(|requested| {
map.layers_on(*requested)
.rev()
.filter_map(|layer| map.layer_geometry(layer).map(|geometry| (geometry, layer.clone())))
})
.collect::<Vec<_>>()
};
state.material_buffers.retain(|surface, _| surface.is_alive());
let mut elements = Vec::new();
for (geometry, layer) in layers {
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,
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
}
pub(super) fn cursor_elements(
state: &Ferese,
renderer: &mut GlesRenderer,
output_geometry: Rectangle<i32, Logical>,
scale: f64,
) -> Vec<AnimatedWindowRenderElement> {
if state.input_capture.active() {
return Vec::new();
}
let Some(pointer) = state.seat.get_pointer() else {
return Vec::new();
};
let output_crop = Rectangle::<i32, Logical>::from_size(output_geometry.size).to_physical_precise_round(scale);
let origin = Point::<i32, Physical>::default();
let pointer_location = pointer.current_location() - output_geometry.loc.to_f64();
match &state.cursor_status {
CursorImageStatus::Surface(surface) => {
let hotspot = with_states(surface, |states| {
states
.data_map
.get::<CursorImageSurfaceData>()
.map(|attributes| attributes.lock().unwrap().hotspot)
.unwrap_or_default()
});
let physical_location = (pointer_location - hotspot.to_f64()).to_physical_precise_round(scale);
render_elements_from_surface_tree::<GlesRenderer, WaylandSurfaceRenderElement<GlesRenderer>>(
renderer,
surface,
physical_location,
scale,
1.0,
RenderElementKind::Cursor,
)
.into_iter()
.filter_map(|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)
})
.collect()
}
CursorImageStatus::Named(icon) => {
let Some(cursor) = state.named_cursors.get(icon) else {
return Vec::new();
};
let hotspot = Point::<i32, Physical>::from((cursor.hotspot.x, cursor.hotspot.y));
let physical_location = pointer_location.to_physical_precise_round(scale) - hotspot;
let Ok(element) = MemoryRenderBufferRenderElement::from_buffer(
renderer,
physical_location.to_f64(),
&cursor.buffer,
None,
None,
None,
RenderElementKind::Cursor,
) else {
return Vec::new();
};
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(|element| vec![element.into()])
.unwrap_or_default()
}
CursorImageStatus::Hidden => Vec::new(),
}
}
@@ -0,0 +1,42 @@
#version 100
//_DEFINES_
#if defined(EXTERNAL)
#extension GL_OES_EGL_image_external : require
#endif
precision highp float;
#if defined(EXTERNAL)
uniform samplerExternalOES tex;
#else
uniform sampler2D tex;
#endif
uniform float alpha;
uniform vec4 visible_rect;
uniform float material_radius;
uniform vec2 texture_size;
uniform vec2 capture_origin;
uniform float blur_radius;
uniform float presentation_alpha;
uniform float background_opacity;
uniform vec4 tint;
varying vec2 v_coords;
void main() {
vec2 half_size = visible_rect.zw * 0.5;
vec2 d = abs(gl_FragCoord.xy - visible_rect.xy - half_size) - (half_size - vec2(material_radius));
float sdf = length(max(d, 0.0)) + min(max(d.x, d.y), 0.0) - material_radius;
float coverage = alpha * presentation_alpha * (1.0 - smoothstep(-0.5, 0.5, sdf));
if (coverage <= 0.0) { gl_FragColor = vec4(0.0); return; }
vec2 coords = (gl_FragCoord.xy - capture_origin) / texture_size;
vec4 color = vec4(0.0);
float weights = 0.0;
// A spiral avoids aligning the sampling lattice with wallpaper patterns.
for (int i = 0; i < 256; i++) {
float radius = sqrt((float(i) + 0.5) / 256.0);
float angle = float(i) * 2.39996323;
vec2 offset = vec2(cos(angle), sin(angle)) * radius * blur_radius / texture_size;
float weight = exp(-4.5 * radius * radius);
color += texture2D(tex, coords + offset) * weight;
weights += weight;
}
vec3 background = color.rgb / weights;
gl_FragColor = vec4(mix(background, tint.rgb, tint.a * background_opacity) * coverage, coverage);
}
@@ -0,0 +1,31 @@
precision highp float;
uniform float alpha;
uniform vec4 tint;
uniform vec4 visible_rect;
uniform float material_radius;
uniform float paint_mode;
uniform vec4 shadow_rect;
uniform vec2 shadow_values;
varying vec2 v_coords;
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 sdf = rounded_distance(gl_FragCoord.xy, visible_rect);
float coverage = 1.0 - smoothstep(-0.5, 0.5, sdf);
if (paint_mode > 0.5) {
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 {
float opacity = tint.a * coverage * alpha;
gl_FragColor = vec4(tint.rgb * opacity, opacity);
}
}
@@ -0,0 +1,55 @@
precision highp float;
uniform float alpha;
uniform vec4 clip_rect;
uniform float radius;
uniform float border_width;
uniform vec4 border_color;
uniform vec4 border_color_to;
uniform vec4 gradient_line;
uniform vec4 focus_color;
uniform vec4 focus_color_to;
uniform vec4 focus_gradient_line;
uniform float focus_mix;
varying vec2 v_coords;
#if defined(DEBUG_FLAGS)
uniform float tint;
#endif
void main() {
vec2 point = gl_FragCoord.xy - clip_rect.xy;
vec2 half_size = clip_rect.zw * 0.5;
vec2 distance = abs(point - half_size) - (half_size - vec2(radius));
float signed_distance = length(max(distance, 0.0))
+ min(max(distance.x, distance.y), 0.0)
- radius;
float outer_coverage = 1.0 - smoothstep(-0.5, 0.5, signed_distance);
vec2 inner_half_size = max(half_size - vec2(border_width), vec2(0.0));
float inner_radius = max(radius - border_width, 0.0);
vec2 inner_distance = abs(point - half_size)
- (inner_half_size - vec2(inner_radius));
float inner_signed_distance = length(max(inner_distance, 0.0))
+ min(max(inner_distance.x, inner_distance.y), 0.0)
- inner_radius;
float inner_coverage = 1.0 - smoothstep(-0.5, 0.5, inner_signed_distance);
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
// leak its RGB into the visible border or create a dark halo.
vec4 from = vec4(border_color.rgb * border_color.a, border_color.a);
vec4 to = vec4(border_color_to.rgb * border_color_to.a, border_color_to.a);
float focus_progress = clamp(dot(gl_FragCoord.xy - focus_gradient_line.xy, focus_gradient_line.zw), 0.0, 1.0);
vec4 focus_from = vec4(focus_color.rgb * focus_color.a, focus_color.a);
vec4 focus_to = vec4(focus_color_to.rgb * focus_color_to.a, focus_color_to.a);
vec4 color = mix(mix(from, to, progress), mix(focus_from, focus_to, focus_progress), focus_mix) * coverage * alpha;
#if defined(DEBUG_FLAGS)
if (tint == 1.0)
color = vec4(0.0, 0.2, 0.0, 0.2) + color * 0.8;
#endif
gl_FragColor = color;
}
@@ -0,0 +1,49 @@
#version 100
//_DEFINES_
#if defined(EXTERNAL)
#extension GL_OES_EGL_image_external : require
#endif
precision highp float;
#if defined(EXTERNAL)
uniform samplerExternalOES tex;
#else
uniform sampler2D tex;
#endif
uniform float alpha;
uniform vec4 clip_rect;
uniform float radius;
varying vec2 v_coords;
#if defined(DEBUG_FLAGS)
uniform float tint;
#endif
void main() {
vec4 color = texture2D(tex, v_coords);
#if defined(NO_ALPHA)
color = vec4(color.rgb, 1.0) * alpha;
#else
color = color * alpha;
#endif
vec2 point = gl_FragCoord.xy - clip_rect.xy;
vec2 half_size = clip_rect.zw * 0.5;
vec2 distance = abs(point - half_size) - (half_size - vec2(radius));
float signed_distance = length(max(distance, 0.0))
+ min(max(distance.x, distance.y), 0.0)
- radius;
float coverage = 1.0 - smoothstep(-0.5, 0.5, signed_distance);
color *= coverage;
#if defined(DEBUG_FLAGS)
if (tint == 1.0)
color = vec4(0.0, 0.2, 0.0, 0.2) + color * 0.8;
#endif
gl_FragColor = color;
}
@@ -0,0 +1,35 @@
precision mediump float;
uniform float alpha;
uniform vec4 shadow_rect;
uniform float radius;
uniform float blur;
uniform float opacity;
uniform vec4 shadow_color;
varying vec2 v_coords;
#if defined(DEBUG_FLAGS)
uniform float tint;
#endif
void main() {
vec2 point = gl_FragCoord.xy - shadow_rect.xy;
vec2 half_size = shadow_rect.zw * 0.5;
vec2 distance = abs(point - half_size) - (half_size - vec2(radius));
float signed_distance = length(max(distance, 0.0))
+ min(max(distance.x, distance.y), 0.0)
- radius;
float sigma = max(blur * 0.5, 0.5);
float normalized_distance = max(signed_distance, 0.0) / sigma;
float coverage = exp(-0.5 * normalized_distance * normalized_distance);
vec4 color = vec4(shadow_color.rgb * shadow_color.a, shadow_color.a)
* coverage * opacity * alpha;
#if defined(DEBUG_FLAGS)
if (tint == 1.0)
color = vec4(0.0, 0.2, 0.0, 0.2) + color * 0.8;
#endif
gl_FragColor = color;
}