Unify circular corner geometry and shader masks
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0162870cca
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19 files changed
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@@ -15,12 +15,12 @@ pub(super) fn overview_chrome_element(
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) -> Option<PhysicalShaderElement> {
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let output_id = state.output_id(output)?;
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let geometry = rounded_visual_rect(rect, output_geometry.loc);
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let physical = physical_rect(rect, output_geometry.loc, scale);
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let corners = RoundedRect::new(rect, output_geometry.loc, scale, radius);
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let mode = output.current_mode()?;
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let parameters = BorderParameters {
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geometry,
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clip_rect: framebuffer_clip_rect(physical, mode.size, output.current_transform().invert()),
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radius: (radius * scale) as f32,
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clip_rect: framebuffer_clip_rect(corners.rect, mode.size, output.current_transform().invert()),
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radius: corners.radius,
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width: (width * scale) as f32,
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color,
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color_to: color,
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@@ -79,7 +79,7 @@ pub(super) fn overview_chrome_element(
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}
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Some(PhysicalShaderElement {
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inner: cached.element.clone(),
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geometry: physical,
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geometry: corners.rect,
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})
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}
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@@ -223,10 +223,8 @@ pub(super) fn overview_strip_elements(
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elements.extend(rounded_window_elements(
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renderer,
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window,
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rounded_visual_rect(*rect, output_geometry.loc),
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physical_rect(*rect, output_geometry.loc, scale),
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RoundedRect::new(*rect, output_geometry.loc, scale, 4.0),
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scale,
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4.0,
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alpha,
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true,
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output,
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