Files
feresaria/compositor/src/render/corner_tests.rs
T

1112 lines
40 KiB
Rust

//! Independent path oracle for the measured UIKit profile and GPU edge coverage.
use super::*;
const EXTENT: f64 = 1.52866498;
type Point2 = [f64; 2];
type Cubic = [Point2; 4];
// Fixture: normalized points extracted from UIKit's UIBezierPath output.
// https://liamrosenfeld.com/posts/apple_icon_quest/
const APPLE: [Cubic; 3] = [
[
[0.0, EXTENT],
[0.0, 1.08849296],
[0.0, 0.86840694],
[0.07491139, 0.63149379],
],
[
[0.07491139, 0.63149379],
[0.16905956, 0.37282383],
[0.37282383, 0.16905956],
[0.63149379, 0.07491139],
],
[
[0.63149379, 0.07491139],
[0.86840694, 0.0],
[1.08849296, 0.0],
[EXTENT, 0.0],
],
];
const CIRCLE: [Cubic; 3] = [
[
[0.0, 1.0],
[0.0, 0.8686781289],
[0.0258657631, 0.7386421566],
[0.0761204675, 0.6173165676],
],
[
[0.0761204675, 0.6173165676],
[0.1776144241, 0.3722884810],
[0.3722884810, 0.1776144241],
[0.6173165676, 0.0761204675],
],
[
[0.6173165676, 0.0761204675],
[0.7386421566, 0.0258657631],
[0.8686781289, 0.0],
[1.0, 0.0],
],
];
fn lerp(a: Point2, b: Point2, t: f64) -> Point2 {
[a[0] + (b[0] - a[0]) * t, a[1] + (b[1] - a[1]) * t]
}
fn curve(mut points: Cubic, t: f64) -> Point2 {
// De Casteljau, independent of the shader's polynomial/Newton calculation.
for count in (1..4).rev() {
for index in 0..count {
points[index] = lerp(points[index], points[index + 1], t);
}
}
points[0]
}
fn squared_distance(a: Point2, b: Point2) -> f64 {
(a[0] - b[0]).powi(2) + (a[1] - b[1]).powi(2)
}
fn nearest_distance(points: Cubic, query: Point2) -> f64 {
let index = (0usize..=64)
.min_by(|a, b| {
squared_distance(curve(points, *a as f64 / 64.0), query)
.total_cmp(&squared_distance(curve(points, *b as f64 / 64.0), query))
})
.unwrap();
let mut low = index.saturating_sub(1) as f64 / 64.0;
let mut high = (index + 1).min(64) as f64 / 64.0;
// Bracketed minimization, rather than reimplementing the GPU Newton solver.
for _ in 0..36 {
let a = low + (high - low) / 3.0;
let b = high - (high - low) / 3.0;
if squared_distance(curve(points, a), query) < squared_distance(curve(points, b), query) {
high = b;
} else {
low = a;
}
}
squared_distance(curve(points, (low + high) * 0.5), query).sqrt()
}
fn reference_distance(point: Point2, rect: [f64; 4], radius: f64, shape: CornerShape) -> f64 {
let half = [rect[2] * 0.5, rect[3] * 0.5];
let inset = [
half[0] - (point[0] - rect[0] - half[0]).abs(),
half[1] - (point[1] - rect[1] - half[1]).abs(),
];
let limit = half[0].min(half[1]);
if shape == CornerShape::Circular || radius <= 0.0 || radius >= limit {
let q = [radius - inset[0], radius - inset[1]];
return q[0].max(0.0).hypot(q[1].max(0.0)) + q[0].max(q[1]).min(0.0) - radius;
}
let blend = ((limit / radius - 1.0) / (EXTENT - 1.0)).clamp(0.0, 1.0);
let extent = 1.0 + (EXTENT - 1.0) * blend;
if inset[0].max(inset[1]) >= extent * radius {
return -inset[0].min(inset[1]);
}
let query = [inset[0] / radius, inset[1] / radius];
let curves = std::array::from_fn::<_, 3, _>(|segment| {
std::array::from_fn(|index| lerp(CIRCLE[segment][index], APPLE[segment][index], blend))
});
let distance = curves
.iter()
.map(|points| nearest_distance(*points, query))
.fold(f64::INFINITY, f64::min);
let mut inside = false;
if query[0] >= 0.0 && query[1] >= 0.0 {
for points in curves {
if query[0] >= points[0][0] && query[0] <= points[3][0] {
let mut low = 0.0;
let mut high = 1.0;
for _ in 0..36 {
let middle = (low + high) * 0.5;
if curve(points, middle)[0] < query[0] {
low = middle;
} else {
high = middle;
}
}
inside = query[1] >= curve(points, (low + high) * 0.5)[1];
break;
}
}
}
distance * radius * if inside { -1.0 } else { 1.0 }
}
fn coverage(distance: f64) -> f64 {
(0.5 - distance).clamp(0.0, 1.0)
}
#[test]
fn shared_geometry_matches_the_existing_window_profile() {
let bounds = [1.25, 2.5, 61.5, 59.0];
for shape in [CornerShape::Circular, CornerShape::Continuous] {
for radius in [0.0, 0.375, 8.25, 12.375, 24.0, 29.49, 29.5] {
let outline = ferese_shape::Outline::new(bounds, [radius; 4], shape).unwrap();
for y in 0..64 {
for x in 0..64 {
let point = [x as f64 + 0.5, y as f64 + 0.5];
let expected = reference_distance(point, bounds, radius, shape);
let actual = outline.signed_distance(point);
assert!(
(actual - expected).abs() < 0.01,
"{shape:?} radius={radius} point={point:?}"
);
assert!((coverage(actual) - coverage(expected)).abs() <= 2.0 / 255.0);
}
}
}
}
}
#[test]
fn shell_masks_match_the_shared_squircle_profile() {
for source in [BLUR_SHADER, MATERIAL_SHADER, ROUNDED_TEXTURE_SHADER] {
assert_eq!(
corner_shader(source),
corner_shader_for(source, CornerShape::Continuous)
);
assert!(corner_shader(source).contains("CORNER_EXTENT"));
assert!(!corner_shader_for(source, CornerShape::Circular).contains("CORNER_EXTENT"));
}
}
fn renderer() -> GlesRenderer {
use smithay::backend::egl::{EGLContext, EGLDevice, EGLDisplay};
let devices = EGLDevice::enumerate().unwrap().collect::<Vec<_>>();
let software = std::env::var_os("FERESE_TEST_EGL_SOFTWARE").is_some();
let device = devices
.into_iter()
.find(|device| device.is_software() == software)
.expect("the requested EGL device");
// SAFETY: The native display comes from a live enumerated EGLDevice and its lifetime is
// retained by the EGL objects created here.
let display = unsafe { EGLDisplay::new(device).unwrap() };
// SAFETY: The fresh EGL context is exclusively owned by this renderer; this test issues GL
// work only through its renderer methods.
unsafe { GlesRenderer::new(EGLContext::new(&display).unwrap()).unwrap() }
}
#[test]
#[ignore = "manual EGL timing sample; requires a rendering device"]
fn window_corner_shader_timing_sample() {
let mut renderer = renderer();
let driver = renderer
.with_context(|gl| {
// SAFETY: The current renderer context returns a live NUL-terminated GL_RENDERER
// string, copied before leaving with_context.
unsafe { std::ffi::CStr::from_ptr(gl.GetString(0x1f01).cast()) }
.to_string_lossy()
.into_owned()
})
.unwrap();
let mut resources = RenderResources::default();
let size = (1024, 768).into();
let rect = Rectangle::<i32, Physical>::from_size(size);
let uniforms = [
Uniform::new("clip_rect", [0.0f32, 0.0, 1024.0, 768.0]),
Uniform::new("radius", 16.0f32),
];
let mut texture: GlesTexture = renderer
.create_buffer(Fourcc::Abgr8888, (1024, 768).into())
.unwrap();
for shape in [CornerShape::Circular, CornerShape::Continuous] {
let programs = corner_program(&mut resources, &mut renderer, shape).unwrap();
let mut samples = Vec::new();
for iteration in 0..110 {
let started = std::time::Instant::now();
let mut target = renderer.bind(&mut texture).unwrap();
let mut frame = renderer
.render(&mut target, size, Transform::Normal)
.unwrap();
frame.clear(Color32F::TRANSPARENT, &[rect]).unwrap();
frame
.render_pixel_shader_to(
&programs.solid,
Rectangle::from_size((1024.0, 768.0).into()),
rect,
(1024, 768).into(),
Some(&[rect]),
1.0,
&uniforms,
)
.unwrap();
frame.finish().unwrap().wait().unwrap();
if iteration >= 10 {
samples.push(started.elapsed());
}
}
samples.sort_unstable();
eprintln!(
"corner shader {shape:?}: driver={driver}, median={:?}, p95={:?}, size=1024x768, radius=16",
samples[50], samples[95]
);
}
}
fn rasterize(
renderer: &mut GlesRenderer,
program: &GlesPixelProgram,
uniforms: &[Uniform<'_>],
) -> Vec<u8> {
let size = (64, 64).into();
let mut texture: GlesTexture = renderer.create_buffer(Fourcc::Abgr8888, size).unwrap();
let rect = Rectangle::<i32, Physical>::from_size((64, 64).into());
let mut target = renderer.bind(&mut texture).unwrap();
{
let mut frame = renderer
.render(&mut target, (64, 64).into(), Transform::Normal)
.unwrap();
frame.clear(Color32F::TRANSPARENT, &[rect]).unwrap();
frame
.render_pixel_shader_to(
program,
Rectangle::from_size(size.to_f64()),
rect,
size,
Some(&[rect]),
1.0,
uniforms,
)
.unwrap();
let _ = frame.finish().unwrap();
}
let mapping = renderer
.copy_framebuffer(&target, Rectangle::from_size(size), Fourcc::Abgr8888)
.unwrap();
renderer.map_texture(&mapping).unwrap().to_vec()
}
#[test]
#[ignore = "requires an EGL rendering device"]
fn panel_shader_matches_core_outlines_and_resets_for_popovers() {
use ferese_panel::scene::{GroupBounds, Parameters, Scene, derive};
use ferese_panel::shape::{PixelGrid, Style, ZonePosition};
use smithay::backend::renderer::gles::UniformValue;
let mut renderer = renderer();
let mut resources = RenderResources::default();
let program =
material_program_for_corners(&mut resources, &mut renderer, CornerShape::Circular).unwrap();
let bounds = ferese_layout::Rect::new(0., 0., 64., 64.);
let groups = [
GroupBounds {
zone: ZonePosition::Start,
bounds: ferese_layout::Rect::new(3., 0., 18., 16.),
},
GroupBounds {
zone: ZonePosition::Start,
bounds: ferese_layout::Rect::new(25., 0., 18., 16.),
},
];
let mut scenes = Vec::new();
for style in [
Style::Floating,
Style::Capsules,
Style::Notch,
Style::Fused,
Style::Morph,
Style::Flat,
Style::Frame,
Style::CornerWrap,
] {
for edge in [ferese_panel::Edge::Top, ferese_panel::Edge::Bottom] {
for scale in [1., 1.25, 1.5] {
scenes.push(
derive(
Parameters {
style,
edge,
height: 16.,
gap: 4.,
frame_insets: [16., 4., 4., 4.],
frame_radius: 10.,
wrap_size: [40., 42.],
wrap_width: 8.,
fillet: 6.,
..Default::default()
},
bounds,
&groups,
PixelGrid::try_new(scale).unwrap(),
)
.unwrap(),
);
}
}
}
for scene in scenes.iter().chain(std::iter::once(&Scene::default())) {
let matrices = scene
.packets()
.into_iter()
.map(|p| {
[
p[0],
p[1],
p[2],
p[3],
p[4],
p[5],
p[6],
p[7],
p[8] * 4. + p[9],
]
})
.collect::<Vec<_>>();
let mut uniforms = vec![
Uniform::new("visible_rect", [0.0f32, 0., 64., 64.]),
Uniform::new("material_radii", [12.0f32; 4]),
Uniform::new("tint", [1.0f32; 4]),
Uniform::new("paint_mode", 0.0f32),
Uniform::new("panel_count", matrices.len() as f32),
Uniform::new("panel_fusion", scene.fusion as f32),
];
if !matrices.is_empty() {
uniforms.push(Uniform::new(
"panel_shapes[0]",
UniformValue::Matrix3x3 {
matrices,
transpose: false,
},
));
}
let pixels = rasterize(&mut renderer, &program.0, &uniforms);
for y in 0..64 {
for x in 0..64 {
let point = [x as f64 + 0.5, y as f64 + 0.5];
let distance = if scene.paint.is_empty() {
reference_distance(point, [0., 0., 64., 64.], 12., CornerShape::Circular)
} else {
scene.distance(point)
};
let expected = (coverage(distance) * 255.).round() as u8;
let actual = pixels[(y * 64 + x) * 4 + 3];
assert!(
actual.abs_diff(expected) <= 2,
"panel mask mismatch at ({x},{y}): {actual} != {expected}, {scene:?}"
);
}
}
}
}
#[test]
#[ignore = "requires an EGL rendering device"]
fn apple_window_fill_and_inset_border_match_path_reference_at_fractional_scales() {
let mut renderer = renderer();
let mut resources = RenderResources::default();
let programs = corner_program(&mut resources, &mut renderer, CornerShape::Continuous).unwrap();
// Include tiny radii, fractional physical coordinates, overlapping shoulder
// adaptation, exact pills, square/fullscreen, and broad inset borders.
for (radius, width) in [
(0.0f32, 1.0f32),
(0.375, 0.75),
(8.25, 1.25),
(12.375, 2.25),
(24.0, 3.0),
(29.49, 2.5),
(29.5, 2.5),
(12.375, 12.0),
] {
let rect = [1.25f32, 2.5, 61.5, 59.0];
let fill = rasterize(
&mut renderer,
&programs.solid,
&[
Uniform::new("clip_rect", rect),
Uniform::new("radius", radius),
Uniform::new("color", [1.0f32; 4]),
],
);
let border = BorderParameters {
geometry: Rectangle::from_size((64, 64).into()),
clip_rect: rect,
radius,
width,
color: [1.0; 4],
color_to: [1.0; 4],
gradient_line: [0.0; 4],
focus_color: [1.0; 4],
focus_color_to: [1.0; 4],
focus_gradient_line: [0.0; 4],
focus_mix: 0.0,
};
let edge = rasterize(&mut renderer, &programs.border, &border_uniforms(&border));
for y in 0..64 {
for x in 0..64 {
let distance = reference_distance(
[x as f64 + 0.5, y as f64 + 0.5],
rect.map(f64::from),
radius.into(),
CornerShape::Continuous,
);
let outer = coverage(distance);
let inner = coverage(distance + f64::from(width));
let index = (y * 64 + x) * 4;
for (actual, expected) in [
(fill[index + 3], outer),
(edge[index + 3], (outer - inner).max(0.0)),
] {
let expected = (expected * 255.0).round() as u8;
assert!(
actual.abs_diff(expected) <= 2,
"x={x} y={y} radius={radius} width={width}: GPU={actual}, reference={expected}"
);
}
}
}
}
}
#[test]
#[ignore = "requires an EGL rendering device"]
fn circular_and_squircle_programs_keep_independent_caches() {
let mut renderer = renderer();
let mut resources = RenderResources::default();
let context = renderer.context_id().erased();
let circular = corner_program(&mut resources, &mut renderer, CornerShape::Circular).unwrap();
material_program_for_corners(&mut resources, &mut renderer, CornerShape::Circular).unwrap();
blur_program(&mut resources, &mut renderer).unwrap();
let uniforms = [
Uniform::new("clip_rect", [0.0f32, 0.0, 64.0, 64.0]),
Uniform::new("radius", 12.0f32),
Uniform::new("color", [1.0f32; 4]),
];
let before = rasterize(&mut renderer, &circular.solid, &uniforms);
corner_program(&mut resources, &mut renderer, CornerShape::Continuous).unwrap();
material_program_for_corners(&mut resources, &mut renderer, CornerShape::Continuous).unwrap();
let circular = corner_program(&mut resources, &mut renderer, CornerShape::Circular).unwrap();
let after = rasterize(&mut renderer, &circular.solid, &uniforms);
assert_eq!(before, after);
let cache = &resources.contexts[&context];
assert!(cache.material.is_some() && cache.window_material.is_some() && cache.blur.is_some());
}
#[test]
fn apple_shoulder_extent_never_claims_transparent_pixels_as_opaque() {
let clip = Rectangle::from_size((64, 64).into());
for radius in [0.375f32, 8.25, 12.375, 24.0, 31.99, 32.0] {
let extent = corner_extent(radius, clip.size, CornerShape::Continuous);
let opaque = rounded_opaque_regions(&[clip], Point::default(), clip, extent);
for region in opaque.iter() {
for y in region.loc.y..region.loc.y + region.size.h {
for x in region.loc.x..region.loc.x + region.size.w {
let distance = reference_distance(
[x as f64 + 0.5, y as f64 + 0.5],
[0.0, 0.0, 64.0, 64.0],
radius.into(),
CornerShape::Continuous,
);
assert_eq!(
coverage(distance),
1.0,
"transparent opaque claim at ({x}, {y}), radius={radius}"
);
}
}
}
}
}
#[test]
#[ignore = "requires an EGL rendering device"]
fn docked_panel_fill_covers_the_entire_attached_edge() {
let mut renderer = renderer();
let mut resources = RenderResources::default();
let material =
material_program_for_corners(&mut resources, &mut renderer, CornerShape::Circular).unwrap();
for edge in [ferese_panel::Edge::Top, ferese_panel::Edge::Bottom] {
let radii = ferese_panel::CornerRadii([14., 8., 12., 20.])
.at_edge(edge, true)
.0;
let pixels = rasterize(
&mut renderer,
&material.0,
&[
Uniform::new("visible_rect", [0.0f32, 0.0, 64.0, 36.0]),
Uniform::new("material_radii", radii),
Uniform::new("tint", [1.0f32; 4]),
Uniform::new("paint_mode", 0.0f32),
Uniform::new("shadow_rect", [0.0f32, 0.0, 64.0, 36.0]),
Uniform::new("shadow_values", [8.0f32, 1.0]),
],
);
let (attached_row, free_row) = if edge == ferese_panel::Edge::Top {
(0, 35)
} else {
(35, 0)
};
for x in 0..64 {
assert_eq!(
pixels[(attached_row * 64 + x) * 4 + 3],
255,
"wallpaper exposed at {edge:?} pixel {x}"
);
}
assert_eq!(
pixels[free_row * 64 * 4 + 3],
0,
"opposite corners remain rounded"
);
}
}
#[test]
#[ignore = "requires an EGL rendering device"]
fn asymmetric_panel_fill_and_shadow_match_each_corner() {
let mut renderer = renderer();
let mut resources = RenderResources::default();
let material =
material_program_for_corners(&mut resources, &mut renderer, CornerShape::Circular).unwrap();
let rect = [2.0f32, 2.0, 60.0, 60.0];
let radii = [0.0f32, 4.0, 12.0, 20.0];
for paint_mode in [0.0f32, 2.0] {
let pixels = rasterize(
&mut renderer,
&material.0,
&[
Uniform::new("visible_rect", rect),
Uniform::new("material_radii", radii),
Uniform::new("tint", [1.0f32; 4]),
Uniform::new("paint_mode", paint_mode),
Uniform::new("shadow_rect", rect),
Uniform::new("shadow_values", [8.0f32, 1.0]),
],
);
for y in 0..64 {
for x in 0..64 {
let radius = match (x < 32, y < 32) {
(true, true) => radii[0],
(false, true) => radii[1],
(false, false) => radii[2],
(true, false) => radii[3],
};
let distance = reference_distance(
[x as f64 + 0.5, y as f64 + 0.5],
rect.map(f64::from),
radius.into(),
CornerShape::Circular,
);
let expected = if paint_mode == 0. {
coverage(distance)
} else {
(-0.5 * (distance.max(0.0) / 4.0).powi(2)).exp() * (1. - coverage(distance))
};
assert!(
pixels[(y * 64 + x) * 4 + 3].abs_diff((expected * 255.).round() as u8) <= 2,
"corner mismatch at ({x}, {y}), mode {paint_mode}"
);
}
}
}
}
#[test]
#[ignore = "requires an EGL rendering device"]
fn apple_shadow_and_window_tint_match_the_same_outline() {
let mut renderer = renderer();
let mut resources = RenderResources::default();
let programs = corner_program(&mut resources, &mut renderer, CornerShape::Continuous).unwrap();
let material =
material_program_for_corners(&mut resources, &mut renderer, CornerShape::Continuous)
.unwrap();
let rect = [1.25f32, 2.5, 61.5, 59.0];
let radius = 12.375f32;
let shadow = rasterize(
&mut renderer,
&programs.shadow,
&[
Uniform::new("shadow_rect", rect),
Uniform::new("radius", radius),
Uniform::new("blur", 8.0f32),
Uniform::new("opacity", 1.0f32),
Uniform::new("shadow_color", [1.0f32; 4]),
],
);
let tint = rasterize(
&mut renderer,
&material.0,
&[
Uniform::new("visible_rect", rect),
Uniform::new("material_radii", [radius; 4]),
Uniform::new("tint", [1.0f32; 4]),
Uniform::new("paint_mode", 0.0f32),
Uniform::new("shadow_rect", rect),
Uniform::new("shadow_values", [0.0f32; 2]),
],
);
for y in 0..64 {
for x in 0..64 {
let distance = reference_distance(
[x as f64 + 0.5, y as f64 + 0.5],
rect.map(f64::from),
radius.into(),
CornerShape::Continuous,
);
let shadow_alpha = (-0.5 * (distance.max(0.0) / 4.0).powi(2)).exp();
let index = (y * 64 + x) * 4;
for (actual, expected) in [
(tint[index + 3], coverage(distance)),
(shadow[index + 3], shadow_alpha),
] {
assert!(
actual.abs_diff((expected * 255.0).round() as u8) <= 2,
"outline mismatch at ({x}, {y})"
);
}
}
}
}
#[test]
#[ignore = "requires an EGL rendering device"]
fn window_role_change_invalidates_decorations_and_preserves_the_resize_snapshot() {
let mut renderer = renderer();
let mut resources = RenderResources::default();
let id = ferese_layout::WindowId(1);
let context = renderer.context_id().erased();
assert!(!resources.prepare_window_corners(id, CornerShape::Continuous));
let programs = corner_program(&mut resources, &mut renderer, CornerShape::Continuous).unwrap();
let parameters = BorderParameters {
geometry: Rectangle::from_size((64, 64).into()),
clip_rect: [0.0, 0.0, 64.0, 64.0],
radius: 12.0,
width: 2.0,
color: [1.0; 4],
color_to: [1.0; 4],
gradient_line: [0.0; 4],
focus_color: [1.0; 4],
focus_color_to: [1.0; 4],
focus_gradient_line: [0.0; 4],
focus_mix: 0.0,
};
let element = SharedPixelShaderElement::new(
programs.border,
parameters.geometry,
None,
1.0,
border_uniforms(&parameters),
RenderElementKind::Unspecified,
);
resources
.windows
.get_mut(&id)
.unwrap()
.borders
.contexts
.insert(
context.clone(),
CachedBorder {
element,
parameters,
},
);
let texture = renderer
.create_buffer(Fourcc::Abgr8888, (64, 64).into())
.unwrap();
resources.set_snapshot(
id,
ResizeSnapshot {
texture,
context: context.clone(),
id: Id::new(),
commit: CommitCounter::default(),
elapsed: Duration::ZERO,
last_tick: None,
scale: 1.0,
},
);
let snapshot_id = resources.snapshot(&id).unwrap().id.clone();
let commit = resources.snapshot(&id).unwrap().commit;
assert!(!resources.prepare_window_corners(id, CornerShape::Continuous));
assert_eq!(resources.windows[&id].borders.contexts.len(), 1);
assert!(resources.prepare_window_corners(id, CornerShape::Circular));
assert!(resources.windows[&id].borders.contexts.is_empty());
let snapshot = resources.snapshot(&id).unwrap();
assert_eq!(snapshot.id, snapshot_id);
assert_ne!(snapshot.commit, commit);
let updated_commit = snapshot.commit;
assert!(!resources.prepare_window_corners(id, CornerShape::Circular));
assert_eq!(resources.snapshot(&id).unwrap().commit, updated_commit);
}
fn endpoint_derivatives(points: Cubic, end: bool) -> (Point2, Point2) {
if end {
(
[
3.0 * (points[3][0] - points[2][0]),
3.0 * (points[3][1] - points[2][1]),
],
[
6.0 * (points[3][0] - 2.0 * points[2][0] + points[1][0]),
6.0 * (points[3][1] - 2.0 * points[2][1] + points[1][1]),
],
)
} else {
(
[
3.0 * (points[1][0] - points[0][0]),
3.0 * (points[1][1] - points[0][1]),
],
[
6.0 * (points[2][0] - 2.0 * points[1][0] + points[0][0]),
6.0 * (points[2][1] - 2.0 * points[1][1] + points[0][1]),
],
)
}
}
fn curvature(tangent: Point2, acceleration: Point2) -> f64 {
(tangent[0] * acceleration[1] - tangent[1] * acceleration[0]).abs()
/ tangent[0].hypot(tangent[1]).powi(3)
}
#[test]
fn measured_uikit_profile_has_flat_shoulders_but_small_internal_join_discontinuities() {
let (start, start_acceleration) = endpoint_derivatives(APPLE[0], false);
let (end, end_acceleration) = endpoint_derivatives(APPLE[2], true);
assert_eq!(start[0], 0.0);
assert_eq!(end[1], 0.0);
assert_eq!(curvature(start, start_acceleration), 0.0);
assert_eq!(curvature(end, end_acceleration), 0.0);
for pair in APPLE.windows(2) {
assert_eq!(pair[0][3], pair[1][0], "join must be position-continuous");
let (before, before_acceleration) = endpoint_derivatives(pair[0], true);
let (after, after_acceleration) = endpoint_derivatives(pair[1], false);
let cosine = (before[0] * after[0] + before[1] * after[1])
/ before[0].hypot(before[1])
/ after[0].hypot(after[1]);
let angle = cosine.clamp(-1.0, 1.0).acos().to_degrees();
let curvature_jump =
(curvature(before, before_acceleration) - curvature(after, after_acceleration)).abs();
// This is a measured Apple-style approximation, not a globally G1/G2
// curve. Preserve and document its limitation instead of falsely
// passing a continuity test, or silently changing the source profile.
assert!((angle - 2.453_166_93).abs() < 1.0e-6);
assert!((curvature_jump - 0.354_989_57).abs() < 1.0e-6);
}
}
#[test]
#[ignore = "manual EGL timing; optional FERESE_CORNER_REFERENCE_SHADER path"]
fn corner_heavy_shader_timing_sample() {
use smithay::backend::renderer::gles::{UniformName, UniformType};
let mut renderer = renderer();
let reference = std::env::var_os("FERESE_CORNER_REFERENCE_SHADER")
.map(|path| std::fs::read_to_string(path).expect("reference GLSL"));
let current = include_str!("shaders/window_corners.glsl");
let size = (1024, 768).into();
let rect = Rectangle::<i32, Physical>::from_size(size);
let mut texture: GlesTexture = renderer
.create_buffer(Fourcc::Abgr8888, (1024, 768).into())
.unwrap();
let body = "\nvoid main() { float d = rounded_rect_distance(mod(gl_FragCoord.xy, vec2(64.0)), vec4(0.0, 0.0, 64.0, 64.0), radius); gl_FragColor = vec4(edge_coverage(d)); }";
for (name, source) in reference
.as_deref()
.map(|s| ("reference", s))
.into_iter()
.chain([("optimized", current)])
{
let shader = format!("precision highp float; uniform float radius;\n{source}{body}");
let program = renderer
.compile_custom_pixel_shader(shader, &[UniformName::new("radius", UniformType::_1f)])
.unwrap();
for radius in [8.0f32, 16.0, 24.0] {
let mut samples = Vec::new();
for i in 0..110 {
let start = std::time::Instant::now();
let mut target = renderer.bind(&mut texture).unwrap();
let mut frame = renderer
.render(&mut target, size, Transform::Normal)
.unwrap();
frame.clear(Color32F::TRANSPARENT, &[rect]).unwrap();
frame
.render_pixel_shader_to(
&program,
Rectangle::from_size((1024.0, 768.0).into()),
rect,
(1024, 768).into(),
Some(&[rect]),
1.0,
&[Uniform::new("radius", radius)],
)
.unwrap();
frame.finish().unwrap().wait().unwrap();
if i >= 10 {
samples.push(start.elapsed());
}
}
samples.sort_unstable();
eprintln!(
"corner-heavy {name} radius={radius}: median={:?}, p95={:?}",
samples[50], samples[95]
);
}
}
}
#[test]
#[ignore = "requires an EGL rendering device"]
fn window_tint_does_not_inherit_panel_geometry() {
use smithay::backend::renderer::gles::UniformValue;
use smithay::output::{Mode, PhysicalProperties, Subpixel};
fn paint(renderer: &mut GlesRenderer, element: &impl RenderElement<GlesRenderer>) -> Vec<u8> {
let mut texture: GlesTexture = renderer
.create_buffer(Fourcc::Abgr8888, (96, 96).into())
.unwrap();
let mut target = renderer.bind(&mut texture).unwrap();
let rect = Rectangle::from_size((96, 96).into());
let mut frame = renderer
.render(&mut target, (96, 96).into(), Transform::Normal)
.unwrap();
frame.clear([1.0, 1.0, 1.0, 1.0].into(), &[rect]).unwrap();
let geometry = element.geometry(1.0.into());
element
.draw(
&mut frame,
element.src(),
geometry,
&[Rectangle::from_size(geometry.size)],
&[],
None,
)
.unwrap();
let _ = frame.finish().unwrap();
let mapping = renderer
.copy_framebuffer(
&target,
Rectangle::from_size((96, 96).into()),
Fourcc::Abgr8888,
)
.unwrap();
renderer.map_texture(&mapping).unwrap().to_vec()
}
let mut renderer = renderer();
let mut resources = RenderResources::default();
let output = Output::new(
"tint-test".into(),
PhysicalProperties {
serial_number: String::new(),
size: (0, 0).into(),
subpixel: Subpixel::Unknown,
make: "test".into(),
model: "test".into(),
},
);
output.change_current_state(
Some(Mode {
size: (96, 96).into(),
refresh: 60_000,
}),
Some(Transform::Normal),
None,
Some((0, 0).into()),
);
let geometry = Rectangle::new((6, 6).into(), (80, 80).into());
let corners =
RoundedRect::from_logical(geometry, 1.0, 12.0).with_shape(CornerShape::Continuous);
for resize_fill in [false, true] {
let tint = window_tint_element(
&mut resources,
&mut renderer,
ferese_layout::WindowId(1),
geometry,
corners,
[0.0, 0.0, 0.0, 0.44],
resize_fill,
&output,
)
.unwrap();
let baseline = paint(&mut renderer, &tint);
let program = material_program(&mut resources, &mut renderer).unwrap();
let panel = SharedPixelShaderElement::new(
program.0,
Rectangle::from_size((96, 24).into()),
None,
1.0,
vec![
Uniform::new("visible_rect", [0.0_f32, 72.0, 96.0, 24.0]),
Uniform::new("material_radii", [12.0_f32; 4]),
Uniform::new("tint", [0.2_f32, 0.2, 0.2, 1.0]),
Uniform::new("paint_mode", 0.0_f32),
Uniform::new("shadow_rect", [0.0_f32; 4]),
Uniform::new("shadow_values", [0.0_f32; 2]),
Uniform::new("panel_count", 1.0_f32),
Uniform::new("panel_fusion", 0.0_f32),
Uniform::new(
"panel_shapes[0]",
UniformValue::Matrix3x3 {
matrices: vec![[0.0, 72.0, 96.0, 24.0, 12.0, 12.0, 12.0, 12.0, 0.0]],
transpose: false,
},
),
],
RenderElementKind::Unspecified,
);
paint(&mut renderer, &panel);
let after_panel = paint(&mut renderer, &tint);
let changed = baseline
.chunks_exact(4)
.zip(after_panel.chunks_exact(4))
.filter(|(a, b)| a != b)
.count();
assert_eq!(
changed, 0,
"a panel draw changed {changed} window pixels (resize_fill={resize_fill})"
);
assert!(
baseline.chunks_exact(4).any(|p| p[0] < 200),
"fixture must draw the tint"
);
}
}
#[test]
#[ignore = "requires an EGL rendering device"]
fn floating_blur_sampling_halo_does_not_paint_neighboring_islands() {
use smithay::backend::renderer::ImportMem;
use smithay::backend::renderer::gles::UniformValue;
let mut renderer = renderer();
let mut resources = RenderResources::default();
let program = blur_program(&mut resources, &mut renderer).unwrap();
for scale in [1.0_f64, 1.25, 1.5, 1.75, 2.0] {
let size: Size<i32, Physical> = ((256. * scale) as i32, (96. * scale) as i32).into();
let full = Rectangle::from_size(size);
let shapes: Vec<[f32; 9]> = [24., 112.]
.into_iter()
.map(|x| [x, 24., 80., 32., 16., 16., 16., 16., 0.].map(|v| v * scale as f32))
.collect();
// Each island captures an extra 32 logical pixels on every side for
// blur sampling. That capture includes part of its neighboring island.
for island in 0..2 {
let shape = shapes[island];
let visible = [shape[0], shape[1], shape[2], shape[3]];
let halo = 32. * scale as f32;
let capture = [
(visible[0] - halo).max(0.),
(visible[1] - halo).max(0.),
(visible[0] + visible[2] + halo).min(size.w as f32),
(visible[1] + visible[3] + halo).min(size.h as f32),
];
let rect = Rectangle::<i32, Physical>::new(
(capture[0] as i32, capture[1] as i32).into(),
(
(capture[2] - capture[0]) as i32,
(capture[3] - capture[1]) as i32,
)
.into(),
);
let mut pixels = vec![128_u8; (rect.size.w * rect.size.h * 4) as usize];
for p in pixels.chunks_exact_mut(4) {
p[3] = 255;
}
let source = renderer
.import_memory(
&pixels,
Fourcc::Abgr8888,
(rect.size.w, rect.size.h).into(),
false,
)
.unwrap();
let uniforms = vec![
Uniform::new("visible_rect", visible),
Uniform::new("material_radii", [16. * scale as f32; 4]),
Uniform::new("texture_size", [rect.size.w as f32, rect.size.h as f32]),
Uniform::new("capture_origin", [capture[0], capture[1]]),
Uniform::new("blur_radius", halo),
Uniform::new("presentation_alpha", 1.0_f32),
Uniform::new("background_opacity", 0.6_f32),
Uniform::new("tint", [0.1_f32, 0.1, 0.1, 0.5]),
Uniform::new("panel_count", 2.0_f32),
Uniform::new("panel_fusion", 0.0_f32),
Uniform::new(
"panel_shapes[0]",
UniformValue::Matrix3x3 {
matrices: shapes.clone(),
transpose: false,
},
),
];
let mut texture: GlesTexture = renderer
.create_buffer(Fourcc::Abgr8888, (size.w, size.h).into())
.unwrap();
let mut target = renderer.bind(&mut texture).unwrap();
let mut frame = renderer
.render(&mut target, size, Transform::Normal)
.unwrap();
frame.clear([0.; 4].into(), &[full]).unwrap();
// OpenGL coordinates have the opposite Y direction from the frame.
let dst = Rectangle::new(
(rect.loc.x, size.h - rect.loc.y - rect.size.h).into(),
rect.size,
);
frame
.render_texture_from_to(
&source,
Rectangle::from_size(source.size().to_f64()),
dst,
&[Rectangle::from_size(dst.size)],
&[],
Transform::Normal,
1.,
Some(&program.0),
&uniforms,
)
.unwrap();
let _ = frame.finish().unwrap();
let mapping = renderer
.copy_framebuffer(
&target,
Rectangle::from_size((size.w, size.h).into()),
Fourcc::Abgr8888,
)
.unwrap();
let rendered = renderer.map_texture(&mapping).unwrap().to_vec();
let mut painted = 0;
for pixel in rendered.chunks_exact(4).enumerate() {
let (index, rgba) = pixel;
let x = (index % size.w as usize) as f32 + 0.5;
if x < visible[0] || x >= visible[0] + visible[2] {
assert_eq!(
rgba[3], 0,
"island {island} paints outside its bounds at x={x}, scale={scale}"
);
} else if rgba[3] > 0 {
painted += 1;
}
}
assert!(painted > 100, "fixture must paint its own island");
}
}
}