Files
feresaria/compositor/src/winit.rs
T

1924 lines
61 KiB
Rust

use std::{
collections::HashMap,
error::Error,
time::{Duration, Instant},
};
use smithay::{
backend::{
allocator::Fourcc,
renderer::{
Color32F, ErasedContextId, Frame, ImportDma, Offscreen, Renderer, Texture,
damage::OutputDamageTracker,
element::{
AsRenderElements, Element, Id, Kind as RenderElementKind, RenderElement,
UnderlyingStorage,
memory::MemoryRenderBufferRenderElement,
render_elements,
surface::{
WaylandSurfaceRenderElement, WaylandSurfaceTexture,
render_elements_from_surface_tree,
},
utils::{
ConstrainAlign, ConstrainScaleBehavior, CropRenderElement, Relocate,
RelocateRenderElement, RescaleRenderElement, constrain_render_elements,
},
},
gles::{
GlesError, GlesFrame, GlesPixelProgram, GlesRenderer, GlesTexProgram, GlesTexture,
Uniform, UniformName, UniformType, element::PixelShaderElement,
},
utils::{CommitCounter, DamageSet, OpaqueRegions, draw_render_elements},
},
winit::{self, WinitEvent},
},
desktop::{
LayerSurface, PopupManager, layer_map_for_output,
space::{ConstrainBehavior, ConstrainReference, constrain_space_element},
utils::OutputPresentationFeedback,
},
input::pointer::{CursorImageStatus, CursorImageSurfaceData},
output::{Mode, Output, PhysicalProperties, Scale, Subpixel},
reexports::calloop::EventLoop,
reexports::wayland_protocols::wp::presentation_time::server::wp_presentation_feedback::Kind as PresentationKind,
reexports::wayland_server::Resource,
utils::{
Buffer, Clock, Logical, Monotonic, Physical, Point, Rectangle, Scale as RenderScale,
Transform,
},
wayland::shell::wlr_layer::Layer,
wayland::{compositor::with_states, presentation::Refresh},
};
use crate::{Ferese, metrics::RenderMetrics};
type SurfaceRenderElement = CropRenderElement<
RelocateRenderElement<RescaleRenderElement<WaylandSurfaceRenderElement<GlesRenderer>>>,
>;
type WindowRenderElement =
CropRenderElement<RelocateRenderElement<RescaleRenderElement<WindowContentRenderElement>>>;
type MemoryRenderElement = CropRenderElement<
RelocateRenderElement<RescaleRenderElement<MemoryRenderBufferRenderElement<GlesRenderer>>>,
>;
type PhysicalDamage = Vec<Rectangle<i32, Physical>>;
type DamageRenderResult = Result<Option<PhysicalDamage>, Box<dyn Error>>;
render_elements! {
pub(crate) AnimatedWindowRenderElement<=GlesRenderer>;
Window=WindowRenderElement,
Surface=SurfaceRenderElement,
Memory=MemoryRenderElement,
Border=PixelShaderElement,
Backdrop=BackdropRenderElement,
}
render_elements! {
WindowContentRenderElement<=GlesRenderer>;
Rounded=RoundedSurfaceRenderElement,
Popup=WaylandSurfaceRenderElement<GlesRenderer>,
}
const ROUNDED_TEXTURE_SHADER: &str = r#"#version 100
//_DEFINES_
#if defined(EXTERNAL)
#extension GL_OES_EGL_image_external : require
#endif
precision mediump 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;
}
"#;
const ROUNDED_BORDER_SHADER: &str = r#"
precision mediump float;
uniform float alpha;
uniform vec4 clip_rect;
uniform float radius;
uniform float border_width;
uniform vec4 border_color;
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);
vec4 color = vec4(border_color.rgb * border_color.a, border_color.a)
* 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;
}
"#;
const WINDOW_SHADOW_SHADER: &str = r#"
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;
}
"#;
const MATERIAL_SHADER: &str = r#"
precision mediump float;
uniform float alpha;
uniform vec4 tint;
uniform float noise_amount;
varying vec2 v_coords;
float random(vec2 point) {
return fract(sin(dot(point, vec2(12.9898, 78.233))) * 43758.5453);
}
void main() {
float grain = (random(gl_FragCoord.xy) - 0.5) * noise_amount;
vec3 color = clamp(tint.rgb + vec3(grain), 0.0, 1.0);
float opacity = tint.a * alpha;
gl_FragColor = vec4(color * opacity, opacity);
}
"#;
const BACKDROP_SHADER: &str = r#"#version 100
//_DEFINES_
#if defined(EXTERNAL)
#extension GL_OES_EGL_image_external : require
#endif
precision mediump float;
#if defined(EXTERNAL)
uniform samplerExternalOES tex;
#else
uniform sampler2D tex;
#endif
uniform float alpha;
uniform vec4 visible_rect;
uniform vec2 texture_size;
uniform float blur_radius;
uniform float saturation;
uniform float brightness;
uniform vec4 tint;
uniform float noise_amount;
varying vec2 v_coords;
float random(vec2 point) {
return fract(sin(dot(point, vec2(12.9898, 78.233))) * 43758.5453);
}
float kernel_weight(int tap) {
int distance = tap < 0 ? -tap : tap;
if (distance == 0) {
return 6.0;
}
if (distance == 1) {
return 4.0;
}
return 1.0;
}
void main() {
vec2 point = gl_FragCoord.xy;
vec2 visible_max = visible_rect.xy + visible_rect.zw;
if (point.x < visible_rect.x || point.y < visible_rect.y
|| point.x >= visible_max.x || point.y >= visible_max.y) {
gl_FragColor = vec4(0.0);
return;
}
vec2 step_size = vec2(blur_radius * 0.5) / max(texture_size, vec2(1.0));
vec4 color = vec4(0.0);
for (int y = -2; y <= 2; y++) {
for (int x = -2; x <= 2; x++) {
float weight = kernel_weight(x) * kernel_weight(y);
vec2 offset = vec2(float(x), float(y)) * step_size;
color += texture2D(tex, v_coords + offset) * weight;
}
}
color /= 256.0;
float luma = dot(color.rgb, vec3(0.2126, 0.7152, 0.0722));
vec3 adjusted = mix(vec3(luma), color.rgb, saturation) * brightness;
adjusted = mix(adjusted, tint.rgb, tint.a);
adjusted += vec3((random(point) - 0.5) * noise_amount);
gl_FragColor = vec4(clamp(adjusted, 0.0, 1.0) * alpha, alpha);
}
"#;
#[derive(Clone, Debug)]
pub(crate) struct RoundedClipPrograms {
texture: GlesTexProgram,
border: GlesPixelProgram,
shadow: GlesPixelProgram,
}
#[derive(Clone, Debug)]
pub(crate) struct MaterialProgram(GlesPixelProgram);
#[derive(Clone, Debug)]
pub(crate) struct BackdropProgram(GlesTexProgram);
#[derive(Clone, Debug, PartialEq)]
struct MaterialParameters {
geometry: Rectangle<i32, Logical>,
tint: [f32; 4],
noise: f32,
generation: u64,
scene_generation: u64,
opaque: bool,
blur: f32,
saturation: f32,
brightness: f32,
sample_geometry: Rectangle<i32, Logical>,
sample_physical: Rectangle<i32, Physical>,
visible_framebuffer: [f32; 4],
sample_framebuffer: [f32; 4],
}
#[derive(Debug)]
struct CachedMaterial {
element: CachedMaterialElement,
parameters: MaterialParameters,
}
#[derive(Clone, Debug)]
enum CachedMaterialElement {
Tint(PixelShaderElement),
Backdrop(BackdropRenderElement),
}
#[derive(Debug, Default)]
pub(crate) struct MaterialBuffers {
contexts: HashMap<ErasedContextId, CachedMaterial>,
}
#[derive(Clone, Debug)]
struct BackdropRenderElement {
texture: GlesTexture,
program: GlesTexProgram,
id: Id,
commit: CommitCounter,
geometry: Rectangle<i32, Logical>,
capture_rect: [i32; 4],
uniforms: Vec<Uniform<'static>>,
}
impl BackdropRenderElement {
fn new(texture: GlesTexture, program: GlesTexProgram, parameters: &MaterialParameters) -> Self {
Self {
texture,
program,
id: Id::new(),
commit: CommitCounter::default(),
geometry: parameters.sample_geometry,
capture_rect: framebuffer_capture_rect(parameters.sample_framebuffer),
uniforms: backdrop_uniforms(parameters),
}
}
fn update(&mut self, parameters: &MaterialParameters) {
self.geometry = parameters.sample_geometry;
self.capture_rect = framebuffer_capture_rect(parameters.sample_framebuffer);
self.uniforms = backdrop_uniforms(parameters);
self.commit.increment();
}
}
impl Element for BackdropRenderElement {
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> {
if commit == Some(self.commit) {
DamageSet::default()
} else {
DamageSet::from_slice(&[Rectangle::from_size(self.geometry(scale).size)])
}
}
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 BackdropRenderElement {
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;
frame.with_context(|gl| unsafe {
gl.BindTexture(smithay::backend::renderer::gles::ffi::TEXTURE_2D, texture);
gl.TexParameteri(
smithay::backend::renderer::gles::ffi::TEXTURE_2D,
smithay::backend::renderer::gles::ffi::TEXTURE_WRAP_S,
smithay::backend::renderer::gles::ffi::CLAMP_TO_EDGE as i32,
);
gl.TexParameteri(
smithay::backend::renderer::gles::ffi::TEXTURE_2D,
smithay::backend::renderer::gles::ffi::TEXTURE_WRAP_T,
smithay::backend::renderer::gles::ffi::CLAMP_TO_EDGE as i32,
);
gl.CopyTexSubImage2D(
smithay::backend::renderer::gles::ffi::TEXTURE_2D,
0,
0,
0,
x,
y,
width,
height,
);
gl.BindTexture(smithay::backend::renderer::gles::ffi::TEXTURE_2D, 0);
})?;
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, PartialEq)]
struct BorderParameters {
geometry: Rectangle<i32, Logical>,
clip_rect: [f32; 4],
radius: f32,
width: f32,
color: [f32; 4],
}
#[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 {
bounds: Rectangle<i32, Logical>,
shadow_rect: [f32; 4],
radius: f32,
blur: 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 fn init(event_loop: &mut EventLoop<Ferese>, state: &mut Ferese) -> Result<(), Box<dyn Error>> {
let (mut backend, event_source) = winit::init::<GlesRenderer>()?;
let dmabuf_formats = backend.renderer().dmabuf_formats();
let display_handle = state.display_handle.clone();
state
.dmabuf_state
.create_global::<Ferese>(&display_handle, dmabuf_formats);
let initial_scale = normalized_scale(backend.scale_factor());
let mode = Mode {
size: backend.window_size(),
refresh: 60_000,
};
let output = Output::new(
"ferese-winit".into(),
PhysicalProperties {
size: (0, 0).into(),
subpixel: Subpixel::Unknown,
make: "Ferese".into(),
model: "Nested".into(),
},
);
output.create_global::<Ferese>(&state.display_handle);
output.change_current_state(
Some(mode),
Some(Transform::Flipped180),
Some(Scale::Fractional(initial_scale)),
Some((0, 0).into()),
);
output.set_preferred(mode);
state.space.map_output(&output, (0, 0));
state.register_output(&output, "nested-primary".to_owned());
let mut damage_tracker = OutputDamageTracker::from_output(&output);
let clock = Clock::<Monotonic>::new();
let mut sequence = 0_u64;
let mut output_scale = initial_scale;
let mut render_metrics = RenderMetrics::from_environment(output.name());
event_loop
.handle()
.insert_source(event_source, move |event, _, state| match event {
WinitEvent::Resized { size, scale_factor } => {
let scale = normalized_scale(scale_factor);
output.change_current_state(
Some(Mode {
size,
refresh: 60_000,
}),
None,
Some(Scale::Fractional(scale)),
None,
);
if scale != output_scale {
output_scale = scale;
state.update_fractional_scale(scale);
}
state.relayout();
}
WinitEvent::Input(event) => state.process_input_event(event),
WinitEvent::Redraw => {
state.advance_animations(Instant::now());
let age = backend.buffer_age().unwrap_or(0);
let render_started = Instant::now();
let rendered = (|| -> DamageRenderResult {
{
let (renderer, mut framebuffer) = backend.bind()?;
state.process_dmabuf_imports(renderer);
let elements = animated_window_elements(state, renderer, &output);
let result = damage_tracker.render_output(
renderer,
&mut framebuffer,
age,
&elements,
[0.035, 0.04, 0.055, 1.0],
)?;
let cursorless_capture = state.has_pending_screencopy(&output, false);
let captured_with_cursor =
state.process_screencopies(renderer, &framebuffer, &output, true);
if cursorless_capture {
let cursorless_elements =
output_elements(state, renderer, &output, false);
redraw_output(
renderer,
&mut framebuffer,
&output,
&cursorless_elements,
)?;
state.process_screencopies(renderer, &framebuffer, &output, false);
redraw_output(renderer, &mut framebuffer, &output, &elements)?;
} else if captured_with_cursor {
let _ = renderer
.render(
&mut framebuffer,
output.current_mode().expect("output has a mode").size,
output.current_transform(),
)?
.finish()?;
}
Ok(result.damage.cloned())
}
})();
let damage = match rendered {
Ok(Some(damage)) => damage,
Ok(None) => {
state.space.refresh();
state.popups.cleanup();
layer_map_for_output(&output).cleanup();
if let Err(error) = state.display_handle.flush_clients() {
tracing::debug!(%error, "failed to flush clients");
}
backend.window().request_redraw();
return;
}
Err(error) => {
tracing::error!(%error, "nested renderer failed");
state.loop_signal.stop();
return;
}
};
if let Err(error) = backend.submit(Some(&damage)) {
tracing::error!(%error, "nested buffer submission failed");
state.loop_signal.stop();
return;
}
render_metrics.record_frame(render_started.elapsed(), &damage, 0);
let mut presentation = OutputPresentationFeedback::new(&output);
state.space.elements().for_each(|window| {
window.take_presentation_feedback(
&mut presentation,
|_, _| Some(output.clone()),
|_, _| PresentationKind::Vsync,
);
});
layer_surfaces(&output).iter().for_each(|layer| {
layer.take_presentation_feedback(
&mut presentation,
|_, _| Some(output.clone()),
|_, _| PresentationKind::Vsync,
);
});
sequence = sequence.wrapping_add(1);
presentation.presented(
clock.now(),
Refresh::fixed(Duration::from_nanos(1_000_000_000 / 60)),
sequence,
PresentationKind::Vsync,
);
state.space.elements().for_each(|window| {
window.send_frame(
&output,
state.start_time.elapsed(),
Some(Duration::ZERO),
|_, _| Some(output.clone()),
);
});
layer_surfaces(&output).iter().for_each(|layer| {
layer.send_frame(
&output,
state.start_time.elapsed(),
Some(Duration::ZERO),
|_, _| Some(output.clone()),
);
});
state.send_cursor_frame(&output);
state.space.refresh();
state.popups.cleanup();
layer_map_for_output(&output).cleanup();
if let Err(error) = state.display_handle.flush_clients() {
tracing::debug!(%error, "failed to flush clients");
}
backend.window().request_redraw();
}
WinitEvent::CloseRequested => state.loop_signal.stop(),
_ => {}
})?;
Ok(())
}
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)
}
fn output_elements(
state: &mut Ferese,
renderer: &mut GlesRenderer,
output: &Output,
include_cursor: bool,
) -> Vec<AnimatedWindowRenderElement> {
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()
};
elements.extend(layer_elements(
state,
renderer,
output,
&[Layer::Overlay, Layer::Top],
));
let windows = state
.space
.elements()
.rev()
.filter_map(|window| {
let id = *state.window_ids.get(window)?;
let visual = state.window_geometry.get(&id)?.visual.current;
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);
if let Some(programs) = rounded_clip_program.clone() {
let window_radius = state.theme_settings.window_radius * decoration_progress;
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 = state.focused_window == Some(id);
let border_width = if focused {
state.theme_settings.focus_ring_width
} else {
state.theme_settings.border_width
};
let border_color = if focused {
state.theme_settings.accent_color.0
} else {
state.theme_settings.border_color.0
};
let border_color =
color_with_alpha(border_color, close_alpha * decoration_progress as f32);
if let Some(border) = window_border_element(
state,
renderer,
id,
constrain,
scale,
window_radius,
border_width,
border_color,
output,
&programs,
) {
elements.push(border.into());
}
let shadow = window_shadow_element(
state,
renderer,
id,
constrain,
scale,
window_radius,
shadow_offset_y,
shadow_blur,
shadow_opacity * f64::from(close_alpha) * decoration_progress,
shadow_color,
output,
&programs,
);
elements.extend(rounded_window_elements(
renderer,
&window,
constrain,
scale,
window_radius,
close_alpha,
state
.window_geometry
.get(&id)
.is_some_and(|geometry| geometry.presentation_changed),
output,
programs.texture.clone(),
));
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: ConstrainScaleBehavior::Stretch,
align: ConstrainAlign::TOP | ConstrainAlign::LEFT,
},
));
}
}
elements.extend(layer_elements(
state,
renderer,
output,
&[Layer::Bottom, Layer::Background],
));
elements
}
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),
];
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)]
fn window_border_element(
state: &mut Ferese,
renderer: &GlesRenderer,
id: ferese_layout::WindowId,
geometry: Rectangle<i32, Logical>,
scale: f64,
requested_radius: f64,
requested_width: f64,
color: [f32; 4],
output: &Output,
programs: &RoundedClipPrograms,
) -> Option<PixelShaderElement> {
let mode = output.current_mode()?;
let width = scaled_effect_value(requested_width, geometry, scale);
if width == 0.0 {
return None;
}
let parameters = BorderParameters {
geometry,
clip_rect: framebuffer_clip_rect(
geometry.to_physical_precise_round(scale),
mode.size,
output.current_transform().invert(),
),
radius: scaled_effect_value(requested_radius, geometry, scale),
width,
color,
};
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(cached.element.clone())
}
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(),
]
}
#[allow(clippy::too_many_arguments)]
fn window_shadow_element(
state: &mut Ferese,
renderer: &GlesRenderer,
id: ferese_layout::WindowId,
geometry: Rectangle<i32, Logical>,
scale: f64,
requested_radius: f64,
offset_y: f64,
blur: f64,
opacity: f64,
color: [f32; 4],
output: &Output,
programs: &RoundedClipPrograms,
) -> Option<PixelShaderElement> {
let mode = output.current_mode()?;
if opacity == 0.0 || color[3] == 0.0 {
return None;
}
let shadow_geometry = Rectangle::new(
(geometry.loc.x, geometry.loc.y + offset_y.round() as i32).into(),
geometry.size,
);
let bounds = shadow_bounds(geometry, offset_y, blur);
let parameters = ShadowParameters {
bounds,
shadow_rect: framebuffer_clip_rect(
shadow_geometry.to_physical_precise_round(scale),
mode.size,
output.current_transform().invert(),
),
radius: scaled_effect_value(requested_radius, geometry, scale),
blur: (blur * scale) as f32,
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;
}
Some(cached.element.clone())
}
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(),
]
}
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(),
)
}
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)]
fn rounded_window_elements(
renderer: &mut GlesRenderer,
window: &smithay::desktop::Window,
constrain: Rectangle<i32, Logical>,
scale: f64,
requested_radius: f64,
alpha: f32,
clip_changed: bool,
output: &Output,
program: GlesTexProgram,
) -> 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 physical_constrain = constrain.to_physical_precise_round(scale);
let location = (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,
ConstrainScaleBehavior::Stretch,
ConstrainAlign::TOP | ConstrainAlign::LEFT,
scale,
)
.map(Into::into)
.collect()
}
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,
)
}
fn color_with_alpha(mut color: [f32; 4], alpha: f32) -> [f32; 4] {
color[3] *= alpha;
color
}
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(),
)
}
fn framebuffer_clip_rect(
geometry: Rectangle<i32, Physical>,
output_size: smithay::utils::Size<i32, Physical>,
transform: Transform,
) -> [f32; 4] {
let transformed = transform.transform_rect_in(geometry, &output_size);
let transformed_output_size = transform.transform_size(output_size);
let bottom = transformed_output_size.h - transformed.loc.y - transformed.size.h;
[
transformed.loc.x as f32,
bottom as f32,
transformed.size.w as f32,
transformed.size.h as f32,
]
}
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(())
}
fn layer_surfaces(output: &Output) -> Vec<LayerSurface> {
layer_map_for_output(output).layers().cloned().collect()
}
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 {
elements.extend(
AsRenderElements::<GlesRenderer>::render_elements::<
WaylandSurfaceRenderElement<GlesRenderer>,
>(
&layer,
renderer,
geometry.loc.to_physical_precise_round(scale),
scale.into(),
1.0,
)
.into_iter()
.filter_map(|element| {
let origin = Point::<i32, Physical>::default();
let element = RescaleRenderElement::from_element(element, origin, 1.0);
let element =
RelocateRenderElement::from_element(element, origin, Relocate::Relative);
CropRenderElement::from_element(element, scale, output_crop).map(Into::into)
}),
);
if let Some(material) = material_element(state, renderer, output, &layer, geometry) {
elements.push(material);
}
}
elements
}
fn material_element(
state: &mut Ferese,
renderer: &mut GlesRenderer,
output: &Output,
layer: &LayerSurface,
geometry: Rectangle<i32, Logical>,
) -> Option<AnimatedWindowRenderElement> {
let surface = layer.wl_surface();
let (role, generation) = crate::effects::surface_role(surface)?;
let material = crate::effects::resolve_material(role, state.theme_settings.material_style);
let mode = output.current_mode()?;
let scale = output.current_scale().fractional_scale();
let output_logical = smithay::utils::Size::<i32, Logical>::from((
(f64::from(mode.size.w) / scale).ceil() as i32,
(f64::from(mode.size.h) / scale).ceil() as i32,
));
let sample_geometry =
expanded_blur_region(geometry, material.blur.ceil() as i32, output_logical);
let sample_physical = sample_geometry.to_physical_precise_round(scale);
let transform = output.current_transform().invert();
let tint = [0.067, 0.094, 0.129, material.opacity];
let parameters = MaterialParameters {
geometry,
tint,
noise: material.noise,
generation,
scene_generation: matches!(material.style, crate::config::MaterialStyle::Glass)
.then(|| state.material_scene_generation())
.unwrap_or(0),
opaque: material.opacity == 1.0,
blur: material.blur * scale as f32,
saturation: material.saturation,
brightness: material.brightness,
sample_geometry,
sample_physical,
visible_framebuffer: framebuffer_clip_rect(
geometry.to_physical_precise_round(scale),
mode.size,
transform,
),
sample_framebuffer: framebuffer_clip_rect(sample_physical, mode.size, transform),
};
let context = renderer.context_id().erased();
let needs_replacement = state
.material_buffers
.get(surface)
.and_then(|buffers| buffers.contexts.get(&context))
.is_none_or(|cached| match (&cached.element, material.style) {
(CachedMaterialElement::Backdrop(_), crate::config::MaterialStyle::Glass) => {
cached.parameters.sample_physical.size != parameters.sample_physical.size
}
(
CachedMaterialElement::Tint(_),
crate::config::MaterialStyle::Translucent | crate::config::MaterialStyle::Solid,
) => false,
_ => true,
});
let mut replacement = needs_replacement
.then(|| match material.style {
crate::config::MaterialStyle::Glass => {
let program = backdrop_program(state, renderer)?;
let texture_size = smithay::utils::Size::<i32, Buffer>::from((
sample_physical.size.w,
sample_physical.size.h,
));
let texture = Offscreen::<GlesTexture>::create_buffer(
renderer,
Fourcc::Abgr8888,
texture_size,
)
.ok()?;
Some(CachedMaterialElement::Backdrop(BackdropRenderElement::new(
texture,
program.0,
&parameters,
)))
}
crate::config::MaterialStyle::Translucent | crate::config::MaterialStyle::Solid => {
let program = material_program(state, renderer)?;
Some(CachedMaterialElement::Tint(PixelShaderElement::new(
program.0,
geometry,
parameters
.opaque
.then(|| vec![Rectangle::from_size(geometry.size)]),
1.0,
material_uniforms(&parameters),
RenderElementKind::Unspecified,
)))
}
})
.flatten();
let buffers = state.material_buffers.entry(surface.clone()).or_default();
if !buffers.contexts.contains_key(&context) {
buffers.contexts.insert(
context.clone(),
CachedMaterial {
element: replacement.take()?,
parameters: parameters.clone(),
},
);
}
let cached = buffers.contexts.get_mut(&context)?;
if cached.parameters != parameters {
match &mut cached.element {
CachedMaterialElement::Tint(element) => {
if cached.parameters.geometry != parameters.geometry
|| cached.parameters.opaque != parameters.opaque
{
let opaque = parameters
.opaque
.then(|| vec![Rectangle::from_size(parameters.geometry.size)]);
element.resize(parameters.geometry, opaque);
}
element.update_uniforms(material_uniforms(&parameters));
}
CachedMaterialElement::Backdrop(element)
if cached.parameters.sample_physical.size == parameters.sample_physical.size =>
{
element.update(&parameters);
}
_ => cached.element = replacement.take()?,
}
cached.parameters = parameters;
}
Some(match &cached.element {
CachedMaterialElement::Tint(element) => element.clone().into(),
CachedMaterialElement::Backdrop(element) => element.clone().into(),
})
}
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("tint", UniformType::_4f),
UniformName::new("noise_amount", UniformType::_1f),
];
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
}
}
}
fn backdrop_program(state: &mut Ferese, renderer: &mut GlesRenderer) -> Option<BackdropProgram> {
let context = renderer.context_id().erased();
if let Some(program) = state.backdrop_programs.get(&context) {
return Some(program.clone());
}
let uniforms = [
UniformName::new("visible_rect", UniformType::_4f),
UniformName::new("texture_size", UniformType::_2f),
UniformName::new("blur_radius", UniformType::_1f),
UniformName::new("saturation", UniformType::_1f),
UniformName::new("brightness", UniformType::_1f),
UniformName::new("tint", UniformType::_4f),
UniformName::new("noise_amount", UniformType::_1f),
];
match renderer.compile_custom_texture_shader(BACKDROP_SHADER, &uniforms) {
Ok(program) => {
let program = BackdropProgram(program);
state.backdrop_programs.insert(context, program.clone());
Some(program)
}
Err(error) => {
tracing::error!(%error, "failed to compile backdrop material shader");
None
}
}
}
fn material_uniforms(parameters: &MaterialParameters) -> Vec<Uniform<'static>> {
vec![
Uniform::new("tint", parameters.tint).into_owned(),
Uniform::new("noise_amount", parameters.noise).into_owned(),
]
}
fn backdrop_uniforms(parameters: &MaterialParameters) -> Vec<Uniform<'static>> {
vec![
Uniform::new("visible_rect", parameters.visible_framebuffer).into_owned(),
Uniform::new(
"texture_size",
[
parameters.sample_physical.size.w as f32,
parameters.sample_physical.size.h as f32,
],
)
.into_owned(),
Uniform::new("blur_radius", parameters.blur).into_owned(),
Uniform::new("saturation", parameters.saturation).into_owned(),
Uniform::new("brightness", parameters.brightness).into_owned(),
Uniform::new("tint", parameters.tint).into_owned(),
Uniform::new("noise_amount", parameters.noise).into_owned(),
]
}
fn framebuffer_capture_rect(rect: [f32; 4]) -> [i32; 4] {
[
rect[0].round() as i32,
rect[1].round() as i32,
rect[2].round() as i32,
rect[3].round() as i32,
]
}
fn expanded_blur_region(
visible: Rectangle<i32, Logical>,
radius: i32,
output_size: smithay::utils::Size<i32, Logical>,
) -> Rectangle<i32, Logical> {
let radius = radius.max(0);
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(),
)
}
fn cursor_elements(
state: &Ferese,
renderer: &mut GlesRenderer,
output_geometry: Rectangle<i32, Logical>,
scale: f64,
) -> Vec<AnimatedWindowRenderElement> {
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(),
}
}
fn normalized_scale(scale: f64) -> f64 {
if scale.is_finite() && scale > 0.0 {
scale
} else {
1.0
}
}
#[cfg(test)]
mod tests {
use smithay::{
backend::renderer::{
damage::OutputDamageTracker,
element::{Element, Id},
utils::CommitCounter,
},
utils::{Buffer, Logical, Physical, Rectangle, Scale, Transform},
};
use super::{
color_with_alpha, expanded_blur_region, framebuffer_capture_rect, framebuffer_clip_rect,
normalized_scale, rounded_visual_rect, scaled_visual_rect, shadow_bounds,
};
#[derive(Debug)]
struct DamageElement {
id: Id,
geometry: Rectangle<i32, Logical>,
}
impl DamageElement {
fn new(geometry: Rectangle<i32, Logical>) -> Self {
Self {
id: Id::new(),
geometry,
}
}
}
impl Element for DamageElement {
fn id(&self) -> &Id {
&self.id
}
fn current_commit(&self) -> CommitCounter {
CommitCounter::default()
}
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)
}
}
#[test]
fn accepts_positive_finite_scale() {
assert_eq!(normalized_scale(1.25), 1.25);
}
#[test]
fn rejects_invalid_scale() {
assert_eq!(normalized_scale(0.0), 1.0);
assert_eq!(normalized_scale(f64::NAN), 1.0);
assert_eq!(normalized_scale(f64::INFINITY), 1.0);
}
#[test]
fn clip_rect_uses_opengl_bottom_left_origin() {
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, 35.0, 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, 5.0, 30.0, 40.0]
);
assert_eq!(
framebuffer_clip_rect(geometry, (100, 80).into(), Transform::_180),
[60.0, 5.0, 30.0, 40.0]
);
}
#[test]
fn blur_sampling_expands_around_the_visible_surface() {
let visible = Rectangle::<i32, Logical>::new((100, 80).into(), (400, 300).into());
assert_eq!(
expanded_blur_region(visible, 24, (1_000, 800).into()),
Rectangle::new((76, 56).into(), (448, 348).into())
);
}
#[test]
fn blur_sampling_clips_to_output_edges() {
let visible = Rectangle::<i32, Logical>::new((0, 760).into(), (300, 40).into());
assert_eq!(
expanded_blur_region(visible, 24, (1_000, 800).into()),
Rectangle::new((0, 736).into(), (324, 64).into())
);
}
#[test]
fn framebuffer_capture_rounds_fractional_bounds() {
assert_eq!(
framebuffer_capture_rect([10.4, 20.6, 300.2, 199.8]),
[10, 21, 300, 200]
);
}
#[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 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);
}
}
}