Implement our own TextureBuffer/RenderElement

Supports fractional texture scale + has some getters.
This commit is contained in:
Ivan Molodetskikh
2024-06-01 12:27:30 +03:00
parent e3406ac255
commit 3c63be6261
11 changed files with 291 additions and 78 deletions
+33 -36
View File
@@ -5,13 +5,12 @@ use anyhow::Context as _;
use glam::{Mat3, Vec2};
use niri_config::BlockOutFrom;
use smithay::backend::allocator::Fourcc;
use smithay::backend::renderer::element::texture::TextureRenderElement;
use smithay::backend::renderer::element::utils::{
Relocate, RelocateRenderElement, RescaleRenderElement,
};
use smithay::backend::renderer::element::{Id, Kind, RenderElement};
use smithay::backend::renderer::element::{Kind, RenderElement};
use smithay::backend::renderer::gles::{GlesRenderer, GlesTexture, Uniform};
use smithay::backend::renderer::{Renderer as _, Texture};
use smithay::backend::renderer::Texture;
use smithay::utils::{Logical, Point, Rectangle, Scale, Size, Transform};
use crate::animation::Animation;
@@ -20,21 +19,16 @@ use crate::render_helpers::primary_gpu_texture::PrimaryGpuTextureRenderElement;
use crate::render_helpers::shader_element::ShaderRenderElement;
use crate::render_helpers::shaders::{mat3_uniform, ProgramType, Shaders};
use crate::render_helpers::snapshot::RenderSnapshot;
use crate::render_helpers::texture::{TextureBuffer, TextureRenderElement};
use crate::render_helpers::{render_to_encompassing_texture, RenderTarget};
#[derive(Debug)]
pub struct ClosingWindow {
/// Contents of the window.
texture: GlesTexture,
buffer: TextureBuffer<GlesTexture>,
/// Blocked-out contents of the window.
blocked_out_texture: GlesTexture,
/// Scale that the textures was rendered with.
texture_scale: Scale<f64>,
/// ID of the textures' renderer.
texture_renderer_id: usize,
blocked_out_buffer: TextureBuffer<GlesTexture>,
/// Where the window should be blocked out from.
block_out_from: Option<BlockOutFrom>,
@@ -46,10 +40,10 @@ pub struct ClosingWindow {
pos: Point<i32, Logical>,
/// How much the texture should be offset.
texture_offset: Point<f64, Logical>,
buffer_offset: Point<f64, Logical>,
/// How much the blocked-out texture should be offset.
blocked_out_texture_offset: Point<f64, Logical>,
blocked_out_buffer_offset: Point<f64, Logical>,
/// The closing animation.
anim: Animation,
@@ -86,27 +80,33 @@ impl ClosingWindow {
)
.context("error rendering to texture")?;
let buffer = TextureBuffer::from_texture(
renderer,
texture,
scale,
Transform::Normal,
Vec::new(),
);
let offset = geo.loc.to_f64().to_logical(scale);
Ok((texture, offset))
Ok((buffer, offset))
};
let (texture, texture_offset) =
let (buffer, buffer_offset) =
render_to_texture(snapshot.contents).context("error rendering contents")?;
let (blocked_out_texture, blocked_out_texture_offset) =
let (blocked_out_buffer, blocked_out_buffer_offset) =
render_to_texture(snapshot.blocked_out_contents)
.context("error rendering blocked-out contents")?;
Ok(Self {
texture,
blocked_out_texture,
texture_scale: scale,
texture_renderer_id: renderer.id(),
buffer,
blocked_out_buffer,
block_out_from: snapshot.block_out_from,
geo_size,
pos,
texture_offset,
blocked_out_texture_offset,
buffer_offset,
blocked_out_buffer_offset,
anim,
random_seed: fastrand::f32(),
})
@@ -130,10 +130,10 @@ impl ClosingWindow {
let progress = self.anim.value();
let clamped_progress = self.anim.clamped_value().clamp(0., 1.);
let (texture, offset) = if target.should_block_out(self.block_out_from) {
(&self.blocked_out_texture, self.blocked_out_texture_offset)
let (buffer, offset) = if target.should_block_out(self.block_out_from) {
(&self.blocked_out_buffer, self.blocked_out_buffer_offset)
} else {
(&self.texture, self.texture_offset)
(&self.buffer, self.buffer_offset)
};
if Shaders::get(renderer).program(ProgramType::Close).is_some() {
@@ -146,9 +146,11 @@ impl ClosingWindow {
let input_to_geo = Mat3::from_scale(area_size / geo_size)
* Mat3::from_translation((area_loc - geo_loc) / area_size);
let tex_scale = Vec2::new(self.texture_scale.x as f32, self.texture_scale.y as f32);
let tex_scale = self.buffer.texture_scale();
let tex_scale = Vec2::new(tex_scale.x as f32, tex_scale.y as f32);
let tex_loc = Vec2::new(offset.x as f32, offset.y as f32);
let tex_size = Vec2::new(texture.width() as f32, texture.height() as f32) / tex_scale;
let tex_size = self.buffer.texture().size();
let tex_size = Vec2::new(tex_size.w as f32, tex_size.h as f32) / tex_scale;
let geo_to_tex =
Mat3::from_translation(-tex_loc / tex_size) * Mat3::from_scale(geo_size / tex_size);
@@ -166,22 +168,17 @@ impl ClosingWindow {
Uniform::new("niri_clamped_progress", clamped_progress as f32),
Uniform::new("niri_random_seed", self.random_seed),
],
HashMap::from([(String::from("niri_tex"), texture.clone())]),
HashMap::from([(String::from("niri_tex"), buffer.texture().clone())]),
Kind::Unspecified,
)
.with_location(Point::from((0, 0)))
.into();
}
let elem = TextureRenderElement::from_static_texture(
Id::new(),
self.texture_renderer_id,
let elem = TextureRenderElement::from_texture_buffer(
buffer.clone(),
Point::from((0., 0.)),
texture.clone(),
self.texture_scale.x as i32,
Transform::Normal,
Some(1. - clamped_progress as f32),
None,
1. - clamped_progress as f32,
None,
None,
Kind::Unspecified,