shader_element: Store and set location separately

This commit is contained in:
Ivan Molodetskikh
2024-05-04 09:49:32 +04:00
parent 7aab413048
commit 69aeba2a4d
7 changed files with 75 additions and 55 deletions
@@ -62,15 +62,16 @@ impl TestCase for GradientAngle {
let area = Rectangle::from_loc_and_size((a, b), size);
[BorderRenderElement::new(
area,
area,
area.size,
Rectangle::from_loc_and_size((0, 0), area.size),
[1., 0., 0., 1.],
[0., 1., 0., 1.],
self.angle - FRAC_PI_2,
area,
Rectangle::from_loc_and_size((0, 0), area.size),
0.,
CornerRadius::default(),
)]
)
.with_location(area.loc)]
.into_iter()
.map(|elem| Box::new(elem) as _)
.collect()
+6 -4
View File
@@ -83,7 +83,8 @@ impl TestCase for GradientArea {
(size.h as f32 / 8. + size.h as f32 / 8. * 7. * f).round() as i32,
));
let g_loc = ((size.w - g_size.w) / 2, (size.h - g_size.h) / 2);
let g_area = Rectangle::from_loc_and_size(g_loc, g_size);
let mut g_area = Rectangle::from_loc_and_size(g_loc, g_size);
g_area.loc -= area.loc;
self.border.update(g_size, true, CornerRadius::default());
rv.extend(
@@ -99,15 +100,16 @@ impl TestCase for GradientArea {
rv.extend(
[BorderRenderElement::new(
area,
area.size,
g_area,
[1., 0., 0., 1.],
[0., 1., 0., 1.],
FRAC_PI_4,
area,
Rectangle::from_loc_and_size((0, 0), rect_size),
0.,
CornerRadius::default(),
)]
)
.with_location(area.loc)]
.into_iter()
.map(|elem| Box::new(elem) as _),
);
+7 -4
View File
@@ -194,6 +194,9 @@ impl FocusRing {
border: &mut BorderRenderElement,
location: Point<i32, Logical>,
size: Size<i32, Logical>| {
let full_rect = Rectangle::from_loc_and_size(full_rect.loc - location, full_rect.size);
let view_rect = Rectangle::from_loc_and_size(view_rect.loc - location, view_rect.size);
let elem = if has_border_shader {
if let Some(gradient) = gradient {
let gradient_area = match gradient.relative_to {
@@ -201,7 +204,7 @@ impl FocusRing {
GradientRelativeTo::WorkspaceView => view_rect,
};
border.update(
Rectangle::from_loc_and_size(location, size),
size,
gradient_area,
gradient.from.into(),
gradient.to.into(),
@@ -210,10 +213,10 @@ impl FocusRing {
border_width,
self.radius,
);
Some(border.clone().into())
Some(border.clone().with_location(location).into())
} else if self.radius != CornerRadius::default() {
border.update(
Rectangle::from_loc_and_size(location, size),
size,
full_rect,
color.into(),
color.into(),
@@ -222,7 +225,7 @@ impl FocusRing {
border_width,
self.radius,
);
Some(border.clone().into())
Some(border.clone().with_location(location).into())
} else {
None
}
+5 -3
View File
@@ -720,16 +720,18 @@ impl<W: LayoutElement> Tile<W> {
// user-provided radius, so our blocked-out rendering should match that
// radius.
if radius != CornerRadius::default() && has_border_shader {
let elem_geo = elem.geometry(Scale::from(1.)).to_logical(1);
return BorderRenderElement::new(
elem.geometry(Scale::from(1.)).to_logical(1),
Rectangle::from_loc_and_size(Point::from((0, 0)), geo.size),
elem_geo.size,
Rectangle::from_loc_and_size((0, 0), elem_geo.size),
elem.color(),
elem.color(),
0.,
elem.geometry(Scale::from(1.)).to_logical(1),
Rectangle::from_loc_and_size(geo.loc - elem_geo.loc, geo.size),
0.,
radius,
)
.with_location(elem_geo.loc)
.into();
}
+16 -12
View File
@@ -5,7 +5,7 @@ use niri_config::CornerRadius;
use smithay::backend::renderer::element::{Element, Id, Kind, RenderElement, UnderlyingStorage};
use smithay::backend::renderer::gles::{GlesError, GlesFrame, GlesRenderer, Uniform};
use smithay::backend::renderer::utils::{CommitCounter, DamageSet};
use smithay::utils::{Buffer, Logical, Physical, Rectangle, Scale, Transform};
use smithay::utils::{Buffer, Logical, Physical, Point, Rectangle, Scale, Size, Transform};
use super::renderer::NiriRenderer;
use super::shader_element::ShaderRenderElement;
@@ -26,7 +26,7 @@ pub struct BorderRenderElement {
#[derive(Debug, Clone, Copy, PartialEq)]
struct Parameters {
area: Rectangle<i32, Logical>,
size: Size<i32, Logical>,
gradient_area: Rectangle<i32, Logical>,
color_from: [f32; 4],
color_to: [f32; 4],
@@ -39,7 +39,7 @@ struct Parameters {
impl BorderRenderElement {
#[allow(clippy::too_many_arguments)]
pub fn new(
area: Rectangle<i32, Logical>,
size: Size<i32, Logical>,
gradient_area: Rectangle<i32, Logical>,
color_from: [f32; 4],
color_to: [f32; 4],
@@ -52,7 +52,7 @@ impl BorderRenderElement {
let mut rv = Self {
inner,
params: Parameters {
area,
size,
gradient_area,
color_from,
color_to,
@@ -71,7 +71,7 @@ impl BorderRenderElement {
Self {
inner,
params: Parameters {
area: Default::default(),
size: Default::default(),
gradient_area: Default::default(),
color_from: Default::default(),
color_to: Default::default(),
@@ -90,7 +90,7 @@ impl BorderRenderElement {
#[allow(clippy::too_many_arguments)]
pub fn update(
&mut self,
area: Rectangle<i32, Logical>,
size: Size<i32, Logical>,
gradient_area: Rectangle<i32, Logical>,
color_from: [f32; 4],
color_to: [f32; 4],
@@ -100,7 +100,7 @@ impl BorderRenderElement {
corner_radius: CornerRadius,
) {
let params = Parameters {
area,
size,
gradient_area,
color_from,
color_to,
@@ -119,7 +119,7 @@ impl BorderRenderElement {
fn update_inner(&mut self) {
let Parameters {
area,
size,
gradient_area,
color_from,
color_to,
@@ -146,17 +146,16 @@ impl BorderRenderElement {
grad_vec = -grad_vec;
}
let area_loc = Vec2::new(area.loc.x as f32, area.loc.y as f32);
let area_size = Vec2::new(area.size.w as f32, area.size.h as f32);
let area_size = Vec2::new(size.w as f32, size.h as f32);
let geo_loc = Vec2::new(geometry.loc.x as f32, geometry.loc.y as f32);
let geo_size = Vec2::new(geometry.size.w as f32, geometry.size.h as f32);
let input_to_geo =
Mat3::from_scale(area_size) * Mat3::from_translation((area_loc - geo_loc) / area_size);
Mat3::from_scale(area_size) * Mat3::from_translation(-geo_loc / area_size);
self.inner.update(
area,
size,
None,
vec![
Uniform::new("color_from", color_from),
@@ -173,6 +172,11 @@ impl BorderRenderElement {
);
}
pub fn with_location(mut self, location: Point<i32, Logical>) -> Self {
self.inner = self.inner.with_location(location);
self
}
pub fn has_shader(renderer: &mut impl NiriRenderer) -> bool {
Shaders::get(renderer)
.program(ProgramType::Border)
+6 -3
View File
@@ -85,9 +85,10 @@ impl ResizeRenderElement {
let clip_to_geometry = if clip_to_geometry { 1. } else { 0. };
// Create the shader.
Self(ShaderRenderElement::new(
Self(
ShaderRenderElement::new(
ProgramType::Resize,
area,
area.size,
None,
result_alpha,
vec![
@@ -107,7 +108,9 @@ impl ResizeRenderElement {
(String::from("niri_tex_next"), texture_next),
]),
Kind::Unspecified,
))
)
.with_location(area.loc),
)
}
pub fn has_shader(renderer: &mut impl NiriRenderer) -> bool {
+10 -5
View File
@@ -10,7 +10,7 @@ use smithay::backend::renderer::gles::{
};
use smithay::backend::renderer::utils::CommitCounter;
use smithay::backend::renderer::DebugFlags;
use smithay::utils::{Buffer, Logical, Physical, Rectangle, Scale};
use smithay::utils::{Buffer, Logical, Physical, Point, Rectangle, Scale, Size};
use super::renderer::AsGlesFrame;
use super::resources::Resources;
@@ -198,7 +198,7 @@ impl ShaderRenderElement {
#[allow(clippy::too_many_arguments)]
pub fn new(
program: ProgramType,
area: Rectangle<i32, Logical>,
size: Size<i32, Logical>,
opaque_regions: Option<Vec<Rectangle<i32, Logical>>>,
alpha: f32,
uniforms: Vec<Uniform<'_>>,
@@ -209,7 +209,7 @@ impl ShaderRenderElement {
program,
id: Id::new(),
commit_counter: CommitCounter::default(),
area,
area: Rectangle::from_loc_and_size((0, 0), size),
opaque_regions: opaque_regions.unwrap_or_default(),
alpha,
additional_uniforms: uniforms.into_iter().map(|u| u.into_owned()).collect(),
@@ -238,18 +238,23 @@ impl ShaderRenderElement {
pub fn update(
&mut self,
area: Rectangle<i32, Logical>,
size: Size<i32, Logical>,
opaque_regions: Option<Vec<Rectangle<i32, Logical>>>,
uniforms: Vec<Uniform<'_>>,
textures: HashMap<String, GlesTexture>,
) {
self.area = area;
self.area.size = size;
self.opaque_regions = opaque_regions.unwrap_or_default();
self.additional_uniforms = uniforms.into_iter().map(|u| u.into_owned()).collect();
self.textures = textures;
self.commit_counter.increment();
}
pub fn with_location(mut self, location: Point<i32, Logical>) -> Self {
self.area.loc = location;
self
}
}
impl Element for ShaderRenderElement {