mirror of
https://github.com/niri-wm/niri.git
synced 2026-06-23 02:05:33 +07:00
1dae45c58d
Lets borders, gaps, and everything else stay pixel-perfect even with fractional scale. Allows setting fractional border widths, gaps, struts. See the new wiki .md for more details.
212 lines
7.3 KiB
Rust
212 lines
7.3 KiB
Rust
use std::collections::HashMap;
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use std::time::Duration;
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use anyhow::Context as _;
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use glam::{Mat3, Vec2};
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use niri_config::BlockOutFrom;
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use smithay::backend::allocator::Fourcc;
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use smithay::backend::renderer::element::utils::{
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Relocate, RelocateRenderElement, RescaleRenderElement,
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};
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use smithay::backend::renderer::element::{Kind, RenderElement};
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use smithay::backend::renderer::gles::{GlesRenderer, GlesTexture, Uniform};
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use smithay::backend::renderer::Texture;
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use smithay::utils::{Logical, Point, Rectangle, Scale, Size, Transform};
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use crate::animation::Animation;
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use crate::niri_render_elements;
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use crate::render_helpers::primary_gpu_texture::PrimaryGpuTextureRenderElement;
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use crate::render_helpers::shader_element::ShaderRenderElement;
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use crate::render_helpers::shaders::{mat3_uniform, ProgramType, Shaders};
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use crate::render_helpers::snapshot::RenderSnapshot;
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use crate::render_helpers::texture::{TextureBuffer, TextureRenderElement};
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use crate::render_helpers::{render_to_encompassing_texture, RenderTarget};
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#[derive(Debug)]
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pub struct ClosingWindow {
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/// Contents of the window.
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buffer: TextureBuffer<GlesTexture>,
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/// Blocked-out contents of the window.
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blocked_out_buffer: TextureBuffer<GlesTexture>,
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/// Where the window should be blocked out from.
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block_out_from: Option<BlockOutFrom>,
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/// Size of the window geometry.
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geo_size: Size<f64, Logical>,
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/// Position in the workspace.
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pos: Point<f64, Logical>,
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/// How much the texture should be offset.
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buffer_offset: Point<f64, Logical>,
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/// How much the blocked-out texture should be offset.
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blocked_out_buffer_offset: Point<f64, Logical>,
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/// The closing animation.
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anim: Animation,
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/// Random seed for the shader.
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random_seed: f32,
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}
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niri_render_elements! {
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ClosingWindowRenderElement => {
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Texture = RelocateRenderElement<RescaleRenderElement<PrimaryGpuTextureRenderElement>>,
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Shader = ShaderRenderElement,
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}
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}
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impl ClosingWindow {
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pub fn new<E: RenderElement<GlesRenderer>>(
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renderer: &mut GlesRenderer,
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snapshot: RenderSnapshot<E, E>,
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scale: Scale<f64>,
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geo_size: Size<f64, Logical>,
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pos: Point<f64, Logical>,
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anim: Animation,
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) -> anyhow::Result<Self> {
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let _span = tracy_client::span!("ClosingWindow::new");
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let mut render_to_texture = |elements: Vec<E>| -> anyhow::Result<_> {
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let (texture, _sync_point, geo) = render_to_encompassing_texture(
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renderer,
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scale,
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Transform::Normal,
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Fourcc::Abgr8888,
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&elements,
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)
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.context("error rendering to texture")?;
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let buffer = TextureBuffer::from_texture(
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renderer,
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texture,
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scale,
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Transform::Normal,
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Vec::new(),
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);
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let offset = geo.loc.to_f64().to_logical(scale);
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Ok((buffer, offset))
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};
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let (buffer, buffer_offset) =
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render_to_texture(snapshot.contents).context("error rendering contents")?;
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let (blocked_out_buffer, blocked_out_buffer_offset) =
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render_to_texture(snapshot.blocked_out_contents)
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.context("error rendering blocked-out contents")?;
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Ok(Self {
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buffer,
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blocked_out_buffer,
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block_out_from: snapshot.block_out_from,
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geo_size,
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pos,
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buffer_offset,
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blocked_out_buffer_offset,
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anim,
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random_seed: fastrand::f32(),
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})
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}
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pub fn advance_animations(&mut self, current_time: Duration) {
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self.anim.set_current_time(current_time);
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}
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pub fn are_animations_ongoing(&self) -> bool {
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!self.anim.is_done()
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}
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pub fn render(
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&self,
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renderer: &mut GlesRenderer,
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view_rect: Rectangle<f64, Logical>,
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scale: Scale<f64>,
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target: RenderTarget,
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) -> ClosingWindowRenderElement {
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let progress = self.anim.value();
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let clamped_progress = self.anim.clamped_value().clamp(0., 1.);
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let (buffer, offset) = if target.should_block_out(self.block_out_from) {
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(&self.blocked_out_buffer, self.blocked_out_buffer_offset)
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} else {
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(&self.buffer, self.buffer_offset)
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};
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if Shaders::get(renderer).program(ProgramType::Close).is_some() {
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let area_loc = Vec2::new(view_rect.loc.x as f32, view_rect.loc.y as f32);
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let area_size = Vec2::new(view_rect.size.w as f32, view_rect.size.h as f32);
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// Round to physical pixels relative to the view position. This is similar to what
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// happens when rendering normal windows.
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let relative = self.pos - view_rect.loc;
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let pos = view_rect.loc + relative.to_physical_precise_round(scale).to_logical(scale);
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let geo_loc = Vec2::new(pos.x as f32, pos.y as f32);
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let geo_size = Vec2::new(self.geo_size.w as f32, self.geo_size.h as f32);
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let input_to_geo = Mat3::from_scale(area_size / geo_size)
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* Mat3::from_translation((area_loc - geo_loc) / area_size);
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let tex_scale = self.buffer.texture_scale();
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let tex_scale = Vec2::new(tex_scale.x as f32, tex_scale.y as f32);
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let tex_loc = Vec2::new(offset.x as f32, offset.y as f32);
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let tex_size = self.buffer.texture().size();
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let tex_size = Vec2::new(tex_size.w as f32, tex_size.h as f32) / tex_scale;
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let geo_to_tex =
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Mat3::from_translation(-tex_loc / tex_size) * Mat3::from_scale(geo_size / tex_size);
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return ShaderRenderElement::new(
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ProgramType::Close,
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view_rect.size,
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None,
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1.,
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vec![
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mat3_uniform("niri_input_to_geo", input_to_geo),
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Uniform::new("niri_geo_size", geo_size.to_array()),
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mat3_uniform("niri_geo_to_tex", geo_to_tex),
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Uniform::new("niri_progress", progress as f32),
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Uniform::new("niri_clamped_progress", clamped_progress as f32),
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Uniform::new("niri_random_seed", self.random_seed),
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],
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HashMap::from([(String::from("niri_tex"), buffer.texture().clone())]),
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Kind::Unspecified,
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)
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.with_location(Point::from((0., 0.)))
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.into();
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}
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let elem = TextureRenderElement::from_texture_buffer(
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buffer.clone(),
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Point::from((0., 0.)),
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1. - clamped_progress as f32,
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None,
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None,
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Kind::Unspecified,
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);
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let elem = PrimaryGpuTextureRenderElement(elem);
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let center = self.geo_size.to_point().downscale(2.);
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let elem = RescaleRenderElement::from_element(
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elem,
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(center - offset).to_physical_precise_round(scale),
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((1. - clamped_progress) / 5. + 0.8).max(0.),
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);
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let mut location = self.pos + offset;
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location.x -= view_rect.loc.x;
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let elem = RelocateRenderElement::from_element(
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elem,
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location.to_physical_precise_round(scale),
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Relocate::Relative,
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);
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elem.into()
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}
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}
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