shaders: Add clipped-surface shader

This commit is contained in:
Victoria Brekenfeld 2025-12-08 17:58:38 +01:00 committed by Victoria Brekenfeld
parent ea429a778e
commit 2f39c9682c
5 changed files with 369 additions and 2 deletions

1
Cargo.lock generated
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@ -844,6 +844,7 @@ dependencies = [
"anyhow",
"bitflags 2.9.4",
"calloop 0.14.3",
"cgmath",
"clap_lex",
"cosmic-comp-config",
"cosmic-config",

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@ -88,6 +88,7 @@ parking_lot = "0.12.5"
logind-zbus = { version = "5.3.2", optional = true }
futures-executor = { version = "0.3.31", features = ["thread-pool"] }
futures-util = "0.3.31"
cgmath = "0.18.0"
[dependencies.id_tree]
branch = "feature/copy_clone"

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@ -0,0 +1,268 @@
// Taken and modified from niri, licensed GPL-3.
use std::borrow::{Borrow, BorrowMut};
use cgmath::{Matrix3, Vector2};
use smithay::backend::renderer::{
ImportAll, ImportMem, Renderer,
element::{
Element, Id, Kind, RenderElement, UnderlyingStorage, surface::WaylandSurfaceRenderElement,
},
gles::{GlesFrame, GlesRenderer, GlesTexProgram, Uniform, UniformValue},
utils::{CommitCounter, DamageSet, OpaqueRegions},
};
use smithay::utils::{Buffer, Logical, Physical, Point, Rectangle, Scale, Size, Transform};
use crate::backend::render::element::AsGlowRenderer;
pub static CLIPPING_SHADER: &str = include_str!("./shaders/clipped_surface.frag");
pub struct ClippingShader(pub GlesTexProgram);
impl ClippingShader {
pub fn get<R: AsGlowRenderer>(renderer: &R) -> GlesTexProgram {
Borrow::<GlesRenderer>::borrow(renderer.glow_renderer())
.egl_context()
.user_data()
.get::<ClippingShader>()
.expect("Custom Shaders not initialized")
.0
.clone()
}
}
#[derive(Debug)]
pub struct ClippedSurfaceRenderElement<R>
where
R: Renderer + ImportAll + ImportMem,
{
inner: WaylandSurfaceRenderElement<R>,
program: GlesTexProgram,
radius: [u8; 4],
geometry: Rectangle<f64, Logical>,
uniforms: Vec<Uniform<'static>>,
}
impl<R> ClippedSurfaceRenderElement<R>
where
R: Renderer + ImportAll + ImportMem,
{
pub fn new(
renderer: &mut R,
elem: WaylandSurfaceRenderElement<R>,
scale: Scale<f64>,
geometry: Rectangle<f64, Logical>,
radius: [u8; 4],
) -> Self
where
R: AsGlowRenderer,
{
let elem_geo = elem.geometry(scale);
let geo: Rectangle<i32, Physical> = geometry.to_physical_precise_round(scale);
let buf_size = elem.buffer_size();
let view = elem.view();
let transform = elem.transform();
let transform_matrix = Matrix3::<f32>::from_translation(Vector2::new(0.5, 0.5))
* transform.matrix()
* Matrix3::<f32>::from_translation(-Vector2::new(0.5, 0.5));
let geo_scale = {
let Scale { x, y } = elem_geo.size.to_f64() / geo.size.to_f64();
Matrix3::from_nonuniform_scale(x as f32, y as f32)
};
let geo_translation = {
let offset = (elem_geo.loc - geo.loc).to_f64();
Matrix3::from_translation(Vector2::new(
(offset.x / elem_geo.size.w as f64) as f32,
(offset.y / elem_geo.size.h as f64) as f32,
))
};
let buf_scale = {
let Scale { x, y } = buf_size.to_f64() / view.src.size.to_f64();
Matrix3::from_nonuniform_scale(x as f32, y as f32)
};
let buf_translation = Matrix3::from_translation(Vector2::new(
(view.src.loc.x as f64 / buf_size.w as f64) as f32,
(view.src.loc.y as f64 / buf_size.h as f64) as f32,
));
let input_to_geo =
transform_matrix * geo_scale * geo_translation * buf_scale * buf_translation;
let uniforms = vec![
Uniform::new("geo_size", (geometry.size.w as f32, geometry.size.h as f32)),
Uniform::new(
"corner_radius",
[
radius[0] as f32,
radius[1] as f32,
radius[2] as f32,
radius[3] as f32,
],
),
Uniform::new(
"input_to_geo",
UniformValue::Matrix3x3 {
matrices: vec![*AsRef::<[f32; 9]>::as_ref(&input_to_geo)],
transpose: false,
},
),
];
Self {
inner: elem,
program: ClippingShader::get(renderer),
radius,
geometry,
uniforms,
}
}
pub fn will_clip(
elem: &WaylandSurfaceRenderElement<R>,
scale: Scale<f64>,
geometry: Rectangle<f64, Logical>,
radius: [u8; 4],
) -> bool {
let elem_geo = elem.geometry(scale);
let geo = geometry.to_physical_precise_round(scale);
let corners = Self::rounded_corners(geometry, radius);
let corners = corners
.into_iter()
.map(|rect| rect.to_physical_precise_up(scale));
let geo = Rectangle::subtract_rects_many([geo], corners);
!Rectangle::subtract_rects_many([elem_geo], geo).is_empty()
}
fn rounded_corners(
geo: Rectangle<f64, Logical>,
radius: [u8; 4],
) -> [Rectangle<f64, Logical>; 4] {
let top_left = radius[0] as f64;
let top_right = radius[1] as f64;
let bottom_right = radius[2] as f64;
let bottom_left = radius[3] as f64;
[
Rectangle::new(geo.loc, Size::from((top_left, top_left))),
Rectangle::new(
Point::from((geo.loc.x + geo.size.w - top_right, geo.loc.y)),
Size::from((top_right, top_right)),
),
Rectangle::new(
Point::from((
geo.loc.x + geo.size.w - bottom_right,
geo.loc.y + geo.size.h - bottom_right,
)),
Size::from((bottom_right, bottom_right)),
),
Rectangle::new(
Point::from((geo.loc.x, geo.loc.y + geo.size.h - bottom_left)),
Size::from((bottom_left, bottom_left)),
),
]
}
}
impl<R> Element for ClippedSurfaceRenderElement<R>
where
R: Renderer + ImportAll + ImportMem,
{
fn id(&self) -> &Id {
self.inner.id()
}
fn current_commit(&self) -> CommitCounter {
self.inner.current_commit()
}
fn geometry(&self, scale: Scale<f64>) -> Rectangle<i32, Physical> {
self.inner.geometry(scale)
}
fn src(&self) -> Rectangle<f64, Buffer> {
self.inner.src()
}
fn transform(&self) -> Transform {
self.inner.transform()
}
fn damage_since(
&self,
scale: Scale<f64>,
commit: Option<CommitCounter>,
) -> DamageSet<i32, Physical> {
// FIXME: radius changes need to cause damage.
let damage = self.inner.damage_since(scale, commit);
// Intersect with geometry, since we're clipping by it.
let mut geo = self.geometry.to_physical_precise_round(scale);
geo.loc -= self.geometry(scale).loc;
damage
.into_iter()
.filter_map(|rect| rect.intersection(geo))
.collect()
}
fn opaque_regions(&self, scale: Scale<f64>) -> OpaqueRegions<i32, Physical> {
let regions = self.inner.opaque_regions(scale);
// Intersect with geometry, since we're clipping by it.
let mut geo = self.geometry.to_physical_precise_round(scale);
geo.loc -= self.geometry(scale).loc;
let regions = regions
.into_iter()
.filter_map(|rect| rect.intersection(geo));
// Subtract the rounded corners.
let corners = Self::rounded_corners(self.geometry, self.radius);
let elem_loc = self.geometry(scale).loc;
let corners = corners.into_iter().map(|rect| {
let mut rect = rect.to_physical_precise_up(scale);
rect.loc -= elem_loc;
rect
});
OpaqueRegions::from_slice(&Rectangle::subtract_rects_many(regions, corners))
}
fn alpha(&self) -> f32 {
self.inner.alpha()
}
fn kind(&self) -> Kind {
self.inner.kind()
}
}
impl<R> RenderElement<R> for ClippedSurfaceRenderElement<R>
where
R: AsGlowRenderer + Renderer + ImportAll + ImportMem,
R::TextureId: 'static,
{
fn draw(
&self,
frame: &mut R::Frame<'_, '_>,
src: Rectangle<f64, Buffer>,
dst: Rectangle<i32, Physical>,
damage: &[Rectangle<i32, Physical>],
opaque_regions: &[Rectangle<i32, Physical>],
) -> Result<(), R::Error> {
BorrowMut::<GlesFrame>::borrow_mut(<R as AsGlowRenderer>::glow_frame_mut(frame))
.override_default_tex_program(self.program.clone(), self.uniforms.clone());
self.inner.draw(frame, src, dst, damage, opaque_regions)?;
BorrowMut::<GlesFrame>::borrow_mut(<R as AsGlowRenderer>::glow_frame_mut(frame))
.clear_tex_program_override();
Ok(())
}
fn underlying_storage(&self, _renderer: &mut R) -> Option<UnderlyingStorage<'_>> {
None
}
}

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@ -12,7 +12,13 @@ use std::{
#[cfg(feature = "debug")]
use crate::debug::fps_ui;
use crate::{
backend::{kms::render::gles::GbmGlowBackend, render::element::DamageElement},
backend::{
kms::render::gles::GbmGlowBackend,
render::{
clipped_surface::{CLIPPING_SHADER, ClippingShader},
element::DamageElement,
},
},
config::ScreenFilter,
shell::{
CosmicMappedRenderElement, OverviewMode, SeatExt, Trigger, WorkspaceDelta,
@ -75,7 +81,7 @@ use smithay::{
use smithay_egui::EguiState;
pub mod animations;
pub mod clipped_surface;
pub mod cursor;
pub mod element;
use self::element::{AsGlowRenderer, CosmicElement};
@ -400,6 +406,14 @@ pub fn init_shaders(renderer: &mut GlesRenderer) -> Result<(), GlesError> {
UniformName::new("color_mode", UniformType::_1f),
],
)?;
let clipping_shader = renderer.compile_custom_texture_shader(
CLIPPING_SHADER,
&[
UniformName::new("geo_size", UniformType::_2f),
UniformName::new("corner_radius", UniformType::_4f),
UniformName::new("input_to_geo", UniformType::Matrix3x3),
],
)?;
let egl_context = renderer.egl_context();
egl_context
@ -411,6 +425,9 @@ pub fn init_shaders(renderer: &mut GlesRenderer) -> Result<(), GlesError> {
egl_context
.user_data()
.insert_if_missing(|| PostprocessShader(postprocess_shader));
egl_context
.user_data()
.insert_if_missing(|| ClippingShader(clipping_shader));
Ok(())
}

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@ -0,0 +1,80 @@
// Taken from niri and modified, licensed GPL-3.0
#version 100
//_DEFINES_
#if defined(EXTERNAL)
#extension GL_OES_EGL_image_external : require
#endif
precision highp float;
#if defined(EXTERNAL)
uniform samplerExternalOES tex;
#else
uniform sampler2D tex;
#endif
uniform float alpha;
varying vec2 v_coords;
#if defined(DEBUG_FLAGS)
uniform float tint;
#endif
uniform vec2 geo_size;
uniform vec4 corner_radius;
uniform mat3 input_to_geo;
float rounding_alpha(vec2 coords, vec2 size) {
vec2 center;
float radius;
if (coords.x < corner_radius.w && coords.y < corner_radius.w) {
radius = corner_radius.w;
center = vec2(radius, radius);
} else if (size.x - corner_radius.y < coords.x && coords.y < corner_radius.y) {
radius = corner_radius.y;
center = vec2(size.x - radius, radius);
} else if (size.x - corner_radius.x < coords.x && size.y - corner_radius.x < coords.y) {
radius = corner_radius.x;
center = vec2(size.x - radius, size.y - radius);
} else if (coords.x < corner_radius.z && size.y - corner_radius.z < coords.y) {
radius = corner_radius.z;
center = vec2(radius, size.y - radius);
} else {
return 1.0;
}
float dist = distance(coords, center);
float half_px = 0.5;
return 1.0 - smoothstep(radius - half_px, radius + half_px, dist);
}
void main() {
vec3 coords_geo = input_to_geo * vec3(v_coords, 1.0);
// Sample the texture.
vec4 color = texture2D(tex, v_coords);
#if defined(NO_ALPHA)
color = vec4(color.rgb, 1.0);
#endif
if (coords_geo.x < 0.0 || 1.0 < coords_geo.x || coords_geo.y < 0.0 || 1.0 < coords_geo.y) {
// Clip outside geometry.
color = vec4(0.0);
} else {
// Apply corner rounding inside geometry.
color = color * rounding_alpha(coords_geo.xy * geo_size, geo_size);
}
// Apply final alpha and tint.
color = color * 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;
}