From 317eaa2969690f95b86a4a0f68e4db2fe544281d Mon Sep 17 00:00:00 2001 From: Simon Schneegans Date: Sun, 8 May 2022 13:09:02 +0200 Subject: [PATCH] :wrench: Fix memory leaks of more effects --- extension.js | 21 ++-- prefs.js | 21 ++-- src/EnergizeA.js | 169 ++++++++++++++++++----------- src/EnergizeB.js | 204 ++++++++++++++++++++++-------------- src/SnapOfDisintegration.js | 2 +- src/TVEffect.js | 104 +++++++++++++----- src/Wisps.js | 179 ++++++++++++++++++++----------- 7 files changed, 444 insertions(+), 256 deletions(-) diff --git a/extension.js b/extension.js index 19609d6..9216f90 100644 --- a/extension.js +++ b/extension.js @@ -33,16 +33,17 @@ const utils = Me.imports.src.utils; // New effects must be registered here and in prefs.js. const ALL_EFFECTS = [ - // Me.imports.src.Apparition.Apparition, - // Me.imports.src.BrokenGlass.BrokenGlass, - // Me.imports.src.EnergizeA.EnergizeA, - // Me.imports.src.EnergizeB.EnergizeB, - Me.imports.src.Fire.Fire, Me.imports.src.Hexagon.Hexagon, - // Me.imports.src.Matrix.Matrix, - // Me.imports.src.SnapOfDisintegration.SnapOfDisintegration, - // Me.imports.src.TRexAttack.TRexAttack, - // Me.imports.src.TVEffect.TVEffect, - // Me.imports.src.Wisps.Wisps, + Me.imports.src.Apparition.Apparition, + Me.imports.src.BrokenGlass.BrokenGlass, + Me.imports.src.EnergizeA.EnergizeA, + Me.imports.src.EnergizeB.EnergizeB, + Me.imports.src.Fire.Fire, + Me.imports.src.Hexagon.Hexagon, + Me.imports.src.Matrix.Matrix, + Me.imports.src.SnapOfDisintegration.SnapOfDisintegration, + Me.imports.src.TRexAttack.TRexAttack, + Me.imports.src.TVEffect.TVEffect, + Me.imports.src.Wisps.Wisps, ]; ////////////////////////////////////////////////////////////////////////////////////////// diff --git a/prefs.js b/prefs.js index 6c218aa..d5809b5 100644 --- a/prefs.js +++ b/prefs.js @@ -32,16 +32,17 @@ const utils = Me.imports.src.utils; // New effects must be registered here and in extension.js. const ALL_EFFECTS = [ - // Me.imports.src.Apparition.Apparition, - // Me.imports.src.BrokenGlass.BrokenGlass, - // Me.imports.src.EnergizeA.EnergizeA, - // Me.imports.src.EnergizeB.EnergizeB, - Me.imports.src.Fire.Fire, Me.imports.src.Hexagon.Hexagon, - // Me.imports.src.Matrix.Matrix, - // Me.imports.src.SnapOfDisintegration.SnapOfDisintegration, - // Me.imports.src.TRexAttack.TRexAttack, - // Me.imports.src.TVEffect.TVEffect, - // Me.imports.src.Wisps.Wisps, + Me.imports.src.Apparition.Apparition, + Me.imports.src.BrokenGlass.BrokenGlass, + Me.imports.src.EnergizeA.EnergizeA, + Me.imports.src.EnergizeB.EnergizeB, + Me.imports.src.Fire.Fire, + Me.imports.src.Hexagon.Hexagon, + Me.imports.src.Matrix.Matrix, + Me.imports.src.SnapOfDisintegration.SnapOfDisintegration, + Me.imports.src.TRexAttack.TRexAttack, + Me.imports.src.TVEffect.TVEffect, + Me.imports.src.Wisps.Wisps, ]; // This template widget class is defined at the bottom of this file. diff --git a/src/EnergizeA.js b/src/EnergizeA.js index 56a75b1..408ff38 100644 --- a/src/EnergizeA.js +++ b/src/EnergizeA.js @@ -25,8 +25,13 @@ const utils = Me.imports.src.utils; // This effect looks a bit like the transporter effect from TOS. // ////////////////////////////////////////////////////////////////////////////////////////// -// The shader class for this effect is registered further down in this file. -let Shader = null; +// The shader class for this effect is registered further down in this file. When this +// effect is used for the first time, an instance of this shader class is created. Once +// the effect is finished, the shader will be stored in the freeShaders array and will +// then be reused if a new shader is requested. ShaderClass which will be used whenever +// this effect is used. +let ShaderClass = null; +let freeShaders = []; // The effect class is completely static. It can be used to get some metadata (like the // effect's name or supported GNOME Shell versions), to initialize the respective page of @@ -75,9 +80,21 @@ var EnergizeA = class EnergizeA { // ---------------------------------------------------------------- API for extension.js - // This is called from extension.js whenever a window is closed with this effect. - static createShader(actor, settings, forOpening) { - return new Shader(settings, forOpening); + // This is called from extension.js whenever a window is opened or closed with this + // effect. It returns an instance of the shader class, trying to reuse previously + // created shaders. + static getShader(actor, settings, forOpening) { + let shader; + + if (freeShaders.length == 0) { + shader = new ShaderClass(); + } else { + shader = freeShaders.pop(); + } + + shader.setUniforms(actor, settings, forOpening); + + return shader; } // The tweakTransition() is called from extension.js to tweak a window's open / close @@ -97,6 +114,12 @@ var EnergizeA = class EnergizeA { 'scale-y': {from: 1.0, to: 1.0, mode: 3} }; } + + // This is called from extension.js if the extension is disabled. This should free all + // static resources. + static cleanUp() { + freeShaders = []; + } } @@ -108,79 +131,100 @@ var EnergizeA = class EnergizeA { if (utils.isInShellProcess()) { - const Clutter = imports.gi.Clutter; - const shaderSnippets = Me.imports.src.shaderSnippets; + const {Clutter, Shell} = imports.gi; + const shaderSnippets = Me.imports.src.shaderSnippets; - Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect { - _init(settings, forOpening) { - super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER}); + ShaderClass = GObject.registerClass({}, class ShaderClass extends Shell.GLSLEffect { + // This is called when the effect is used for the first time. This can be used to + // store all required uniform locations. + _init() { + super._init(); - const color = Clutter.Color.from_string(settings.get_string('energize-a-color'))[1]; + this._uForOpening = this.get_uniform_location('uForOpening'); + this._uColor = this.get_uniform_location('uColor'); + this._uScale = this.get_uniform_location('uScale'); + } - // If we are currently performing integration test, the animation uses a fixed seed. - const testMode = settings.get_boolean('test-mode'); + // This is called each time the effect is used. This can be used to retrieve the + // configuration from the settings and update all uniforms accordingly. + setUniforms(actor, settings, forOpening) { + const c = Clutter.Color.from_string(settings.get_string('energize-a-color'))[1]; - this.set_shader_source(` + // clang-format off + this.set_uniform_float(this._uForOpening, 1, [forOpening]); + this.set_uniform_float(this._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]); + this.set_uniform_float(this._uScale, 1, [settings.get_double('energize-a-scale')]); + // clang-format on + } - // Inject some common shader snippets. - ${shaderSnippets.standardUniforms()} - ${shaderSnippets.noise()} - ${shaderSnippets.edgeMask()} + // This is called by extension.js when the shader is not used anymore. We will store + // this instance of the shader so that it can be re-used in th future. + free() { + freeShaders.push(this); + } - const vec2 SEED = vec2(${testMode ? 0 : Math.random()}, - ${testMode ? 0 : Math.random()}); - const float FADE_IN_TIME = 0.3; - const float FADE_OUT_TIME = 0.6; - const float HEART_FADE_TIME = 0.3; - const float EDGE_FADE_WIDTH = 50; + // This is called by the constructor. This is means it's only called when the effect + // is used for the first time. + vfunc_build_pipeline() { + const declarations = ` + // Inject some common shader snippets. + ${shaderSnippets.standardUniforms()} + ${shaderSnippets.noise()} + ${shaderSnippets.edgeMask()} - // This method returns two values: - // result.x: A mask for the particles. - // result.y: The opacity of the fading window. - vec2 getMasks() { - float fadeInProgress = clamp(uProgress/FADE_IN_TIME, 0, 1); - float fadeOutProgress = clamp((uProgress-FADE_IN_TIME)/FADE_OUT_TIME, 0, 1); - float heartProgress = clamp((uProgress-(1.0-HEART_FADE_TIME))/HEART_FADE_TIME, 0, 1); + uniform bool uForOpening; + uniform vec3 uColor; + uniform float uScale; - // Compute mask for the "atom" particles. - float dist = length(cogl_tex_coord_in[0].st - 0.5) * 4.0; - float atomMask = smoothstep(0.0, 1.0, (fadeInProgress * 2.0 - dist + 1.0)); - atomMask *= fadeInProgress; - atomMask *= smoothstep(1.0, 0.0, fadeOutProgress); + const float FADE_IN_TIME = 0.3; + const float FADE_OUT_TIME = 0.6; + const float HEART_FADE_TIME = 0.3; + const float EDGE_FADE_WIDTH = 50; - // Fade-out the masks at the window edges. - float edgeFade = getAbsoluteEdgeMask(EDGE_FADE_WIDTH); - atomMask *= edgeFade; + // This method returns two values: + // result.x: A mask for the particles. + // result.y: The opacity of the fading window. + vec2 getMasks() { + float fadeInProgress = clamp(uProgress/FADE_IN_TIME, 0, 1); + float fadeOutProgress = clamp((uProgress-FADE_IN_TIME)/FADE_OUT_TIME, 0, 1); + float heartProgress = clamp((uProgress-(1.0-HEART_FADE_TIME))/HEART_FADE_TIME, 0, 1); - float heartMask = getRelativeEdgeMask(0.5); - heartMask = 3.0 * pow(heartMask, 5); - heartMask *= fadeOutProgress; - heartMask *= 1.0 - heartProgress; - atomMask = clamp(heartMask+atomMask, 0, 1); + // Compute mask for the "atom" particles. + float dist = length(cogl_tex_coord_in[0].st - 0.5) * 4.0; + float atomMask = smoothstep(0.0, 1.0, (fadeInProgress * 2.0 - dist + 1.0)); + atomMask *= fadeInProgress; + atomMask *= smoothstep(1.0, 0.0, fadeOutProgress); - // Compute fading window opacity. - float windowMask = pow(1.0 - fadeOutProgress, 2.0); + // Fade-out the masks at the window edges. + float edgeFade = getAbsoluteEdgeMask(EDGE_FADE_WIDTH); + atomMask *= edgeFade; - #if ${forOpening ? '1' : '0'} - windowMask = 1.0 - windowMask; - #endif + float heartMask = getRelativeEdgeMask(0.5); + heartMask = 3.0 * pow(heartMask, 5); + heartMask *= fadeOutProgress; + heartMask *= 1.0 - heartProgress; + atomMask = clamp(heartMask+atomMask, 0, 1); - return vec2(atomMask, windowMask); - } + // Compute fading window opacity. + float windowMask = pow(1.0 - fadeOutProgress, 2.0); - void main() { - + if (uForOpening) { + windowMask = 1.0 - windowMask; + } + + return vec2(atomMask, windowMask); + } + `; + + const code = ` vec2 masks = getMasks(); vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st); - vec3 effectColor = vec3(${color.red / 255}, - ${color.green / 255}, - ${color.blue / 255}); // Dissolve window to effect color / transparency. - cogl_color_out = mix(vec4(effectColor, 1.0) * windowColor.a, windowColor, 0.2 * masks.y + 0.8) * masks.y; + cogl_color_out = mix(vec4(uColor, 1.0) * windowColor.a, windowColor, 0.2 * masks.y + 0.8) * masks.y; vec2 scaledUV = (cogl_tex_coord_in[0].st-0.5) * (1.0 + 0.1*uProgress); - scaledUV /= ${settings.get_double('energize-a-scale')}; + scaledUV /= uScale; // Add molecule particles. vec2 uv = scaledUV + vec2(0, 0.1*uTime); @@ -194,15 +238,16 @@ if (utils.isInShellProcess()) { particles += 0.5 * pow(0.2 * (1.0 / (1.0 - atoms)-1.0), 2); } - cogl_color_out.rgb += effectColor * particles * masks.x; + cogl_color_out.rgb += uColor * particles * masks.x; // These are pretty useful for understanding how this works. // cogl_color_out = vec4(masks, 0.0, 1.0); // cogl_color_out = vec4(vec3(masks.x), 1.0); // cogl_color_out = vec4(vec3(masks.y), 1.0); // cogl_color_out = vec4(vec3(particles), 1.0); - } - `); - }; + `; + + this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, code, true); + } }); } \ No newline at end of file diff --git a/src/EnergizeB.js b/src/EnergizeB.js index 6bddbb0..43384b4 100644 --- a/src/EnergizeB.js +++ b/src/EnergizeB.js @@ -25,8 +25,13 @@ const utils = Me.imports.src.utils; // This effect looks a bit like the transporter effect from TNG. // ////////////////////////////////////////////////////////////////////////////////////////// -// The shader class for this effect is registered further down in this file. -let Shader = null; +// The shader class for this effect is registered further down in this file. When this +// effect is used for the first time, an instance of this shader class is created. Once +// the effect is finished, the shader will be stored in the freeShaders array and will +// then be reused if a new shader is requested. ShaderClass which will be used whenever +// this effect is used. +let ShaderClass = null; +let freeShaders = []; // The effect class is completely static. It can be used to get some metadata (like the // effect's name or supported GNOME Shell versions), to initialize the respective page of @@ -75,9 +80,21 @@ var EnergizeB = class EnergizeB { // ---------------------------------------------------------------- API for extension.js - // This is called from extension.js whenever a window is closed with this effect. - static createShader(actor, settings, forOpening) { - return new Shader(settings, forOpening); + // This is called from extension.js whenever a window is opened or closed with this + // effect. It returns an instance of the shader class, trying to reuse previously + // created shaders. + static getShader(actor, settings, forOpening) { + let shader; + + if (freeShaders.length == 0) { + shader = new ShaderClass(); + } else { + shader = freeShaders.pop(); + } + + shader.setUniforms(actor, settings, forOpening); + + return shader; } // The tweakTransition() is called from extension.js to tweak a window's open / close @@ -97,6 +114,12 @@ var EnergizeB = class EnergizeB { 'scale-y': {from: 1.0, to: 1.0, mode: 3} }; } + + // This is called from extension.js if the extension is disabled. This should free all + // static resources. + static cleanUp() { + freeShaders = []; + } } @@ -108,112 +131,132 @@ var EnergizeB = class EnergizeB { if (utils.isInShellProcess()) { - const Clutter = imports.gi.Clutter; - const shaderSnippets = Me.imports.src.shaderSnippets; + const {Clutter, Shell} = imports.gi; + const shaderSnippets = Me.imports.src.shaderSnippets; - Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect { - _init(settings, forOpening) { - super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER}); + ShaderClass = GObject.registerClass({}, class ShaderClass extends Shell.GLSLEffect { + // This is called when the effect is used for the first time. This can be used to + // store all required uniform locations. + _init() { + super._init(); - const color = Clutter.Color.from_string(settings.get_string('energize-b-color'))[1]; + this._uForOpening = this.get_uniform_location('uForOpening'); + this._uColor = this.get_uniform_location('uColor'); + this._uScale = this.get_uniform_location('uScale'); + } - // If we are currently performing integration test, the animation uses a fixed seed. - const testMode = settings.get_boolean('test-mode'); + // This is called each time the effect is used. This can be used to retrieve the + // configuration from the settings and update all uniforms accordingly. + setUniforms(actor, settings, forOpening) { + const c = Clutter.Color.from_string(settings.get_string('energize-b-color'))[1]; - this.set_shader_source(` + // clang-format off + this.set_uniform_float(this._uForOpening, 1, [forOpening]); + this.set_uniform_float(this._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]); + this.set_uniform_float(this._uScale, 1, [settings.get_double('energize-b-scale')]); + // clang-format on + } - // Inject some common shader snippets. - ${shaderSnippets.standardUniforms()} - ${shaderSnippets.noise()} - ${shaderSnippets.edgeMask()} + // This is called by extension.js when the shader is not used anymore. We will store + // this instance of the shader so that it can be re-used in th future. + free() { + freeShaders.push(this); + } - const vec2 SEED = vec2(${testMode ? 0 : Math.random()}, - ${testMode ? 0 : Math.random()}); - const float SHOWER_TIME = 0.3; - const float SHOWER_WIDTH = 0.3; - const float STREAK_TIME = 0.6; - const float EDGE_FADE = 50; - const float SCALE = ${settings.get_double('energize-b-scale')}; + // This is called by the constructor. This is means it's only called when the effect + // is used for the first time. + vfunc_build_pipeline() { + const declarations = ` + // Inject some common shader snippets. + ${shaderSnippets.standardUniforms()} + ${shaderSnippets.noise()} + ${shaderSnippets.edgeMask()} - // This method returns four values: - // result.x: A mask for the particles which lead the shower. - // result.y: A mask for the streaks which follow the shower particles. - // result.z: A mask for the final "atom" particles. - // result.w: The opacity of the fading window. - vec4 getMasks() { - float showerProgress = uProgress/SHOWER_TIME; - float streakProgress = clamp((uProgress-SHOWER_TIME)/STREAK_TIME, 0, 1); - float fadeProgress = clamp((uProgress-SHOWER_TIME)/(1.0 - SHOWER_TIME), 0, 1); + uniform bool uForOpening; + uniform vec3 uColor; + uniform float uScale; - // Gradient from top to bottom. - float t = cogl_tex_coord_in[0].t; + const float SHOWER_TIME = 0.3; + const float SHOWER_WIDTH = 0.3; + const float STREAK_TIME = 0.6; + const float EDGE_FADE = 50; - // A smooth gradient which moves to the bottom within the showerProgress. - float showerMask = smoothstep(1, 0, abs(showerProgress - t - SHOWER_WIDTH) / SHOWER_WIDTH); + // This method returns four values: + // result.x: A mask for the particles which lead the shower. + // result.y: A mask for the streaks which follow the shower particles. + // result.z: A mask for the final "atom" particles. + // result.w: The opacity of the fading window. + vec4 getMasks() { + float showerProgress = uProgress/SHOWER_TIME; + float streakProgress = clamp((uProgress-SHOWER_TIME)/STREAK_TIME, 0, 1); + float fadeProgress = clamp((uProgress-SHOWER_TIME)/(1.0 - SHOWER_TIME), 0, 1); - // This is 1 above the streak mask. - float streakMask = (showerProgress - t - SHOWER_WIDTH) > 0 ? 1 : 0; + // Gradient from top to bottom. + float t = cogl_tex_coord_in[0].t; - // Compute mask for the "atom" particles. - float atomMask = getRelativeEdgeMask(0.2); - atomMask = max(0, atomMask - showerMask); - atomMask *= streakMask; - atomMask *= sqrt(1-fadeProgress*fadeProgress); + // A smooth gradient which moves to the bottom within the showerProgress. + float showerMask = smoothstep(1, 0, abs(showerProgress - t - SHOWER_WIDTH) / SHOWER_WIDTH); - // Make some particles visible in the streaks. - showerMask += 0.05 * streakMask; + // This is 1 above the streak mask. + float streakMask = (showerProgress - t - SHOWER_WIDTH) > 0 ? 1 : 0; - // Add shower mask to streak mask. - streakMask = max(streakMask, showerMask); + // Compute mask for the "atom" particles. + float atomMask = getRelativeEdgeMask(0.2); + atomMask = max(0, atomMask - showerMask); + atomMask *= streakMask; + atomMask *= sqrt(1-fadeProgress*fadeProgress); - // Fade-out the masks at the window edges. - float edgeFade = getAbsoluteEdgeMask(EDGE_FADE); - streakMask *= edgeFade; - showerMask *= edgeFade; - - // Fade-out the masks from top to bottom. - float fade = smoothstep(0.0, 1.0, 1.0 + t - 2.0 * streakProgress); - streakMask *= fade; - showerMask *= fade; + // Make some particles visible in the streaks. + showerMask += 0.05 * streakMask; - // Compute fading window opacity. - float windowMask = pow(1.0 - fadeProgress, 2.0); + // Add shower mask to streak mask. + streakMask = max(streakMask, showerMask); - #if ${forOpening ? '1' : '0'} - windowMask = 1.0 - windowMask; - #endif + // Fade-out the masks at the window edges. + float edgeFade = getAbsoluteEdgeMask(EDGE_FADE); + streakMask *= edgeFade; + showerMask *= edgeFade; + + // Fade-out the masks from top to bottom. + float fade = smoothstep(0.0, 1.0, 1.0 + t - 2.0 * streakProgress); + streakMask *= fade; + showerMask *= fade; - return vec4(showerMask, streakMask, atomMask, windowMask); - } + // Compute fading window opacity. + float windowMask = pow(1.0 - fadeProgress, 2.0); - void main() { - + if (uForOpening) { + windowMask = 1.0 - windowMask; + } + + return vec4(showerMask, streakMask, atomMask, windowMask); + } + `; + + const code = ` vec4 masks = getMasks(); vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st); - vec3 effectColor = vec3(${color.red / 255}, - ${color.green / 255}, - ${color.blue / 255}); // Dissolve window to effect color / transparency. - cogl_color_out = mix(vec4(effectColor, 1.0) * windowColor.a, windowColor, 0.5 * masks.w + 0.5) * masks.w; + cogl_color_out = mix(vec4(uColor, 1.0) * windowColor.a, windowColor, 0.5 * masks.w + 0.5) * masks.w; // Add leading shower particles. vec2 showerUV = cogl_tex_coord_in[0].st + vec2(0, -0.7*uProgress/SHOWER_TIME); - showerUV *= 0.02 * vec2(uSizeX, uSizeY) / SCALE; + showerUV *= 0.02 * vec2(uSizeX, uSizeY) / uScale; float shower = pow(simplex2D(showerUV), 10.0); - cogl_color_out.rgb += effectColor * shower * masks.x; + cogl_color_out.rgb += uColor * shower * masks.x; // Add trailing streak lines. vec2 streakUV = cogl_tex_coord_in[0].st + vec2(0, -uProgress/SHOWER_TIME); - streakUV *= vec2(0.05 * uSizeX, 0.001 * uSizeY) / SCALE; + streakUV *= vec2(0.05 * uSizeX, 0.001 * uSizeY) / uScale; float streaks = simplex2DFractal(streakUV) * 0.5; - cogl_color_out.rgb += effectColor * streaks * masks.y; + cogl_color_out.rgb += uColor * streaks * masks.y; // Add glimmering atoms. vec2 atomUV = cogl_tex_coord_in[0].st + vec2(0, -0.025*uProgress/SHOWER_TIME); - atomUV *= 0.2 * vec2(uSizeX, uSizeY) / SCALE; + atomUV *= 0.2 * vec2(uSizeX, uSizeY) / uScale; float atoms = pow((simplex3D(vec3(atomUV, uTime))), 5.0); - cogl_color_out.rgb += effectColor * atoms * masks.z; + cogl_color_out.rgb += uColor * atoms * masks.z; // These are pretty useful for understanding how this works. // cogl_color_out = vec4(masks.rgb, 1.0); @@ -224,8 +267,9 @@ if (utils.isInShellProcess()) { // cogl_color_out = vec4(vec3(shower), 1.0); // cogl_color_out = vec4(vec3(streaks), 1.0); // cogl_color_out = vec4(vec3(atoms), 1.0); - } - `); - }; + `; + + this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, code, true); + } }); } \ No newline at end of file diff --git a/src/SnapOfDisintegration.js b/src/SnapOfDisintegration.js index aba06e7..49abd06 100644 --- a/src/SnapOfDisintegration.js +++ b/src/SnapOfDisintegration.js @@ -255,7 +255,7 @@ if (utils.isInShellProcess()) { coords = (coords + grow + shrink) / scale; // Add some wind. - coords.x = WIND_INTENSITY * coords.x * progress * (uForOpening ? 1.0 : -1.0); + coords.x += WIND_INTENSITY * progress * (uForOpening ? 1.0 : -1.0); // Now check wether there is actually something in the current dust layer at // the coords position. diff --git a/src/TVEffect.js b/src/TVEffect.js index 826cf57..df2407b 100644 --- a/src/TVEffect.js +++ b/src/TVEffect.js @@ -27,8 +27,13 @@ const utils = Me.imports.src.utils; // the center. // ////////////////////////////////////////////////////////////////////////////////////////// -// The shader class for this effect is registered further down in this file. -let Shader = null; +// The shader class for this effect is registered further down in this file. When this +// effect is used for the first time, an instance of this shader class is created. Once +// the effect is finished, the shader will be stored in the freeShaders array and will +// then be reused if a new shader is requested. ShaderClass which will be used whenever +// this effect is used. +let ShaderClass = null; +let freeShaders = []; // The effect class is completely static. It can be used to get some metadata (like the // effect's name or supported GNOME Shell versions), to initialize the respective page of @@ -76,9 +81,21 @@ var TVEffect = class TVEffect { // ---------------------------------------------------------------- API for extension.js - // This is called from extension.js whenever a window is closed with this effect. - static createShader(actor, settings, forOpening) { - return new Shader(settings, forOpening); + // This is called from extension.js whenever a window is opened or closed with this + // effect. It returns an instance of the shader class, trying to reuse previously + // created shaders. + static getShader(actor, settings, forOpening) { + let shader; + + if (freeShaders.length == 0) { + shader = new ShaderClass(); + } else { + shader = freeShaders.pop(); + } + + shader.setUniforms(actor, settings, forOpening); + + return shader; } // The tweakTransition() is called from extension.js to tweak a window's open / close @@ -98,6 +115,12 @@ var TVEffect = class TVEffect { 'scale-y': {from: forOpening ? 0.5 : 1.0, to: forOpening ? 1.0 : 0.5, mode: 3} }; } + + // This is called from extension.js if the extension is disabled. This should free all + // static resources. + static cleanUp() { + freeShaders = []; + } } @@ -109,29 +132,55 @@ var TVEffect = class TVEffect { if (utils.isInShellProcess()) { - const Clutter = imports.gi.Clutter; - const shaderSnippets = Me.imports.src.shaderSnippets; + const {Clutter, Shell} = imports.gi; + const shaderSnippets = Me.imports.src.shaderSnippets; - Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect { - _init(settings, forOpening) { - super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER}); + ShaderClass = GObject.registerClass({}, class ShaderClass extends Shell.GLSLEffect { + // This is called when the effect is used for the first time. This can be used to + // store all required uniform locations. + _init() { + super._init(); - const color = Clutter.Color.from_string(settings.get_string('tv-effect-color'))[1]; + this._uForOpening = this.get_uniform_location('uForOpening'); + this._uColor = this.get_uniform_location('uColor'); + } - this.set_shader_source(` + // This is called each time the effect is used. This can be used to retrieve the + // configuration from the settings and update all uniforms accordingly. + setUniforms(actor, settings, forOpening) { + const c = Clutter.Color.from_string(settings.get_string('tv-effect-color'))[1]; - // Inject some common shader snippets. - ${shaderSnippets.standardUniforms()} + // clang-format off + this.set_uniform_float(this._uForOpening, 1, [forOpening]); + this.set_uniform_float(this._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]); + // clang-format on + } - const float BLUR_WIDTH = 0.01; // Width of the gradients. - const float TB_TIME = 0.7; // Relative time for the top/bottom animation. - const float LR_TIME = 0.4; // Relative time for the left/right animation. - const float LR_DELAY = 0.6; // Delay after which the left/right animation starts. - const float FF_TIME = 0.1; // Relative time for the final fade to transparency. + // This is called by extension.js when the shader is not used anymore. We will store + // this instance of the shader so that it can be re-used in th future. + free() { + freeShaders.push(this); + } - void main() { + // This is called by the constructor. This is means it's only called when the effect + // is used for the first time. + vfunc_build_pipeline() { + const declarations = ` + // Inject some common shader snippets. + ${shaderSnippets.standardUniforms()} - float progress = ${forOpening ? '1.0-uProgress' : 'uProgress'}; + uniform bool uForOpening; + uniform vec3 uColor; + + const float BLUR_WIDTH = 0.01; // Width of the gradients. + const float TB_TIME = 0.7; // Relative time for the top/bottom animation. + const float LR_TIME = 0.4; // Relative time for the left/right animation. + const float LR_DELAY = 0.6; // Delay after which the left/right animation starts. + const float FF_TIME = 0.1; // Relative time for the final fade to transparency. + `; + + const code = ` + float progress = uForOpening ? 1.0-uProgress : uProgress; // All of these are in [0..1] during the different stages of the animation. // tb refers to the top-bottom animation. @@ -158,11 +207,7 @@ if (utils.isInShellProcess()) { float mask = tbMask * lrMask * ffMask; vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st); - vec4 effectColor = vec4(${color.red / 255}, - ${color.green / 255}, - ${color.blue / 255}, 1.0) * windowColor.a; - - windowColor.rgb = mix(windowColor.rgb, effectColor.rgb, smoothstep(0, 1, progress)); + windowColor.rgb = mix(windowColor.rgb, uColor * windowColor.a, smoothstep(0, 1, progress)); cogl_color_out = windowColor * mask; @@ -171,8 +216,9 @@ if (utils.isInShellProcess()) { // cogl_color_out = vec4(vec3(lrMask), 1); // cogl_color_out = vec4(vec3(ffMask), 1); // cogl_color_out = vec4(vec3(mask), 1); - } - `); - }; + `; + + this.add_glsl_snippet(Shell.SnippetHook.FRAGMENT, declarations, code, true); + } }); } \ No newline at end of file diff --git a/src/Wisps.js b/src/Wisps.js index ccbc608..a7c9037 100644 --- a/src/Wisps.js +++ b/src/Wisps.js @@ -26,8 +26,13 @@ const utils = Me.imports.src.utils; // fairies. It's implemented with several overlaid grids of randomly moving points. // ////////////////////////////////////////////////////////////////////////////////////////// -// The shader class for this effect is registered further down in this file. -let Shader = null; +// The shader class for this effect is registered further down in this file. When this +// effect is used for the first time, an instance of this shader class is created. Once +// the effect is finished, the shader will be stored in the freeShaders array and will +// then be reused if a new shader is requested. ShaderClass which will be used whenever +// this effect is used. +let ShaderClass = null; +let freeShaders = []; // This will be called in various places where a unique identifier for this effect is // required. It should match the prefix of the settings keys which store whether the @@ -76,9 +81,21 @@ var Wisps = class Wisps { // ---------------------------------------------------------------- API for extension.js - // This is called from extension.js whenever a window is closed with this effect. - static createShader(actor, settings, forOpening) { - return new Shader(settings, forOpening); + // This is called from extension.js whenever a window is opened or closed with this + // effect. It returns an instance of the shader class, trying to reuse previously + // created shaders. + static getShader(actor, settings, forOpening) { + let shader; + + if (freeShaders.length == 0) { + shader = new ShaderClass(); + } else { + shader = freeShaders.pop(); + } + + shader.setUniforms(actor, settings, forOpening); + + return shader; } // The tweakTransition() is called from extension.js to tweak a window's open / close @@ -98,6 +115,12 @@ var Wisps = class Wisps { 'scale-y': {from: forOpening ? 0.9 : 1.0, to: forOpening ? 1.0 : 0.9, mode: 3} }; } + + // This is called from extension.js if the extension is disabled. This should free all + // static resources. + static cleanUp() { + freeShaders = []; + } } @@ -109,88 +132,115 @@ var Wisps = class Wisps { if (utils.isInShellProcess()) { - const Clutter = imports.gi.Clutter; - const shaderSnippets = Me.imports.src.shaderSnippets; + const {Clutter, Shell} = imports.gi; + const shaderSnippets = Me.imports.src.shaderSnippets; - Shader = GObject.registerClass({}, class Shader extends Clutter.ShaderEffect { - _init(settings, forOpening) { - super._init({shader_type: Clutter.ShaderType.FRAGMENT_SHADER}); + ShaderClass = GObject.registerClass({}, class ShaderClass extends Shell.GLSLEffect { + // This is called when the effect is used for the first time. This can be used to + // store all required uniform locations. + _init() { + super._init(); - const color = Clutter.Color.from_string(settings.get_string('wisps-color'))[1]; + this._uForOpening = this.get_uniform_location('uForOpening'); + this._uSeed = this.get_uniform_location('uSeed'); + this._uColor = this.get_uniform_location('uColor'); + this._uScale = this.get_uniform_location('uScale'); + } + + // This is called each time the effect is used. This can be used to retrieve the + // configuration from the settings and update all uniforms accordingly. + setUniforms(actor, settings, forOpening) { + const c = Clutter.Color.from_string(settings.get_string('wisps-color'))[1]; // If we are currently performing integration test, the animation uses a fixed seed. const testMode = settings.get_boolean('test-mode'); - this.set_shader_source(` + // clang-format off + this.set_uniform_float(this._uForOpening, 1, [forOpening]); + this.set_uniform_float(this._uSeed, 2, [testMode ? 0 : Math.random(), testMode ? 0 : Math.random()]); + this.set_uniform_float(this._uColor, 3, [c.red / 255, c.green / 255, c.blue / 255]); + this.set_uniform_float(this._uScale, 1, [settings.get_double('wisps-scale')]); + // clang-format on + } - // Inject some common shader snippets. - ${shaderSnippets.standardUniforms()} - ${shaderSnippets.noise()} - ${shaderSnippets.edgeMask()} + // This is called by extension.js when the shader is not used anymore. We will store + // this instance of the shader so that it can be re-used in th future. + free() { + freeShaders.push(this); + } - const vec2 SEED = vec2(${testMode ? 0 : Math.random()}, - ${testMode ? 0 : Math.random()}); - const float WISPS_RADIUS = 20.0; - const float WISPS_SPEED = 10.0; - const float WISPS_SPACING = 40 + WISPS_RADIUS; - const int WISPS_LAYERS = 8; - const float WISPS_IN_TIME = 0.5; - const float WINDOW_OUT_TIME = 1.0; + // This is called by the constructor. This is means it's only called when the effect + // is used for the first time. + vfunc_build_pipeline() { + const declarations = ` + // Inject some common shader snippets. + ${shaderSnippets.standardUniforms()} + ${shaderSnippets.noise()} + ${shaderSnippets.edgeMask()} - // Returns a grid of randomly moving points. Each grid cell contains one point which - // moves on an ellipse. - float getWisps(vec2 texCoords, float gridSize, vec2 seed) { + uniform bool uForOpening; + uniform vec2 uSeed; + uniform vec3 uColor; + uniform float uScale; - // Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio. - vec2 coords = (texCoords + hash22(seed)) * vec2(uSizeX, uSizeY); + const float WISPS_RADIUS = 20.0; + const float WISPS_SPEED = 10.0; + const float WISPS_SPACING = 40 + WISPS_RADIUS; + const int WISPS_LAYERS = 8; + const float WISPS_IN_TIME = 0.5; + const float WINDOW_OUT_TIME = 1.0; - // Apply global scale. - coords /= gridSize; + // Returns a grid of randomly moving points. Each grid cell contains one point which + // moves on an ellipse. + float getWisps(vec2 texCoords, float gridSize, vec2 seed) { - // Get grid cell coordinates in [0..1]. - vec2 cellUV = mod(coords, vec2(1)); + // Shift coordinates by a random offset and make sure the have a 1:1 aspect ratio. + vec2 coords = (texCoords + hash22(seed)) * vec2(uSizeX, uSizeY); - // This is unique for each cell. - vec2 cellID = coords-cellUV + vec2(362.456); + // Apply global scale. + coords /= gridSize; - // Add random rotation, scale and offset to each grid cell. - float speed = mix(10.0, 15.0, hash12(cellID*seed*134.451)) / gridSize * WISPS_SPEED; - float rotation = mix( 0.0, 6.283, hash12(cellID*seed*54.4129)); - float radius = mix( 0.5, 1.0, hash12(cellID*seed*19.1249)) * WISPS_RADIUS; - float roundness = mix(-1.0, 1.0, hash12(cellID*seed*7.51949)); + // Get grid cell coordinates in [0..1]. + vec2 cellUV = mod(coords, vec2(1)); - vec2 offset = vec2(sin(speed * (uTime+1)) * roundness, cos(speed * (uTime+1))); - offset *= 0.5 - 0.5 * radius / gridSize; - offset = vec2(offset.x * cos(rotation) - offset.y * sin(rotation), - offset.x * sin(rotation) + offset.y * cos(rotation)); + // This is unique for each cell. + vec2 cellID = coords-cellUV + vec2(362.456); - cellUV += offset; + // Add random rotation, scale and offset to each grid cell. + float speed = mix(10.0, 15.0, hash12(cellID*seed*134.451)) / gridSize * WISPS_SPEED; + float rotation = mix( 0.0, 6.283, hash12(cellID*seed*54.4129)); + float radius = mix( 0.5, 1.0, hash12(cellID*seed*19.1249)) * WISPS_RADIUS; + float roundness = mix(-1.0, 1.0, hash12(cellID*seed*7.51949)); - // Use distance to center of shifted / rotated UV coordinates to draw a glaring point. - float dist = length(cellUV - 0.5) * gridSize / radius; - if (dist < 1.0) { - return min(10, 0.01 / pow(dist, 2.0)); + vec2 offset = vec2(sin(speed * (uTime+1)) * roundness, cos(speed * (uTime+1))); + offset *= 0.5 - 0.5 * radius / gridSize; + offset = vec2(offset.x * cos(rotation) - offset.y * sin(rotation), + offset.x * sin(rotation) + offset.y * cos(rotation)); + + cellUV += offset; + + // Use distance to center of shifted / rotated UV coordinates to draw a glaring point. + float dist = length(cellUV - 0.5) * gridSize / radius; + if (dist < 1.0) { + return min(10, 0.01 / pow(dist, 2.0)); + } + + return 0.0; } + `; - return 0.0; - } - - void main() { - - float progress = ${forOpening ? '1.0-uProgress' : 'uProgress'}; + const code = ` + float progress = uForOpening ? 1.0-uProgress : uProgress; // Get the color of the window. vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st); - vec4 effectColor = vec4(${color.red / 255}, - ${color.green / 255}, - ${color.blue / 255}, 1.0) * windowColor.a; // Compute several layers of moving wisps. vec2 uv = (cogl_tex_coord_in[0].st-0.5) / mix(1.0, 0.5, progress) + 0.5; - uv /= ${settings.get_double('wisps-scale')}; + uv /= uScale; float wisps = 0; for (int i=0; i