🔧 Fix memory leaks of more effects

This commit is contained in:
Simon Schneegans
2022-05-08 13:09:02 +02:00
parent 61bea04018
commit 317eaa2969
7 changed files with 444 additions and 256 deletions
+107 -62
View File
@@ -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);
}
});
}